Some shipwrecked Zingaran mercenaries stumbled into Khemi, wild-eyed with a tale of beautiful mermaids who lured half of their company to their death on the shallow reefs off the coast. Undead gain a +8 competence bonus to this check.The tunnel debouched into a wide room before the moonlight played out, an empty cavern of no great dimensions, but with a lofty, vaulted roof, glowing with a phosphorescent encrustation, which, as Conan knew, was a common phenomenon in that part of the world. Just to hear one speaking normally requires a DC 20 Perception check. They have some measure of respect for darakhul.īonepowder ghouls speak Common and Undercommon, but their voices are very faint. Even in that case, their attitude is often mocking, hateful, or condescending. The only creatures they treat with some affinity are ghouls of various kinds. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.īonepowder ghouls are almost always creatures of pure evil, seeking only to devour, corrupt, and destroy all living things. Which isn’t to say that it never happens. Even among ghouls, using hunger as a form of torture is considered offensive to the ways of the Imperium. The process invariably takes decades, which is why so few bonepowder ghouls exist-few ghouls can show such self-restraint. Unlike those undead, ghouls can achieve this powdery form through long starvation. The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a destroyed mummy or the remnants of a vampire burned by sunlight. Its dusty mass is perfected corruption, entirely animated by foul energy. (They do not add to their own Strength with this attack.)ĭistilled to nothing but dry, whispering sand and a full set of teeth, the bonepowder ghoul still hungers for flesh and blood. cube, and it inflicts 2d12 damage and drains 1d6 Strength. This attack affects all creatures within a 20-ft. Whirlwind (Ex)Ī bonepowder ghoul can generate a whirlwind of bones and teeth 1/day. Even elves and undead are affected by this paralysis. Those hit by a bonepowder ghoul’s natural weapons must succeed on a Fortitude save (DC 24) or be paralyzed for 1d4+1 rounds. All creatures within the area must make an immediate DC 24 Fortitude check or take 1d6 Strength damage (which the bonepowder ghoul adds to its own Strength as temporary points) and make an immediate DC 24 Fortitude save ( Cha-based) or be infected with darakhul fever. cone of grave dust once every 3 rounds as a standard action. Gravedust (Ex)Ī bonepowder ghoul can project a 40-ft. Damage from any physical attacks is reduced by 50%. In its natural form, it is difficult to damage a bonepowder ghoul. Disease (Su)ĭarakhul Fever: Bite-injury save Fortitude DC 24 onset 1 day effect damage 1d6 Con and 1d3 Dex cure 2 consecutive saves.Ī creature that dies while infected with darakhul fever infected by a bonepowder ghoul or an afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template. In this form, the ghoul can speak normally and manipulate objects. It never lasts for more than 10 minutes/5 ability points drained. This form is Small and semi-transparent but roughly the shape of a normal ghoul. Languages Common, Darakhul, Draconic, Dwarven, UndercommonĪ bonepowder ghoul can temporarily assume a humanoid form by draining 5 or more Strength from a victim or with a successful enervation attack. Skills Bluff +16, Climb, +15, Diplomacy +13, Disguise +15, Escape Artist +18, Fly +19, Intimidate +19, Knowledge (arcana) +20, Knowledge (dungeoneering) +19, Knowledge (history) +15, Knowledge (religion) +20, Perception +22, Spellcraft +14, Stealth +30 Racial Modifiers +8 Escape Artist, +4 Stealth Str 10, Dex 20, Con -, Int 19, Wis 15, Cha 22įeats Agile Maneuvers, Dodge, Empower Spell-Like Ability ( enervation), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy, Weapon Finesse Spell-Like Abilities (CL 17th concentration +23)Īt will- chill touch (DC 17), deeper darkness, dispel magic, ray of enfeeblement (DC 17)ģ/day- blindness/deafness (DC 18), empowered enervation Special Attacks coalesce, gravedust (DC 24), whirlwind Melee bite +18 (1d6 plus 1d3 Str and paralysis) Perception +22ĪC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)ĭefensive Abilities amorphous, channel resistance +4 Immune undead traits
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