Daemuuk by Phong Tran
Small Undead (Incorporeal)
Hit Dice: 1/4d12 (1 hp)
Initiative: +5 (+5 Dex)
Speed: 85 ft. (17 squares)
Armor Class: 24 (+1 size, +5 Dex, +7 natural, +1 light steel shield), touch 16, flat-footed 19
Base Attack/Grapple: 0/-2
Attack: Bite +3 melee (1d4 +2)
Full Attack: Bite +3 melee (1d4 +2) and claw -2 melee (1d3 +1) and gore +1 ranged (1d4 +1)
Space/Reach: 5 ft./0 ft.
Special Attacks: Energy drain, fear cones, gaze, pounce, rake
Special Qualities: Darkvision 60ft., regeneration, turn resistance, undead traits
Saves: Fort +0, Ref +7, Will -1
Abilities: Str 15, Dex 20, Con 0, Int 0, Wis 4, Cha 6
Skills: Balance +4, Climb +1, Escape Artist +5, Hide +13, Intimidate +1, Jump +4, Listen -3, Move Silently +6, Sense Motive 0, Sleight of Hand +4, Spot -3, Survival 0, Swim 0, Tumble +4
Feats: Lightning Reflexes

Environment: Any land,deserts,marshes,underground
Organization: Solitary, Pair, Team (2-5), Pack (5-20), Band (20-40), Horde (40-60), or Army (60+)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 1.25-0.5 HD (Small); 1.5-0.75 HD (Medium)
Level Adjustment: -


A skeletal beast shaped like a wolf. muscles show above the exposed bones, red malevolent eyes stare unseeing. Sharp black teeth and claws gleam with there own light.

This wolf-like creature is an undead. The exposed muscles ooze putrid blood over its body. Sharp teeth that are at least 4 inches, and 8 inch claws gleam with an unholy light. Red fiery pits of eyes stare around unseeing, but its whole body is tense, waiting for prey. Whatever was its heart, it long ago rotted, leaving a space in its gruesome ribcage. Parts of flesh still cling to its skeletal body like parisites. A sense of evil eminates from this thing profusely. Like most undead, when it isnt killing, it will wander around for miles trying to find a reason to wander. No one has ever recored its battles, because if you were close enough to see, you were dead under those merciless claws. But reports of an unearthly howls in the nights, were traced back to forests, desserts, and once, even underneath a town.,This wolf-like creature is an undead. The exposed muscles ooze putrid blood over its body. Sharp teeth that are at least 4 inches, and 8 inch claws gleam with an unholy light. Red fiery pits of eyes stare around unseeing, but its whole body is tense, waiting for prey. Whatever was its heart, it long ago rotted, leaving a space in its gruesome ribcage. Parts of flesh still cling to its skeletal body like parisites. A sense of evil eminates from this thing profusely. Like most undead, when it isnt killing, it will wander around for miles trying to find a reason to wander. No one has ever recored its battles, because if you were close enough to see, you were dead under those merciless claws. But reports of an unearthly howls in the nights, were traced back to forests, desserts, and once, even underneath a town.

Combat
Little has been known about its fighting techniques. But a few victims that werent to mutilated; where looked into. The thing fills the victim with fear, then with speed quicker than light, the victem died, sometimes never knowing what had happened after the fear.


Energy Drain (Su): This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
Fear Cones (Sp): These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind-affecting fear effects.
Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways. Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.A monster with the rake ability must begin its turn grappling to use its rake
  • it can’t begin a grapple and rake in the same turn.
    Regeneration (Ex): A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.A creature must have a Constitution score to have the regeneration ability.
    Turn Resistance (Ex): A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. When resolving a turn, rebuke, command, or bolster attempt, add the indicated number to the creature’s Hit Dice total.

    An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

  • No Constitution score.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Undead do not breathe, eat, or sleep.

    Incorporeal Subtype: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

    An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

    An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Society
    This creature 'lives' off of the life of hapless victems. Usually, the Daemuuk are independant. But when they feel magic in the air, they quickly amass to destroy it. These creatures dont fear magic, they cant. It makes them infuriated that the Daemuuk dont have magic like their other undead cousins.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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