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Spirit Hunter


Large Outsider (Incorporeal)
Hit Dice:7d8 (31 hp)
Initiative:+4 (Dex)
Speed:50 ft.
AC:19, touch 19, flat-footed 15
Base Attack/Grapple:  +7/-
Attack:Incorporeal touch +11 melee (ability drain)
Full Attack:2 incorporeal touches +11 melee (ability drain)
Space/Reach:10 ft./10 ft.
Special Attacks:Ability drain
Special Qualities:Unnatural aura, incorporeal traits, invisibility, DR 10/silver, SR 17, darkvision 60 ft., low-light vision
Saves:Fort 5, Ref 9, Will 8
Abilities:Str -, Dex 18, Con -, Int 5, Wis 16, Cha 21
Skills:Hide +14, Knowledge (undead) +7, Knowledge (planes) +7, Listen +15, Search +7, Sense Motive +13, Spot +15
Feats:Alertness, Dodge, Weapon Focus (incorporeal touch)
Environment:Astral Plane
Organization:Solitary
Challenge Rating:  6
Treasure:None
Alignment:Always Neutral
Advancement:8 to 16 (Large);
17 to 21 (Huge)
Level Adjustment:-

Appearance
The Spirit Hunter looks much like a ghost. It is transparent, floats about, has shreds of non-corporeal material clinging to it like clothing from its past; but, the Spirit Hunter has no face. Its facial features, if they can be called that, are smooth and round, without eyes, nose or mouth interrupting its landscape. The Spirit Hunter usually travels invisibly, a state which it can switch to and from at a moments notice, thus for many it is too late when it reveals itself.
    The Spirit Hunter brings with its presence a erie sense of unease to all creatures it comes near to. Though it cannot harm creatures whose souls are sheltered within corporeal bodies, a sense of dread surrounds the being, accompanied by sudden goose bumps, a prickling of hair on the back of the neck, or the feeling of being watched. While the spirit hunter cannot harm corporeal-bodied souls it does occasionally follow them around, if the situation at hand is dangerous, hoping that their prey will be killed so that it can feast upon their spirit when it is released.

Combat
Spirit Hunters aggressively attack and pursue beings, living or dead, whose souls are not protected by their corporeal bodies.
    Ability Drain (Su): The touch of a Spirit Hunter causes 1d6 Charisma drain, half damage on a successful Fortitude save (DC 18). A Spirit Hunter can only harm creatures whose spirits are not within a corporeal body. This includes undead such as wraiths and spectres, beings under the effects of a wraith form spell, astral travelers, and so forth.
    Unnatural Aura (Su): Corporeal creatures can sense the unnatural presence of a Spirit Hunter at a distance of 60 feet. Animals will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
    Invisibility (Su): A Spirit Hunter can become invisible at will as a free action.
    Incorporeal Traits: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Habitat/Society
Spirit Hunters originate from some dark corner of the Astral Plane. Some say that they are the spirits of those who were slain while outside of their bodies and who now seek to do the same to any bodiless spirit they find. On the Astral Plane they prey upon those who think it safe to travel with a silver cord and on the Material Plane they prey on the plenitude of ghosts, specters, wraiths, and the occasional mortal who gets himself killed in the presence of one or who finds a way to leave their body.
    They solitary beings and they don't like sharing their food with others of their kind. The rumor is that they split into lesser Spirit Hunters once they have become big enough and have eaten something powerful enough.
    Spirit Hunters are not the most conversant of creatures either. Perhaps it is because they have no mouth; this is not to say that the lack of a mouth stop many other stranger creatures from speaking. In any case, Spirit Hunters would just as soon go find something else to eat than talk to people that they can't eat just quite yet.

Ecology
Eat, hunt, eat, hunt... what more is there to say? Having slain a Spirit Hunter there is little to recover for treasure or personal gain. There are tales though that should one slay a Spirit Hunter who has more life-force (that's hit dice) than the victor possesses, and should a magic jar spell be cast upon the dissipating essence of the Spirit Hunter as it dies and re-channeled into someone, that the body which receives the dying Spirit Hunter's essence will become more personable (gain a point of Charisma). Whether this is just a bunch of bunk or if the rumors have substance to them is left to our reader's imagination.
    A Spirit hunter does not sleep or have need to breathe.