The elves of Old Norumbega, it is said, forbade any of their kind from entering the Great Dungeon. Hobgoblin garrisons were posted to the shores of Black Lake to prevent any elf from violating this ban. The reason behind this prohibition is less well known, but the elves say that one of the first Elf Queens in the North was long troubled by dreams of the Dungeon, which visited her in the night with promises of lost magic. One day she and her sister, a great warrior, and her consort, a mighty wizard, ventured into the Dungeon and were destroyed somewhere in the depths. More recently, explorers to the deeper levels have reported seeing a wretched, weeping spirit whose wails echo through the pitch-black halls. None, though, have even claimed to have heard the dread keening of the Banshee Queen, which is said to bring death.
Groaning spirits (banshees) were included in the 1st edition Monster Manual (1977) as undead elf maidens with a devastating special attack: a keening that could kill those who heard it. Perhaps because of the very specific origin of this monster, or its deadly attack, groaning spirits saw fairly limited use. In 3rd edition, banshees appeared as a CR 17 creature in the Monster Manual II, a pretty significant jump in power from earlier editions. This decision makes some sense: a monster with an attack that can potentially inflict a TPK should probably be higher level. Like many of the higher CR MMII monsters, the banshee is a good concept with a shaky design. Meanwhile, the Tome of Horrors included a 3.5e version of the groaning spirit that was CR 7 and more faithful to older editions. Finally, Pathfinder responded with their own, CR 15 banshee in the Bestiary II.
I wasn’t entirely satisfied with any of these versions, and wanted something that could scale from CR 7 up to CR 17 and maybe beyond. Given that undead usually work well as a template, I ended up making a template that borrowed from the ToH and the Bestiary, as well as the standard ghost template (but without all the cumbersome ethereal mechanics).
The following text is Open Game Content.
Groaning Spirit
This translucent figure resembles a beautiful elven female with delicate features. Her eyes burn with a crimson flame and her hair is a tangled mess of its former beauty.
A Malevolent Spirit. The groaning spirit is an undead female elf, often found haunting swamps, fens, moors, and other desolate places.
Enmity for the Living. Groaning spirits are filled with hatred and seek to destroy whomever they meet.
Baleful Wailing. A groaning spirit’s primary attack is her keening, which can seriously harm or even kill the listener. If a creature survives the keening attack, the groaning spirit attacks with her incorporeal touch.
A groaning spirit appears as a translucent image of her former self.
Creating A Groaning Spirit
“Groaning Spirit” is an acquired template that can be added to any female elf with 5 or more HD and a Charisma score of at least 8 (hereafter referred to as the base creature).
A groaning spirit uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +2.
Alignment: Always chaotic evil.
Size and Type: The creature’s type changes to undead, and it gains the incorporeal and augmented subtypes. It also retains all subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as elf). Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Senses: A groaning spirit has all the senses of the base creature and gains darkvision out to 60 feet and the lifesense ability.
Lifesense (Su): A groaning spirit notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Armor Class: The creature’s natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Hit Dice: All current and future Hit Dice become d12s.
Defensive Abilities: A groaning spirit has all the defensive abilities of the base creature as well as the following.
Incorporeal Traits: A groaning spirit is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A groaning spirit can pass through solid objects, but not force effects, at will. Its own attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A groaning spirit always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Spell Resistance (Ex): A groaning spirit has spell resistance equal to the base creature’s HD + 13 (maximum 35).
Turn Resistance (Ex): A groaning spirit has +4 turn resistance.
Undead Traits: A groaning spirit is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and effects that require 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. It cannot be raised andresurrection works only if it is willing.
Weaknesses: A groaning spirit gains daylight powerlessness.
Daylight Powerlessness (Ex): A groaning spirit is utterly powerless in natural sunlight (not merely a daylight spell) and flees from it.
Speed: Groaning spirits have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Melee: A groaning spirit loses all the attacks of the base creature and gains an incorporeal touch attack that deals no damage but inflicts draining touch (see below). Because a groaning spirit has no Strength score, its Dexterity modifier rather than its Strength modifier applies to all its attack rolls.
Special Attacks: A groaning spirit retains all the special attacks of the base creature, though some of these attacks might not be usable by the creature in incorporeal form. A groaning spirit gains the special attacks described below. The save DC against a special attack is equal to 10 + 1/2 groaning spirit’s HD + groaning spirit’s Cha modifier unless otherwise noted.
Draining Touch (Su): A groaning spirit that hits a living target with its incorporeal touch attack drains 1d6 Charisma points (2d6 on a critical hit). On each such successful attack, the groaning spirit heals 5 points of damage to itself (10 on a critical hit).
Horrific Appearance (Su): Any living creature within 60 feet that views a groaning spirit 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 groaning spirit’s horrific appearance for 24 hours.
Keening (Su): Once per encounter, a groaning spirit may keen as a full-round action. The keening lasts until the beginning of its next turn. All living creatures within 40 feet of the groaning spirit when it begins its keening, as well as all creatures that end their turn within that radius, must make a Fortitude save. (This save is only required once per keening.) Creatures that make their save are sickened for 1d6 rounds. Those that fail take 10 points of damage per HD of the groaning spirit. If a groaning spirit is damaged during a keening, it must make a Will save (DC 15 + damage taken) to maintain the keening; otherwise it ends. This is a sonic death effect. A groaning spirit’s keening is supernaturally powerful, and penetrates the effect of any spell of 3rd level or lower that creates silence.
Special Qualities: A groaning spirit has all the special qualities of the base creature except those that require physical contact.
Abilities: Increase from the base creature as follows: Dex +6, Int +4, Wis +4, Cha +6. As an incorporeal undead creature, a groaning spirit has no Strength or Constitution score.
Environment: Any, often as base creature.
Organization: Solitary.
Treasure: Standard.
Level Adjustment: Same as the base creature +7.
Gear: When a groaning spirit forms, it retains none of its equipment or carried items.
Sample Groaning Spirits
A banshee is the undead spirit of an elven aristocrat. The banshee had the following ability scores before racial modifiers and Hit Dice ability score increases: Str 8, Dex 10, Con 9, Int 12, Wis 11, Cha 13.
Banshee CR 6
Female groaning spirit elf aristocrat 5
CE Medium undead (augmented humanoid, incorporeal)
Init +4; Senses darkvision 60 ft., life sense, low-light vision; Listen +6, Spot +6
Languages Common, Elven, Sylvan
AC 19 touch 19, flat-footed 15 (+5 deflection, +4 Dexterity)
hp 32 (5d12 HD)
Fort +1, Ref +5, Will +6
Immune incorporeal traits, undead traits; Resist turn resistance +4; SR 18
Weakness daylight powerlessness
Spd fly 60 ft. (perfect)
Melee incorporeal touch +7 (1d6 Charisma drain/)
Special Attacks draining touch, horrific appearance (DC 17), keening (DC 17)
Str –, Dex 18, Con –, Int 16, Wis 15, Cha 20
Base Atk +3; Grp –
Feats Alertness, Negotiator
Skills Bluff +13. Diplomacy +21, Intimidate +15, Knowledge (nobility and royalty) +11, Listen +6, Search +5, Sense Motive +12, Spot +6, Survival +2 (+4 following tracks)
Horrific Appearance (Su) The save DC is 17.
Keening (Su) The save DC is 17. The banshee’s keening inflicts 50 hp damage on a failed saved.
A banshee queen is an especially powerful groaning spirit, often created from a high-born elf. The queen had the following ability scores before racial modifiers and Hit Dice ability score increases: Str 14, Dex 8, Con 12, Int 15, Wis 10, Cha 13.
Banshee Queen CR 17
Female groaning spirit elf wizard 5/fighter 1/eldritch knight 9
CE Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft., life sense, low-light vision; Listen +4, Spot +4
Languages Common, Elven, Goblin, Sylvan
AC 16, touch 16, flat-footed 13
(+3 deflection, +3 Dexterity)
hp 103 (15d12 HD)
Fort +9, Ref +7, Will +8
Immune incorporeal traits, undead traits; Resist turn resistance +4; SR 28
Weakness daylight powerlessness
Spd fly 60 ft. (perfect)
Melee incorporeal touch +15 (1d6 Charisma drain/19–20)
Special Attacks draining touch, horrific appearance (DC 21), keening (DC 23)
Spells Prepared (CL 13th)
7th—prismatic spray (DC 23)
6th—chain lightning (DC 22), maximized lightning bolt (DC 19), quickened scorching ray (+15 ranged touch)
5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic missile, teleport
4th—arcane eye, crushing despair (DC 20), lesser globe of invulnerability, shout (DC 20), solid fog
3rd—dispel magic, haste, lightning bolt (DC 19), empowered magic missile , slow (DC 19)
2nd—acid arrow (+15 ranged touch), darkness, detect thoughts, mirror image, scorching ray (+15 ranged touch), web (DC 18)
1st—expeditious retreat, hold portal, magic missile, shield, ray of enfeeblement (+15 ranged touch)
0—dancing lights, detect magic, daze (DC 16), light
Str –, Dex 16, Con –, Int 22, Wis 14, Cha 19
Base Atk +12; Grp –
Feats Ability Focus (keening), Combat Casting, Combat Expertise, Empower Spell, Eschew Materials, Improved Critical (incorporeal touch), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll
Skills Concentration +21 (+25 casting defensively), Decipher Script +20, Jump +23, Knowledge (arcana) +20, Knowledge (nobility and royalty) +15, Ride +10, Listen +4, Search +8, Spellcraft +25, Spot +4
Horrific Appearance (Su) The save DC is 21.
Keening (Su) The save DC is 23. The banshee queen’s keening inflicts 150 hp damage on a failed saved.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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