Post by rjkuntz on Nov 26, 2012 20:59:48 GMT -6
Funny how ideas spawn and then work their way through the creative process. What started as a joke about Gronan Spirits in the HIGH LEVEL PLAY thread is now something I offer to Michael "Gronan" Mornard, my oldest buddy on these boards. I hope you use and abuse it Michael! [Note: this is a rough first draft, but pretty complete as it stands]
GRONAN SPIRIT
FREQUENCY: Special
NO. APPEARING: 1-4
ARMOR CLASS: 7-5
MOVE: 9"
HIT DICE: 1-4
IN LAIR: nil
TREASURE TYPE: special
SPECIAL ATTACKS: Confusing Gibbering (distraction)
SPECIAL DEFENSES: Immune to mind effecting spells or powers
MAGIC RESISTANCE: none
DAMAGE/ATTACK: 1d6 electrical discharge x2
INTELLIGENCE: Average
ALIGNMENT: Evil
SIZE: 5-7 feet (M)
PSlONIC ABILITY: nil
X.P. VALUE: 50-200 +4/hp
A Gronan Spirit is a special undead manifestation predominant in and around Castle Ramshorn, although these creatures have been known to escape its environs in their never-ending quests to return to their former homes where they dwelt in real life.
Gronan spirits come into existence through being killed by either another Gronan Spirit or by starving to death within Castle Ramshorn. Legend relates that the great god Crom, who was worshiped by the former Lord of the castle, detests the weak and prefers they die gloriously rather than ignominiously. It is thus believed that this curse attaches to those who perish within the castle by less than glorious means.
Their appearance is insubstantial tending towards a physical translucence; and a 'spirit's overall first impression can be likened to a distorted simulacra of the former being it once was in real life. Their visages are pale and tortured. Their eyes always seem to be searching for something and their mouths appear to be constantly moving, though these rarely emit recognizable sounds--thus their speech seems to be just an incomprehensible gibbering (see Confusing Gibbering, below). Those who have escaped from these creatures claim that Gronan Spirits screech single word sentences, such as "Why?" "Where?" or "How?"
Combat: A Gronan Spirit is infused with negative energy that is discharged by touch. These creatures quickly approach opponents and grasp them, discharging the energy. There is no save vs. this; but it is considered a touch attack.
Confusing Gibbering: Any being with auditory senses that comes to within 20' of a Gronan Spirit becomes aware of its gibbering. This immediately creates a slight doubt and fear in those hearing this. Saving throws vs. fear (wands) apply; missed saves reduce the victim's to-hit rolls by -1. Further this doubt may interrupt spell-casting when verbalization, or somatic gesturing, is involved (3% spell failure chance per level of the spirit). Interrupted spells are not lost but the processes for casting these in that turn are failed and they do not manifest.
This doubt and fear remains with those so affected as long as they stay within 20' of the Gronan Spirit. Removing oneself from this area dispels this effect, though new saving throws apply if a spirit is thereafter re-engaged. The confusing gibbering effect is not accumulative due to multiple missed saves.
Special: These creatures are special undead and are not affected by divine magic or powers as other undead are: they cannot be turned, holy water does not damage them, etc. It is rumored that there is a special symbol of Crom somewhere located within Castle Ramshorn that empowers clerics of the same faith to gain advantage over these creatures.
GRONAN SPIRIT
FREQUENCY: Special
NO. APPEARING: 1-4
ARMOR CLASS: 7-5
MOVE: 9"
HIT DICE: 1-4
IN LAIR: nil
TREASURE TYPE: special
SPECIAL ATTACKS: Confusing Gibbering (distraction)
SPECIAL DEFENSES: Immune to mind effecting spells or powers
MAGIC RESISTANCE: none
DAMAGE/ATTACK: 1d6 electrical discharge x2
INTELLIGENCE: Average
ALIGNMENT: Evil
SIZE: 5-7 feet (M)
PSlONIC ABILITY: nil
X.P. VALUE: 50-200 +4/hp
A Gronan Spirit is a special undead manifestation predominant in and around Castle Ramshorn, although these creatures have been known to escape its environs in their never-ending quests to return to their former homes where they dwelt in real life.
Gronan spirits come into existence through being killed by either another Gronan Spirit or by starving to death within Castle Ramshorn. Legend relates that the great god Crom, who was worshiped by the former Lord of the castle, detests the weak and prefers they die gloriously rather than ignominiously. It is thus believed that this curse attaches to those who perish within the castle by less than glorious means.
Their appearance is insubstantial tending towards a physical translucence; and a 'spirit's overall first impression can be likened to a distorted simulacra of the former being it once was in real life. Their visages are pale and tortured. Their eyes always seem to be searching for something and their mouths appear to be constantly moving, though these rarely emit recognizable sounds--thus their speech seems to be just an incomprehensible gibbering (see Confusing Gibbering, below). Those who have escaped from these creatures claim that Gronan Spirits screech single word sentences, such as "Why?" "Where?" or "How?"
Combat: A Gronan Spirit is infused with negative energy that is discharged by touch. These creatures quickly approach opponents and grasp them, discharging the energy. There is no save vs. this; but it is considered a touch attack.
Confusing Gibbering: Any being with auditory senses that comes to within 20' of a Gronan Spirit becomes aware of its gibbering. This immediately creates a slight doubt and fear in those hearing this. Saving throws vs. fear (wands) apply; missed saves reduce the victim's to-hit rolls by -1. Further this doubt may interrupt spell-casting when verbalization, or somatic gesturing, is involved (3% spell failure chance per level of the spirit). Interrupted spells are not lost but the processes for casting these in that turn are failed and they do not manifest.
This doubt and fear remains with those so affected as long as they stay within 20' of the Gronan Spirit. Removing oneself from this area dispels this effect, though new saving throws apply if a spirit is thereafter re-engaged. The confusing gibbering effect is not accumulative due to multiple missed saves.
Special: These creatures are special undead and are not affected by divine magic or powers as other undead are: they cannot be turned, holy water does not damage them, etc. It is rumored that there is a special symbol of Crom somewhere located within Castle Ramshorn that empowers clerics of the same faith to gain advantage over these creatures.