Huge Undead (psionic)
Hit Dice: 15d12 (97 hp)
Speed: Fly 30 ft. (good)
Armor Class: 20 (+3 deflection, +7 dex), touch 20, flat-footed 13
Base Attack/Grapple: +7/-
Full Attack: -
Space/Reach: 15 ft./0 ft.
Special Attacks: Envelope, recall agony, psi-ike abilities, scent of death
Special Qualities: Damage reduction 10/magic, rejuvenation, turn resistance +4, undead traits
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 1, Dex 24, Con -, Int -, Wis 1, Cha 16
Challenge Rating: 9
Alignment: Always neutral
Advancement: 16-29 HD (Huge), 30-50 HD (Gargantuan), 51+ HD (Colossal)
Level Adjustment: -
This appears as a murky fog with an odious red tinge that smells of blood and sweat and tastes of fear. Those who step within hear the wailing and pleading of the dying and see broken and beaten bodies scattered endlessly, begging for succor and revenge.
A dying breath rises in only one place, the sites of the bloodiest battles and massacres. It is formed of the last gasping breaths, mixed with the evaporating blood of the dead, and flavored with the dying memories of the victim's end. This site becomes constantly wreathed in a dense mist that possesses an unlife all its own.
A dying breath is attracted to living creatures, rushing forward to share the memories of those that died in the area. It assumes all beings who approach are one of the agressors of the past and seeks to fill them with the pain that the victims suffered.
A dying breath may occupy the same space as any creature as if it were a swarm. It can pass through small holes or narrow openings, even mere cracks, as if under the affects of the Gaseous Form spell. Its substance obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This obscuring does not hide the scene of battle within its space.
Sounds from outside the dying breath are completely blanketed to those within. Sounds from those within that are not created by the dying breath are heard at a -4 penalty.
A dying breath automatically succeeds on touch attacks on those within its space.
Caster level 15th. Save DC's are Charisma-based.
3/day - Hostile Empathic Transfer (DC 16)
1/day - Recall Death (DC 21)
Recall Agony (Ps)
: Those that enter the space of a dying breath must succeed on a DC 20 will save each round or take 4d6 damage as the fabric of time opens to deal the wounds suffered by those who died in the area so long ago. This is a mind-affecting effect. The save DC is Charisma-based.
In most cases, it’s difficult to destroy a dying breath through simple combat: The “destroyed” creature will restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A dying breath that would otherwise be destroyed returns to the battlefield. The only way to get rid of a dying breath for sure is to avenge those that died in the locale it haunts.
Scent of Death (Ex):
Those within a dying breath's area must succeed on a DC 17 fortitude save or be sickened for as long as they remain within and for 1d4 rounds thereafter. Those that make their save do not have to make another save for as long as they remain. If they leave the dying breath and then re-enter a new save must be made. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Creatures cannot use scent while within the dying breath's area.
Turn Resistance (Ex):
A dying breath has +4 turn resistance.