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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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7<br />

Groaning Spirit<br />

Medium Undead (Incorporeal)<br />

Hit Dice: 7d12 (45 hp)<br />

Initiative: +7<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 17 (+3 Dex, +4 deflection),<br />

touch 17, flat-footed 14<br />

Base Attack/Grapple: +3/—<br />

Attack: Incorporeal touch +6 melee (1d8<br />

plus chill touch)<br />

Full Attack: Incorporeal touch +6 melee<br />

(1d8 plus chill touch)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Chill touch, fear aura,<br />

keening<br />

Special Qualities: +4 turn resistance,<br />

darkvision 60 ft., immunity to cold and<br />

electricity, incorporeal traits, sense living,<br />

<strong>The</strong> groaning spirit is <strong>the</strong> malevolent spirit <strong>of</strong><br />

a female elf that is found haunting swamps, fens,<br />

moors, and o<strong>the</strong>r desolate places. Groaning spirits<br />

hate <strong>the</strong> living and seek to destroy whomever <strong>the</strong>y<br />

meet. A groaning spirit appears as a translucent<br />

image <strong>of</strong> her former self. Her eyes burn with a<br />

crimson flame.<br />

Combat<br />

A groaning spirit’s primary attack is her<br />

keening. If a creature survives <strong>the</strong> keening attack,<br />

<strong>the</strong> groaning spirit attacks with her incorporeal<br />

touch.<br />

Chill Touch (Su): Damage caused by<br />

a groaning spirit’s touch attack is considered<br />

negative energy and afflicts <strong>the</strong> target with a<br />

chilling cold. Any creature touched must succeed<br />

on a DC 17 Fortitude save or suffer 1 point <strong>of</strong><br />

Strength drain.<br />

Groaning spirits are <strong>the</strong> bane <strong>of</strong> o<strong>the</strong>r undead,<br />

and any undead <strong>the</strong>y touch (except o<strong>the</strong>r groaning<br />

spirits) must succeed on a DC 17 Will save or flee<br />

in fear as if panicked for 2d6 rounds. <strong>The</strong> save DCs<br />

are Charisma-based.<br />

Fear Aura (Su): Anyone viewing a groaning<br />

spirit must succeed on a DC 17 Will save or flee in<br />

terror for 1d6+4 rounds. Whe<strong>the</strong>r or not <strong>the</strong> save is<br />

126<br />

spell resistance 20, undead traits, unnatural<br />

aura, vulnerability to dispelling<br />

Saves: Fort +2, Ref +5, Will +8<br />

Abilities: Str —, Dex 17, Con —, Int 16,<br />

Wis 16, Cha 18<br />

Skills: Bluff +14, Diplomacy +8, Disguise<br />

+4 (+6 acting), Hide +13, Intimidate +16,<br />

Listen +15, Search +13, Sense Motive +13,<br />

Spot +15, Survival +3 (+5 following tracks)<br />

Feats: Ability Focus (keening), Alertness B ,<br />

Blind-Fight, Improved Initiative<br />

Environment: Any land and underground<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: Standard<br />

Alignment: Always chaotic evil<br />

Advancement: 8-14 HD (Medium)<br />

Level Adjustment: —<br />

successful, a creature is immune to <strong>the</strong> fear aura <strong>of</strong><br />

that groaning spirit for 24 hours. <strong>The</strong> save DC is<br />

Charisma-based.<br />

Keening (Su): Once per day, at night only, a<br />

groaning spirit can release a death wail audible to<br />

a range <strong>of</strong> 1 mile. All creatures within 30 feet that<br />

hear this must succeed on a DC 19 Will save or be<br />

affected as per <strong>the</strong> wail <strong>of</strong> <strong>the</strong> banshee spell. Those<br />

that succeed at <strong>the</strong>ir save still take 3d6+7 points <strong>of</strong><br />

damage. This is a sonic, death effect. <strong>The</strong> save DC<br />

is Charisma-based.<br />

Sense Living (Su): A groaning spirit can<br />

sense all living creatures up to 5 miles away.<br />

Unnatural Aura (Su): Both wild and<br />

domesticated animals can sense <strong>the</strong> unnatural<br />

presence <strong>of</strong> a groaning spirit at a distance <strong>of</strong> 30<br />

feet. <strong>The</strong>y will not willingly approach nearer than<br />

that and panic if forced to do so; <strong>the</strong>y remain<br />

panicked as long as <strong>the</strong>y are within that range.<br />

Vulnerability To Dispelling (Ex): If a<br />

spellcaster uses dispel evil (<strong>the</strong> second effect<br />

requiring a touch attack) against a groaning spirit,<br />

<strong>the</strong> creature must succeed on a Will save (DC 15<br />

+ caster’s relevant ability score modifier) or suffer<br />

1d6 points <strong>of</strong> damage per caster level (maximum<br />

10d6).

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