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Custom Monster - I used this puppy to instill terror in my hapless party.. I've adjusted it from what it used to be. (Switching from 1st to 3/.5 sucks. >_>)
Soul Seeker
Medium Outsider (Lawful Evil)
Hit Dice: 12d8+30
Initiative: +1
Speed: 60 ft.
AC: 20
Attacks: Bone Scythe +15 melee,
Damage: 2d10+10
Face/Reach: 5ft. by 5ft./5ft/
Special Abilities: Draining Touch, Devil Tongue, Reaping, Reanimation
Special Qualities: Immunities, Flight
Saves: Fort+9, Ref+10, Will+15
Abilities: Str 20, Dex 15, Con 15, Wis 22, Int 22, Cha 20
Skills: Bluff 14, Diplomacy 14, Concentrate 14, Disguise 17, Intimidate 15, Move Silently 17, Listen 18, Spellcraft 20, Concentrate 20
Feats: Cleave, Greater Cleave, Combat Casting, Improved Initiative
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Climate/Terrain: Any
Organization: Solitary, Pairs, Squad (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
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Soul Seekers appear in many ways like one would picture the Grim Reaper. It is a flying, hooded and black creature with indistinguishable features. It carries with it a magical scythe made of the bones of a hundred different creatures. It's appearance, while frightening, masks the true nature of the being as a lesser devil.
Soul Seekers appear only in the material plane if an extremely evil (and powerful) being is about to die. Upon appearing, the Soul Seeker offers an exchange - Servitude to the Soul Seeker's master, or death. If the being chooses the former choice, the creature uses it's Ranimation ability to return the creature to a state of unlife, with the same statistics as it had in life, with all the strengths of undeath. The being is under the total control of the Soul Seeker's Devil master.
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In combat, a Soul Seeker always employs the spell Greater Invisibility at the beginning of a conflict, it's ability to fly making this especially lethal. With this finished, the Soul Seeker can spellcast with offensive magic as if it were a 10th level Wizard. A Soul Seeker may know spells from any magic school, but Evocation and Necromancy are the most common.
If spellcasting seems a poor choice, the Seeker will employ melee attacks, usually focusing on other spellcasters before facing heavily armored opponents. It always tries to aim at it's opponent's neck to utilize it's scythe's Reaping ability. If the battle turns against it, it will attempt to escape via a Gate spell to it's home plane.
Draining Touch: Instead of attacking with a melee attack, a Soul Seeker may instead use it's dreaded touch attack with the same Base Attack Bonus as it's scythe. A successful touch deals 1d8+8 damage and drains 1d4+1 constitution points of damage. Someone who's constitution drops to zero dies and rises as a zombie in 1d12 rounds. A successful Fortitude save (DC 24) negates the constitution damage. Devil Tongue: A Soul Seeker may utilize it's voice as a weapon. At will, a Soul Seeker may trace it's voice with magic, carrying the same effect as Charm Person on all nearby humanoids, or Charm Monster on all non-humanoids within hearing distance. Victims must make a Willpower save (DC 20) or fall under the Soul Seeker's sway. Someone who saves cannot be effected by the same Soul Seeker again. Reaping: The scythe of a Soul Seeker is enchanted with terrible magics. A Soul Seeker who critically strikes a target beheads them, instantly killing them. Reanimation: The Soul Seeker uses this ability on evil creatures who have agreed to serve their masters. By using this ability, the creature in question is instantly slain by the powerful necromantic energies and instantly rises as an undead. The undead retains all magic spells, abilities, feats and skills as they did in life, but now has all the immunities of the undead - and their weaknesses.
A reanimated creature has no will of it's own, though it can display great amounts of intelligence as it had in life. They are much akin to liches, but are controlled by the Soul Seeker's Devil lord. Immunities: A soul seeker is immune to normal and silver weaponry, magical weapons below +2 enchantment, spells below 3rd level and fire. Flight: Soul Seekers have no legs, and thus move by pure will. This allows them to move at rate of 60 ft. in all directions. Anti-magical effects cannot stop this ability. Flight requires no concentration checks from damage.
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