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    Bugbear in the Playground
     
    Sir Shadow's Avatar

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    Jul 2007
    Location
    Hell, FL
    Gender
    Male

    Default Re: GITP Monster Competition XXV - Urban Legends





    Spontaneous Combustion

    Medium Undead (Incorporeal, Fire)
    Hit Dice:
    7d12 (42 hp)
    Initiative: +6 (+2 Dexterity, +4 Improved Initiative)
    Speed: Fly 30 ft (perfect) (6 squares)
    Armor Class: 17 (+2 Dexterity, +5 Deflection), 17 touch, 15 flat-footed
    Base Attack/Grapple: +3/+0
    Attack: Incorporeal Touch Attack +5
    Full Attack: Incorporeal Touch Attack +5
    Space/Reach: 5'/5'
    Special Attacks: Burning Wail, Burning Sensation, Fiery Touch, Possess, Scarred Appearance, Spontaneously Combust, Playing with Matches
    Special Qualities: Immunity to Fire, Vulnerability to Cold, Whimsical Flame
    Saves: Fort +2, Ref +5, Will +10
    Abilities: Str –, Dex 15, Con – , Int 14, Wis 16, Cha 21,
    Skills: Hide , Spot , Listen , Search
    Feats: Force of Personality, Improved Initiative
    Environment: Cityscape (Urban)
    Organization: Solitary, Dynamic Duo (2), Haunted House (3-6)
    Challenge Rating:
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 8-16 (Medium)
    Level Adjustment: +7

    Description/background/characteristics

    Combat

    Spontaneous Combustions (henceforth known as SCs) are not hostile creatures by design. When a new person enterers their haunt, their Whimsical Flame ability automatically occurs. If they become hostile toward a specific target, they will wait til that person is asleep to attack. When they’re target is vulnerable they will attempt to Possess him/her and then use their Spontaneously Combust ability. Whether it succeeds or fails, they will then become neutral and return to floating about ominously or whatever else it is that they do.

    If they are attacked, their first response will be to run, even if this means they must move through solid objects. However, if they are surrounded, they will fight back using all their special attacks to their fullest extent. They will usually begin by activating their Scarred Appearance. Then, they will use Burning Wail as often as possible along with their Fiery Touch to do as much damage as possible. As soon as the way is clear, they will retreat.

    Burning Wail (Su)
    Once every 1d4 rounds, a SC may emit a terrible wail. Everything, creatures and objects, within a 40’ cone emanating from the SC’s mouth takes 2d4 fire damage, DC 21 charisma based reflex save for half, and 1d6 sonic damage. This ability may cause objects to ignite and burn using the base rules for objects on fire.

    Burning Sensation (Ex)
    After a SC has successfully used its Possess ability successfully, it may use a full round action to deal 2d4 points of nonlethal damage to the host. Each time uses this ability, the host may make a DC 24 Charisma-based Will save to wake up.

    Fiery Touch (Ex)
    Every time a SC makes a successful incorporeal touch attack, they may choose to either deal 2d4 wisdom damage or 1d12 +3 fire damage.

    Immunity to Fire (Ex)
    SCs take no damage from Fire.

    Playing with Matches (Su)
    Creatures that a SC has successfully used its Possess ability on, because weak to Fire damage.
    If they are immune, resistant, or vulnerable to Fire damage, then their vulnerability goes up one step as follows:
    Immune -> 0.5x damage
    0.5x -> 1x
    1x -> 1.5x
    1.5x -> 2x

    Possess (Ex)


    Scarred Appearance (Ex)
    Normally, a SC appears as a shifting gust of smoke, but twice per day it may take a standard action to manifest its true appearance for five rounds. This form is terribly burnt and it may be difficult for the viewer to determine the SC's gender or age--if they can look at it ong enough.
    Any creature that sees the SC's manifested form must make a DC 24 charisma-based Will save. If the save is failed, they must roll 1d100, the effect of which is determined by the following chart.
    {table=head]Roll | Result
    1-20 | Frightened
    21-25 | Panicked
    26-40 | Blinded
    41-65 | Dazed
    66 | Insanity (as the spell)
    67-85 | Nauseated
    86-100 | Fascinated
    [/table]These effects persist for three rounds after the SC stops manifesting its Scarred Appearance or after SC is no longer in the target's line of sight.
    Any creature that fails their Will Save roll by ten or more immediately becomes effected by Insanity (as the spell).
    If the target succeeds on its save, it is immune to that SC's Scarred Appearance for the next twenty-four hours.

    Spontaneously Combust (Su)
    If a SC has successfully used its Possess skill on a creature, it may at any time use a full round action deal 2d8 fire damage for each of the creature’s HD. If a creature hitpoints are lowered to 0 or below due to ability, its body turns to ash. Any creature killed by this ability may not be resurrected unless a Wish, Miracle, or similar spell is used to recreate the body.

    Vulnerability to Cold (Ex)
    All Cold damage taken by an SC is multiplied by 1.5

    Whimsical Flame (Ex)



    Undead Type
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    Traits

    An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

    * No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    * Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
    * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
    * Undead do not breathe, eat, or sleep.


    Incorporeal Subtype
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    Incorporeal Subtype

    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

    An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

    An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

    An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.


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    Lore

    Plot Hook/Story if any

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    The Creation of a Spontaneous Combustion
    Last edited by Sir Shadow; 2008-09-21 at 09:59 AM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.