Species | Ghost |
Subspecies | Human |
Size | Medium |
Type | Undead (Chaotic, Evil, Incorporeal) [Pisces] |
Hit Dice | 14d8+70 (290 hp) |
Speed | 30 feet; Fly 60 feet (perfect) |
Abilities | Str - (12), Dex 14, Con -, Int 14, Wis 20, Cha 20 |
Special Qualities | Aether Resistance 10, Cold Resistance 5, Demon Wings, Rejuvination, Turn Resistance +4 |
Alignment | CE |
Skills |
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Feats |
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Evil Brand (Orcus), Thrall to Demon, Abyss-Bound Soul (Orcus), Empowered Ability Damage, Positive Energy Resistance Bonus: Demonic Conduit |
Combat | |
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Initiative | +2 |
Armor Class (AC) | AT 1 (105) [+14 base, +5 def, +2 dex] |
Base Attack | +70%/+75% [+1] |
Full Attack | See Ability Descriptions |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Carrion Stench, Channel Aether/Nether (8th), Corrupting Gaze, Draining Touch, Malevolence, Manifestation, Pallor of Death, Summon Minor Undead, Touch of Fear, Water Domain Spells |
Saves | Fort +9 Ref +6 Will +14 |
Description |
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Carrion Stench (Ex): Banak, when he desires, emits a terrible smell in a 10-foot radius. Living creatures in the radius must succeed at a Fortitude save DC 22 or become sickened for 7 rounds. Channel Energy (Su): Banak can release a wave of energy by channeling the power of his faith through his unholy symbol. He can choose to channel either positive (aether) or negative (nether) energy, but not both at the same time. Positive energy heals living creatures or harms undead, while negative energy harms living creatures or heals undead. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage healed is 7d6 (multiplied by 2 for Rolemaster ruleset). Creatures that would take damage from channel energy are subjected to an 8th level spell +110% using their Will save as DB. Banak may channel energy 8/day. This is a standard action that does not provoke an attack of opportunity. Corrupting Gaze (Su): Banak can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet Banak’s gaze are subject to a 2nd level Spell +110% [+1d4 Charisma dmg] (Nether Crit - Fortitude as DB). Demon Wing (Ex): Banak has grown massive bat-like wings, allowing him to fly at double his base land speed. However, Banak can fly better as a ghost. Draining Touch (Su): When Banak attacks a living target with its incorporeal touch - Bash +75% (Str) or +80% (Dex) (Nether Crit - max Small) [dmg / 2 drain] from any one ability score he selects. On each such successful attack, Banak heals 10 points of damage to himself. Against ethereal opponents, he adds his Strength modifier to attack rolls only. Against nonethereal opponents, he adds his Dexterity modifier to attack rolls only. Malevolence (Su): 1/round, when Banak is ethereal, he can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 14th), except that he does not require a receptacle. To use this ability, Banak must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune Banak’s malevolence for 24 hours, and he cannot enter the target’s space. If the save fails, Banak vanishes into the target’s body. Manifestation (Su): Banak dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Banak manifests, he partly enters the Material Plane and becomes visible but incorporeal. Banak can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Banak can pass through solid objects at will, and his own attacks pass through armor. A manifested ghost always moves silently. A manifested Banak can strike with his touch attack. A manifested Banak remains partially on the Ethereal Plane, where is it not incorporeal. A manifested Banak can be attacked by opponents on either the Material Plane or the Ethereal Plane. Banak’s incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. Pallor of Death (Su): Banak can adopt the appearance of a humanoid undead creature of her choosing as if he had cast an alter self spell. While in this form, Banak has an aura of fear (as a fear spell caster level 14th) that affects only living non-outsiders within 25 feet. Pallor of death lasts for 14 minutes and can be used 1/day. Rejuvination (Su): Banak is difficult to destroy through simple combat: He will simply restore himself in 2d4 days. Banak will return to his old haunts with a successful level check (1d20 + HD) against DC 16. Banak is a spirit of vengeance, meaning he can only be destroyed if his target (the PCs) are destroyed first. Alternatively, the PCs can use their knowledge of alchemy or transmutation circles to set Banak to rest. Summon Minor Undead (Sp): Banak can summon 1d4 ghouls, 1d3 shadows, 1 wight, or 1 wraith as a summon monster spell. Banak may use this ability 1/day. Touch of Fear (Sp): Banak can cast cause fear as the 1st level cleric spell 3/day at a caster level of 3 levels higher than her own. |