Kender Spirit by Zorn
Small Undead (Incorporeal)
Hit Dice: 2d12+3 (16 hp)
Initiative: +3 (+3 Dex)
Speed: fly 50 ft.,(average)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attacks: Bite +4 melee, claw +3 melee x2, taunting +3 melee
Damage: Bite 1d4+2, claw 1d3+1, taunting 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear, their taunting can cause their victim to go insane and attack with out thinking
Saves: Fort 0, Ref +3, Will +4
Abilities: Str 14, Dex 16, Con 0, Int 12, Wis 13, Cha 17
Skills: Hide +16, Move Silently +28
Feats: Flyby Attack,Toughness

Environment: Any land
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)

Kender Spirits are the results of a kender that was killed by an adventuring partner who couldn't take it any more.

Kender Spirits are ghost like creatures with razor sharp claws where their hands use to be. They are the restless spirit of a kender who, from no act of his/her own, was killed by a fellow adventurer out of a fit of rage.

They stay in the same area that they were killed and prey on the non-kender life forms that adventure with live kenders. In their minds, they are protecting the living kender from the same fate that has befallen them.

Flyby attacks are a Kender Spirits most common attack. As they fly over the non-kender victim, they will attack with both claws and sometimes bite (1-3 on a 6d to bite). During the flyby, a Kender Spirit can appear and disappear, aiding them on a successful attack, all the while taunting their victim.

It is said that Kender Spirits have the ability to enter the dreams of sleeping, non-kender creatures, and taunt them in to madness. (1-2 on a 12d to enter dream, 1d6 damage per rd the victim stays sleeping. Victim needs a roll of 1-2 on a 8d to awake. Rolled once per rd).

Kender Spirits are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are able to ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). They are not at risk from death or from massive damage, but when they are reduced to 0 hit points they are destroyed.

Kender Spirits have darkvision with a range of 60 feet. Kender Spirits can not be raised.

Fear (Sp)
their taunting can cause their victim to go insane and attack with out thinking (Su)

Since a Kender Spirit is a ghost like creature, they have no social life.

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


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