Ghostwalk - 3.5e

Page 170

MONSTERS

CHAPTER 5:

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the way out of combat. Those with riders are usually directed to attack the same opponent as the rider. Energy Drain (Su): A spectral steed that hits a target with its bite bestows one negative level upon the target. The Fortitude save to remove the negative level has a DC of 12. Soul Charge (Su): Once per day, a spectral steed can make a charge attack at a single corporeal creature. The steed passes through the target’s square and the target itself (provoking an attack of opportunity for doing so) and bestows 1d4 negative levels upon the target, which must also make a Fortitude save (DC 12) or be stunned for 1 round. The spectral steed can continue moving after using this attack, up to its normal speed. It cannot use this attack on incorporeal opponents or those protected by force effects (such as mage armor). If it has a rider, the rider also passes through the target, and the target can use its attack of opportunity against the steed or the rider. Incorporeal: A spectral steed can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A spectral steed can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally

against them. A spectral steed always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Sunlight Powerlessness (Ex): Spectral steeds are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectral steed caught in sunlight cannot attack and can take only partial actions. Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A spectral steed cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60foot range).

SPIRIT TREE

Huge Plant Hit Dice: 7d8+35 (66 hp) Initiative: –1 (Dex) Speed: 10 ft. AC: 20 (–2 size, –1 Dex, +13 natural) Attacks: 2 slams +12 melee Damage: Slam 2d6+13 Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Trample 2d12+4 Special Qualities: Blindsight 30 ft., fire vulnerability, half damage from piercing, plant traits, plurality of minds, potion sap, spell-like abilities, tree leader, wood speech Saves: Fort +10, Ref +1, Will +6 Abilities: Str 28, Dex 8, Con 20, Int 15, Wis 15, Cha 13 Skills: Concentration +10, Diplomacy +3, Hide –9*, Intuit Direction +5, Knowledge (any one) +6, Knowledge (ghost lore) +6, Knowledge (nature) +9, Listen +11, Sense Motive +9, Spot +11, Wilderness Lore +9 Feats: Alertness, Iron Will, Spell Penetration Climate/Terrain: Temperate or warm forest Organization: Solitary or grove (4–7) plus 1–3 Arboreal Guardians Challenge Rating: 10 Treasure: Standard coins, goods, and items; double potions Alignment: Often chaotic good Advancement: By character class

Spirit trees are the repositories of elf and half-elf souls. They practice nature magic and preserve the knowledge and history of the souls within them. Superficially resembling treants, spirit trees may or may not have portions of their bark that resemble elven faces. Their speech is like rustling leaves and creaking branches, and they can draw upon the mem-

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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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