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Darkhood

by Robert J Schwalb

Medium Undead

 

Hit Dice:

13d12 (84 hp)

Initiative:

+6 (+2 Dex, +4 Improve Initiative)

Speed:

60 feet

AC:

22 (+2 Dex, +10 natural)

Attacks:

Incorporeal Touch +6/+1 melee

Damage:

Incorporeal Touch 1d4

Face/Reach:

5 ft. by 5 ft./ 5 ft.

Special Attacks:

Fear, Unfailing Pursuit

Special Qualities:

Incorporeal, Undead

Saves:

Fort+4, Ref+6, Will+9

Abilities:

Str -, Dex 14, Con -, Int 14, Wis 13, Cha 14

Skills:

Bluff+8, Concentration+8, Hide+8, Intimidate+10, Intuit Direction+9, Listen+9, Search+10, Spot+9

Feats:

Combat Reflexes, Dodge, Improved Initiative, Run, Track

 

 

Climate/Terrain:

Any Subterranean

Organisation:

Solitary

Challenge Rating:

8

Treasure:

None

Alignment:

Always Neutral Evil

Advancement:

None

The rorphyr, more commonly known as the Darkhood, is an incorporeal undead creature that sups on terror. Appearing as a translucent grey figure, wearing a cowled robe, its face is always entirely shrouded in darkness. Darkhoods often dwell in ancient ruins or land consumed by shadow. Thus, their presence in any land is often rare.

Combat

Fear (Sp): Because the Darkhood's powers rely upon tormenting the intellectually powerful, the most intelligent characters are the ones that should fear this undead monstrosity the most. All who see a Darkhood must pass an Intelligence check at DC 18. Intelligence bonuses are subtracted from the die roll, while penalties are added. This feature reflects the nature of the Darkhood's special fear effect. However, creatures immune to fear are likewise immune to the Darkhood's fear. Those who fail the check are panicked, dropping whatever they are holding, and fleeing at top speed away from the source. See PHB pp 280 for a more detailed description of panicked. Once a character has been affected by the fear affect, they are immune for the next 24 hours.

Unfailing Pursuit (Su): Fleeing from a Darkhood is fatiguing, as each round, the panicked character must make a Fortitude save DC 16, or suffer 1d3 temporary Con damage, and 1d6 subdual damage. Regardless of whether they make the save or not, they must continue to make a Fortitude save each round, until at least 180 feet away from the Darkhood. Characters reduced to 0 Constitution fall unconscious until their Con returns to 3. The Darkhood ignores any unconscious characters.

Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will and its own attacks pass through armour. The Darkhood always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.