Fogwalker
CR 4 XP: 1,200N Medium undead (incorporeal)
Init +2; Senses Perception +9
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
HP 51 (6d12+12)
Fort +2, Ref +4, Will +4
DR 15/magic; Weaknesses vulnerability to fire
Speed 120 ft.
Melee Touch +5 melee (1d8 and chilling touch)
Special Attacks Chilling Touch
During Combat Evil fogwalkers work their mischief through lies and treachery, sending would-be saviors into hazardous traps and pitfalls. If confronted, they use their affinity with the mists to their advantage, seeming to strike from every direction at once and leeching the warmth from their victims' bones with their chilling touch.
Str 10, Dex 15, Con -, Int 9, Wis 9, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Mythic Improved Initiative, Weapon Finesse
Skills Bluff +7, Knowledge (religion) +2, Perception +9, Sense Motive +1, Stealth +9
SQ Incorporeal Traits, Mist Walk, Undead Traits
Environment any land
Organization solitary
Treasure None — As an incorporeal wanderer, the fogwalker has no interest in treasure of any kind, much less a lair to keep it in.
Chilling Touch (Su) The fogwalker's touch is colder than ice. Victims hit by the fogwalker must make a DC 15 Fortitude save or take 1 point of temporary Constitution damage in addition to the normal damage from the blow. Lost Constitution points heal at the rate of one per hour. The save DC is Charisma-based.
Mist Walk (Su) Within the bounds of the misty fog, the fogwalker can make attacks on a victim at the beginning, middle, or end of its movement, as desired.
An undulating mist coalesces into the form of a humanoid. With wide eyes, the figure watches your movements carefully. Every creature hides a secret fear. For the fogwalker, that fear is fire. Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fogwalker. Appearing as misty forms of their former selves, fogwalkers now possess a chilling aspect and are formed in this one image of water in an instinctively protective way.
Trapped in a misty body, the fogwalker drifts lazily within natural fog banks it encounters until something peaks its interest. It then moves to watch the event unfold, never interfering unless provoked. Fogwalkers have a need to watch the life it can no longer live. A fogwalker speaks whatever languages it knew in life but rarely does so, preferring to instead witness events without interfering in them.
In Your Campaign
Fogwalkers might work best in your campaign as undead to be role-played. As combatants, they can be useful in frightening PCs in foggy alleyways, but their commonly neutral alignments make for more interesting creatures. As witnesses, fogwalkers may be needed to shed light on a recent incident—a murder or robbery the PCs are investigating, for example. The fogwalker is capable of speech but how to get it to converse (much less finding it in the first place), could be part of the challenge. Characters who know about the creature's intense fear of fire can actually use that as a lure. Building a great bonfire outside of town has a good chance of attracting a fogwalker, for while it might be afraid of the inferno, it is irresistibly drawn to it if only to discern its cause.
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