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    Mar 2006

    Default Calaca

    Calaca
    By Josh "The Vorpal Tribble" Schrader


    Calaca
    Large Outsider (extraplanar, good)
    Hit Dice: 13d8+13 (71 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares)
    Armor Class: 25 (+4 dex, +12 natural, -1 size), touch 13, flat-footed 21
    Base Attack/Grapple: +13/+20
    Attack: Slam +15 melee (1d6+3)
    Full Attack: 2 slams +15 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Grim fandango, high spirits, spell-like abilities, turn undead
    Special Qualities: Darkvision 60 ft., death ward, immunity to cold, no constitution, outsider traits, tongues
    Saves: Fort +8, Ref +12, Will +14
    Abilities: Str 16, Dex 19, Con -, Int 13, Wis 23, Cha 19
    Skills: Diplomacy +20, Gather Information +20, Heal +22, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +22, Perform (dance) +20, Perform (oratory) +20, Sense Motive +22
    Feats: Dodge, Improved Initiative(B), Improved Toughness, Run, Sidestep Charge, Stunning Fist
    Environment: Any good-aligned plane
    Organization: Solitary
    Challenge Rating: 10
    Treasure: No coins; double goods; standard items
    Alignment: Always neutral good
    Advancement: 14-29 HD (Large)
    Level Adjustment: +9

    A giant skeleton dances in the village square. Its garish clothing, lively eyes, and golden inlays give it a strangely festive air. The villagers, rather than panicking, shout happily and begin to dance around the skeleton.

    Strategies and Tactics
    A calaca is rarely a willing combatant, but if pressed will usually summon several spirits of the dead to aid it before using its spell-like abilities to deter would-be opponents. If this is not sufficient it begins a dance to bring forth its allies, converting them into a fighting force of chilling appearance.

    Death Ward (Sp): A calaca is continuously affected as by the Death Ward spell (caster level equal to calaca's Hit Dice), which extends out 10 feet from it.

    Grim Fandango (Su): Once per day, if threatened, a calaca can begin an eerie dance that is both beautiful and horribly unnerving. All allies of the calaca must be able to see the calaca dance. They are enticed to join in, though there is no true enchantment. Those that do find themselves filled with a fierce joy. With their last breath their skin and organs slough away and crumble into dust.

    They gain immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, non-lethal damage, death from massive damage, ability drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects.
    They do not need to breathe, eat or sleep.
    The opposite of undead, they are damage by inflict spells, and healed by cure spells, and can be affected by energy drain.
    They are not subject to critical hits, non-lethal damage, or ability drain.

    Those affected do not actually gain any new type from this ability, which lasts for as long as the ally sees the calaca dance and for 5 rounds thereafter. At any time and of those affected may choose to no longer join in. Once the effect ends or one leaves the dance their flesh regrows .

    High Spirits (Su): A calaca can summon a number of sacred watchers* per day whose CR added together is equal to twice the calaca's CR. An individually summoned creature cannot have a higher CR than the calaca. The remnants of the being to summon must be able to be sensed with Deathwatch. The calaca has no specific control over the spirits, but does gain a +10 bonus to charisma-based checks when dealing with those summoned. These spirits may return to the afterlife at any time, and may only remain summoned for 24 hours.

    *See the Book of Exalted Deeds

    No Constitution: A calaca is immune to poison, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage.

    Spell-like Abilities: Caster level 13th. Save DC's are Charisma-based.
    At Will - Deathwatch, Good Hope, Speak With Dead (DC 17), Spectral Hand
    3/day - Irresistable Dance (DC 22), Life Story, Plane Shift, *Vision of Heaven (DC 15)
    1/month - True Resurrection

    * Found in the Book of Exalted Deeds, p. 111.

    Tongues (Sp): A calaca can speak with any creature that has a language, as though using a tongues spell (caster level equal to calaca's Hit Dice). This ability is always active.

    Turn Undead (Su): A calaca can turn undead as a Cleric equal to its HD. Calacas gain a +4 bonus to their turning checks.

    Calaca Lore
    Characters with ranks in Knowledge (the planes/religion) can learn more about calacas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
    {table=head]DC|Information revealed

    DC 15|This immense skeletal creature is not dead at all, but a semi-living creature that shares many traits with the unliving. This result reveals all outsider traits, their lack of constitution, and immunty to cold.
    DC 20|This creature is a Calaca, a being of the heavens that represent the positive aspects of death, such as eternal reward and the end of pain and suffering. However, it is said that the calaca can guard against death. This reveals the good subtype and the deathward ability.
    DC 25|A calaca has control over spirits and may call forth souls from heaven to help it defend their loved ones. They can sense the dying and the remains of the dead, and can speak with them whenever they wish.
    DC 30|A calaca is said to be able to perform a dance that temporarily brings a waking death to goodly folk, freeing them of their fears and flesh to come closer to the spirit. This allows them to help fight for the calaca, though this condition is easily reversed.[/table]

    Ecology
    Despite their macabre appearance, Calacas are goodly creatures. They are as they seem, beings of death, but of it's joyful side. For the calaca do not consider death to be the worst thing that can happen to one if they led decent lives. It is merely the way through which a being comes home to their reward. As such the calaca spread comfort to the grieving, telling them of the heavens and the happiness of the loved one who has ascended. It often aids with the preparation of the dead and speaks at funerals, telling of their life and their accomplishments and what made them good and worthy beings in life.
    Environment: Calacas are to be found on any good-aligned plane, though most often upon the Blessed Fields of Elysium. They are often found outside the plane however. Locales where sorrow is especially rampant, where plague or disaster have struck and mourning is deep. Other times it appears at anniversaries of dire occurances, sparking festivities to honor the deceased and express joy at them finding peace. In this way the calaca turns others away from despair and converts it to happiness.
    Typical Physical Characteristics: A calaca usually resembles an extremely tall humanoid skeleton dressed in extravagant, festive clothing of many bright colors. It wears a necklace of braided marigold leaves and blossoms that almost glow with life. Golden etchings have been set into its bones with such artistic skill that they at first appear as mere decoration, but if one peers close they see that they form entire passages in celestial in minute detail. Despite seeming as a skeleton, a large pair of very lively eyes peer out from the wide sockets of its skull. A calaca's exact shape alters depending on who it goes to visit, appearing as a large skeletal shape of whatever race it visits (though its stats do not change).
    Alignment: Calacas are exceptionally empathic and caring beings who devote their life to bringing hope to the grieving. They honor the dead and speak of how they truly were, hiding nothing, but showing both the good and evil in their lives. Respect for the ancestors and friends they whole heartedly promote. Often the leaders, both religious and political, will try to drive out the calaca, especially if they are the cause of much of the grief for if such the calaca becomes their enemy. This does nothing but encourage a calaca who do what is right regardless of those about them. Calacas are always neutral good.

    Society
    Calacas do not often meet aside from friendships amongst themselves. Each seeks their own deeds and only come together to celebrate within the in fantastically momentous ocassions. The gardens of the Calaca are the only place they are known to frequently be seen in large numbers, tending such growths as ferns, lilies, and especially marigolds. All sorts of flora typically associated with departed souls can be found there, and with each passing of a being another may be planted.

    Typical Treasure
    Calacas often possess gifts for families they go to visit, though only rarely of great value. Many are items of the deceased that have only value to the family and were though to have been long lost or destroyed.
    The flowers they wear do not fade and may be replanted. A wreath gifted to a family is worth 100 gp.
    They have half-standard treasure for their Challenge Rating.

    Life Story
    Divination
    Level: Brd 4, Clr 6, Sorc/Wiz 6
    Components: V, S
    Casting Time: One standard action
    Range: Touch
    Target: One corpse
    Duration: Instantaneous

    You gain knowledge of the history of this being's life from the time before their death. You instantly learn their loves and hates, deeds and misdeeds, all knowledge of past doings as they remember it. This information may be clear or vague as if the caster were remembering it from years past, just as the deceased had.

    This grants you a permanent bonus to Knowledge (local) checks in areas the deceased knew well equal to their number of ranks in the skill (minimum +1). Multiple castings can increase this knowledge check in the same locale, but only if the knowledge ranks acquired exceed those gained from previous castings.

    If the deceased is brought back to life you gain a +4 bonus to all Charisma-based checks with this being.

    Sample Sacred Watchers

    Powers
    Sacred Watchers summoned by a Calaca can select from the following abilities, in addition to those presented in the Book of Exalted Deeds.

    Bond (Su): Once per round, an ethereal Sacred Watcher may bond with another willing creature into one being. This ability is similar to a fusion power (manifester level 10th or the sacred watcher's Hit Dice, whichever is higher) except the fused being has the mental stats of whichever of the two beings is highest, but retains physical stats of the other creature.

    While the Sacred Watcher is in control of the fused creature the body changes to resemble the living form of the Watcher.

    Cry of Victory (Su): A sacred watch can let out a cry of victory as a standard action. All living opponents within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic, holy, mind-affecting fear effect. A creature that successfully saves against the cry cannot be affected by the same watcher’s cry for 24 hours.

    Gaze of Disgrace (Su): A Sacred Watcher can make one relive all their most horrible deeds at a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

    Magnificent Appearance (Su): Any living opponent within 60 feet that views a Sacred Watcher must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same watcher’s magnificent appearance for 24 hours.

    Telekinesis (Su): A sacred watcher can use telekinesis as a standard action (caster level 12th or equal to the watcher’s HD, whichever is higher). When a sacred watcher uses this power, it must wait 1d4 rounds before using it again.

    Vision of Heaven (Su): A Sacred Watcher that hits a living target with its incorporeal touch attack may choose to momentarily cause their target to experience a vision of the afterlife. Good aligned creatures gain a +1 morale bonus on saves and skill checks for a minute. Evil creatures must succeed on a Will save or be rendered Dazed for 1 round.

    Jonn Lank

    Sacred Watcher Human Fighter 1
    Medium Deathless (incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +0
    Speed: Fly 30 ft. (6 squares) (perfect)
    Armor Class: 11 (+1 deflection), touch 11, flat-footed 11; or 12 (+2 leather armor)
    Base Attack/Grapple: +1/+3
    Attack: Incorporeal touch +3 melee (1d6) or Longspear +1 melee against ethereal foes (1d8+2)
    Full Attack: Incorporeal touch +3 melee (1d6) or Longspear +1 melee against ethereal foes (1d8+2)
    Space/Reach: 5 ft./5 ft. (10 ft. with spear)
    Special Attacks: Bond, vision of heaven, telekinesis
    Special Qualities: Darkvision 60 ft., deathless traits, incorporeal traits, manifestation, turn resistance +4
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 14, Dex 10, Con -, Int 9, Wis 11, Cha 13
    Skills: Hide +8, Listen +10, Search +7, Spot +10
    Feats: Improved Sunder, Power Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Lawful Good
    Advancement: By character class
    Level Adjustment: +5

    This young man has close-cropped brown hair with a determined expression, the only hardness to a pleasant, kind face and deep green eyes. He appears transparent and otherworldly, but his form seems lit with a warm glow as if the sun were shining down upon it through thick clouds.

    Jonn was only sixteen when he volunteered for the town guard against raiders and was crushed below a horse as he impaled its rider who was one of the scouts for the invaders. He was a brave soul and sorely missed by his sister and grandmother who had raised him, not to mention several of the town's young women.

    Jonn speaks Celestial and Common.

    Combat
    Jonn will protect the people of his town with as much effort as he did in life, though now is more able to take on his enemies with his touch that scorns the flesh of evil.

    Bond (Su): Once per round, Jonn may bond with another willing creature into one being. This ability is similar to a fusion power (manifester level 10th) except the fused being has the mental stats of whichever of the two beings is highest, but retains physical stats of the other creature.

    While Jonn is in control of the fused creature the body changes to resemble his once living form.

    Vision of Heaven (Su): If Jonn hits a living target with his incorporeal touch attack may choose to momentarily cause their target to experience a vision of the afterlife. Good aligned creatures gain a +1 morale bonus on saves and skill checks for a minute. Evil creatures must succeed on a DC 11 Will save or be rendered Dazed for 1 round.

    Manifestation (Su): Jonn dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When he manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and his own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with his touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Jonn's incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Telekinesis (Su): Jonn can use telekinesis as a standard action (caster level 12th). When it uses this power, it must wait 1d4 rounds before using it again.

    Turn Resistance (Ex): Jonn has +4 turn resistance.


    Clydes

    Sacred Watcher Centaur
    Large Deathless (incorporeal)
    Hit Dice: 4d12 (26 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares), fly 30 ft. (perfect)
    Armor Class: 13 (+2 deflection, +2 dexterity, -1 size), touch 13, flat-footed 11; or 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +4/+12
    Attack: Incorporeal touch +5 melee (draining touch) or Longsword +7 melee (2d6+6/19–20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)
    Full Attack: Incorporeal touch +5 melee (draining touch); or Longsword +7 melee (2d6+6/19–20) and 2 hooves +3 melee against ethereal foes (1d6+2); or composite longbow (+4 Str bonus) +5 ranged against ethereal foes (2d6+4/x3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Gaze of disgrace
    Special Qualities: Darkvision 60 ft., deathless traits, incorporeal traits, manifestations, turn resistance
    Saves: Fort +3, Ref +6, Will +5
    Abilities: Str 18 (- to non-ethereal), Dex 14, Con -, Int 8, Wis 13, Cha 15
    Skills: Hide +10, Listen +11, Move Silently +4, Search +7, Spot +11, Survival +2
    Feats: Dodge, Weapon Focus (hoof)
    Environment: Temperate forests
    Organization: Solitary, company (5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)
    Challenge Rating: 5
    Treasure: None
    Alignment: Neutral Good
    Advancement: By character class
    Level Adjustment: +7

    Clydes is a great strapping being with the brown-furred body of an enormous horse with wide hooves draped with loose hair. He seens solid in the sunlight, but as he steps into shade his body seems to melt away into hardly more than a shadowy outline.

    Clydes was once a centaur who had the simple life of a trapper and carer for sick animals. His wife was particularly beautiful, causing much jealousy amongst a number of other males. He was killed by a rival one night with a poisoned blade and his body hidden within a tunnel dug out of a cellar.

    Clydes speak Celestial, Sylvan and Elven.

    Combat
    Clydes uses his draining touch to siphon the energy from those who would threaten his village or the Calaca that allowed him to see his home once more.

    Gaze of Disgrace (Su): Clydes can make one relive all their most horrible deeds at a glance, at a range of up to 30 feet. Creatures that meet his gaze must succeed on a DC 14 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

    Manifestation (Su): Clydes dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When he manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and his own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with his touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Clydes' incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane.

    Turn Resistance (Ex): Clyde has +4 turn resistance.


    Tamni Leylow

    Sacred Watcher Maenad Wilder 8
    Medium Deathless (incorporeal, psionic)
    Hit Dice: 8d12 (52 hp)
    Initiative: +3
    Speed: Fly 30 ft. (perfect)
    Armor Class: 17 (+4 deflection, +3 dex), touch 17, flat-footed 14; or 17 (+4 chain shirt, +3 dex), touch 17, flat-footed 14
    Base Attack/Grapple: +6/+5
    Attack: Deepcrystal dagger +9 melee (1d4-1)
    Full Attack: Deepcrystal dagger +9/+5 melee (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cry of victory, outburst, psi-like ability, psionics, surging euphoria, telekinesis, wild surge
    Special Qualities: Darkvision 60 ft., deathless traits, elude touch, incorporeal traits, manifestation, naturally psionic, turn resistance +4
    Saves: Fort +2, Ref +6, Will +7
    Abilities: Str 8 (- against nonethereal), Dex 16, Con -, Int 14, Wis 12, Cha 18
    Skills: Autohypnosis +12, Concentration +11, Hide +11, Intimidate +15, Listen +20, Search +10, Sense Motive +12, Spot +20
    Feats: Ghost Attack, Two-Weapon Fighting, Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Chaotic Good
    Advancement: By character class
    Level Adjustment: +5

    This beautiful woman appears young at first, very slight in height and build, but as one comes close they see lines of pain and suffering on her face of one much more aged. She posseses a deathly pallor and her eyes are hidden in darkness. Her brilliant auburn hair hangs just above her shoulders and is raggedly cut. She wears a simple brown robe, frayed and ancient seeming, barely staying together.

    Tamni is a murderer. Her victims number only a few, but she was born with a temper that knew few bounds, an anger that she rarely could control. It was in the throes of passionate fury that she did these deeds, and was just as devestated afterwards. Only her obvious love and aid in her calm times kept her from being executed. She was thus banished while in the height of youth, forced to lived a life of isolation and meditation, trying to control her emotions. She died an old woman, wasting away with none to care for her as she grew frail and sick.

    Tamni speaks Celestial, Common and Maenad.

    Combat
    Tamni enters combat only if provoked considerably or when the weak are threatened. She then becomes a different person entirely, the shadows about her eyes being filled with an enraged fire and she launches forward, knives in hand, with a scream of utter rage that shakes the very ground.

    If not yet brought to anger, she lets forth a moan of feeling so deep and ominous that it frightens all from her.

    Elude Touch (Ex): Tamni gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.

    Cry of Victory (Su): Tamni can let out a cry of victory as a standard action. All living opponents within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic, holy, mind-affecting fear effect. A creature that successfully saves against the cry cannot be affected by Tamni's cry for 24 hours.

    Naturally Psionic: Tamni gain 2 bonus power points at 1st level.

    Outburst (Ex): Once per day, for up to 4 rounds, Tamni can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.

    Psi-Like Ability: 1/day-energy ray (DC 15, 8d6-8 sonic). Tamni can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level 4th. The save DC is Charisma-based.

    Psionics: Manifester level 8th. (Power Points per day = 68; Save DC 14 + power level):
    1st - Mind Thrust, Vigor
    2nd - Ego Whip
    3rd - Body Adjustment
    4th - Aura Sight

    Manifestation (Su): Tamni dwells on the Ethereal Plane and, as an ethereal creature, she cannot affect or be affected by anything in the material world. When he manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and her own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with her touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where she is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Tamni's incorporeality helps protect her from foes on the Material Plane, but not from foes on the Ethereal Plane.

    Surging Euphoria (Ex): When Tamni uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
    If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

    Telekinesis (Su): Tamni can use telekinesis as a standard action (caster level 12th). When Tamni uses this power, she must wait 1d4 rounds before using it again.

    Turn Resistance (Ex): Tamni has +4 turn resistance.

    Wild Surge (Su): Tamni can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, she gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
    She can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to +3 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1-3 power points that would normally be required to augment the power is effectively supplied by the wild surge.
    Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
    This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).


    Derraszcel

    Sacred Watcher Young Bronze Dragon
    Medium Deathless (incorporeal)
    Hit Dice: 12d12 (78 hp)
    Initiative: +4
    Speed: Fly 150 ft. (perfect)
    Armor Class: 13 (+3 deflection), touch 13, flat-footed 13; 21 (+11 natural), touch 10, flat-footed 21
    Base Attack/Grapple: +12/+12
    Attack: -; Bite +15 melee against ethereal foes (1d8+3)
    Full Attack: -; Bite +15 melee (1d8+3) and 2 claws +13 melee (1d6+1) and 2 wings +13 melee against ethereal foes (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bond, breath weapon, magnificent appearance
    Special Qualities: Alternate form, blindsense 60 ft., darkvision 120 ft., deathless traits, immunity to electricity, incorporeal traits, manifestation, speak with animals, turn resistance +4
    Saves: Fort +8, Ref +8, Will +11
    Abilities: Str 17 (- against non-ethereal), Dex 10, Con -, Int 16, Wis 17, Cha 16
    Skills: Disable Device +18, Handle Animal +18, Hide +23, Intimidate +18, Knowledge (nature) +20, Listen +26, Search +26, Spot +26, Survival +20 (+22 follow tracks)
    Feats: Ability Focus (malevolence), Flyby Attack, Improved Initiative, Multiattack, Track
    Environment: Temperate Hills
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Lawful Good
    Advancement: -
    Level Adjustment: +11

    Derraszcel is a rather frightening appearing dragon, bones showing through charred skin and smoke-dulled scales. What appears as flickering flame still glows about his body.

    Derraszcel once roamed the hilly highlands and moors, sleeping beneath the sparce tree cover or digging burrows beneath the hills. He was a young dragon, too young to have any great ambition, though within his caves he would sometimes leave amber he collected. His great love were for the beasts, and would often spend the day flying with geese or running with the antelope. He would often find cruel traps with metal teeth and bend them out of shape so that they could not snare and cause pain. Word of his doings spread and men tracked him to where he slept in his lair. They hid a trap made just for he, an enormous thing of serrated edges and a chain as thick as his tail. He emerged, smelling the scent of men when he was caught. They set the grass on fire around him and allowed it to close in around. Derraszcel was quickly enveloped and died in agony.

    Derraszcel speaks Celestial and Draconic

    Combat
    Derraszcel uses his repulsion gas to be rid of opponents, though if it sees animals or other harmless creatures being harmed it literally flies into fury, it's horrible appearance becoming all the more horrifying as their vitality seems to drain out of them.

    Alternate Form (Su): Derraszcel can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. He can remain in his animal or humanoid form until he chooses to assume a new one or return to his natural form.

    Breath Weapon (Su): Derraszcel has two types of breath weapon, a line of lightening and a cone of repulsion gas.
    Line of lightning 60 feet long, once every 1d4 rounds, damage 6d6 electricity, Reflex DC 16 half. The save DC is Constitution-based.
    Cone of repulsion gas 30 feet long. Creatures within the cone must succeed on a DC 16 Will save or be compelled to do nothing but move away from the dragon for 1d6+3rounds. This is a mind-affecting compulsion enchantment effect.

    Bond (Su): Once per round, Derraszcel may bond with another willing creature into one being. This ability is similar to a fusion power (manifester level 12th) except the fused being has the mental stats of whichever of the two beings is highest, but retains physical stats of the other creature.

    While Derraszcel is in control of the fused creature the body changes to resemble the once living form of Derraszcel.

    Magnificent Appearance (Su): Any living opponent within 60 feet that views Derraszcel must succeed on a DC 19 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by Derraszcel's magnificent appearance for 24 hours.

    Keen Senses (Ex): Derraszcel sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Manifestation (Su): Derraszcel dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When he manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and his own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with his touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Derraszcel's incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane.

    Spell-Like Abilities: At will — Speak With Animals.

    Turn Resistance (Ex): Derraszcel has +4 turn resistance.
    Last edited by Jack Mann; 2007-10-25 at 10:01 PM.