The White (Pathfinder Creature)

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THE WHITE         CR 5
XP: '
Race, and Class Level {{{race}}} {{{class}}}
Alignment, Size, and Type: LE Medium Undead (incorporeal)
Init and Senses Init +7; Senses
Aura {{{aura}}}

DEFENSE


Armor Class: 18, touch 18, flat-footed 15 ()
hp: 60 (5D8+25)
Saves: Fort +6, Ref +4, Will +6
Special Defenses
Weaknesses {{{weak}}}

OFFENSE


Speed: 60 Fly
Melee: +3 Incorporeal touch +6 (1d4 Negative Energy +1d4 con)
Ranged: {{{ranged}}}
Space/Reach: Space 5; Reach Melee
Special Attacks: Confusion:

Range medium (100 ft. + 10 ft./level) Targets all creatures in a 15-ft.-radius burst Duration 1 round/level Saving Throw Will negates; Spell Resistance yes

This spell causes confusion in the targets, making them unable to determine their actions. A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Possession, Greater: You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. This spell functions as possession, but when you possess a host, You enter the host’s body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host’s death. Failure to take over a host ends the spell.

If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.

Spell-Like Abilities Spell-Like Abilities {{{spa}}}
Spells Know Spells Known {{{spk}}}

STATISTICS


Ability Scores: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21
BAB/CMB/CMD: Base Atk +3; CMB +6; CMD 21
Feats: Blind-Fight, Combat Reflexes, Improved Initiative
Skills: Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages: {{{lang}}}
Special Qualities: Heart stopping Stare(Su):The White terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take (1d8) psychic damage and heal the fear smith by an equal amount.

Distortion Gaze(Su): Those who meet the gaze of The White experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see The White's eye starts its turn within 30 feet of The White, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside The White gaze and make a successful DC 16 Wisdom saving throw. To use this ability, The White can’t be incapacitated and must see the affected creature. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats The White as invisible until the start of the creature’s next turn. If during its turn the creature chooses to look at The White, it must immediately make the saving throw.

Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.

Unnatural Aura (Su): Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check


ECOLOGY


Environment: Any
Organization: Any
Treasure: Random


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