MONSTERS
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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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