Soul Tapper (3.5e Monster)
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Soul Tapper | |
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Size/Type: | Medium Outsider (Elemental Spirit, Evil) |
Hit Dice: | 8d8+32 (68 hp and 45 temporary hp) |
Initiative: | +3 |
Speed: | 30 ft |
Armor Class: | 18 (+3 dex, +5 natural), touch 13, flat-footed 15 |
Base Attack/Grapple: | +8/+12 |
Attack: | Nail +12 melee (1d8+4 plus 1d8 negative, 20/x3) |
Full Attack: | Two Nails +12 melee (1d8+4 plus 1d8 negative, 20/x3) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Consume Energy, Nail Tap, SLAs |
Special Qualities: | Darkvision 60 ft, Draining Aura, Immune to Ability Damage/Ability Drain/Disease/Energy Drain, Tomb Tainted, See in Darkness, Shell of Darkness, SR 17, Vulnerability to Light/Positive Energy |
Saves: | Fort +10, Ref +11, Will +8 |
Abilities: | Str 19, Dex 17, Con 19, Int 10, Wis 14, Cha 20 |
Skills: | Concentration +15, Escape Artist +14, Hide +14, Knowledge (religion) +11, Listen +13, Move Silently +14, Spot +13, Tumble +14 |
Feats: | Combat Reflexes, Lightning Reflexes, Run |
Environment: | Negative Energy Plane |
Organization: | Solitary with 1d8 skeletons or zombies |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Always Evil |
Advancement: | 9-16 HD (Medium), 17-24 HD (Large) |
Level Adjustment: | — |
You saw it shuffling the dead wasteland, utterly silent, its head a black void. But as you drew near, a halo of dull red flame erupted from the darkness, and the howl of wind as your life was drained away.
Fiends which perished in the Negative Energy Plane were reborn as avatars of the draining and corrupting effect of negative energy, devouring their surroundings and raising them as distorted shadows of their former selves. They appear as emaciated humanoids, with arms too long for their bodies, an extra joint, and hands with a single massive and sharp finger. Their heads do not exist, replaced by a set of circular curved horns containing a hungry void into the darkness. Shadows seem from its body as if burning away. Any place is steps is sapped of its light, life, and vigor.
Combat[edit]
Soul tappers approach their prey, using Consume Energy to devour long range magical attacks until they can get in range. While solitary creatures, if there are two in range they are cunning enough to have one focus on Consume Energy to shut down any spellcasters. They are relentless, but take particular fury against anyone capable of wielding positive energy or light against them.
Consume Energy (Su): Soul Tappers can draw incoming magical energy through the voids in their heads. As a standard action, they and any space within 20 ft centered on them have a drain on magical energy. Spells which cross through or target within this area of 3rd level or lower are automatically absorbed, healing the soul tapper twice its spell level in hp to either its hp or shell of darkness. Spells of 4th level or higher and spells with pre-existing active durations can also be absorbed, but require a dispel check against as if dispel magic had been used on it. The soul tapper can negate [Light] spells and spells which use positive energy, but they do not heal any hp from successfully doing so.
Draining Aura (Su): Soul Tappers drain the life and energy from their surroundings naturally. The normally silent soul tapper begins to howl and their shell of darkness ability gain fast healing 5 so long as a living creature is within 20 ft of them at the start of their turn.
Nail Tap (Ex): Soul Tappers have long vicious nails they use to stab their prey. It deals 1d8 piercing and 1d8 negative energy damage, both which are multiplied on a critical hit. It's critical modifier is 20/x2. The soul tapper recovers an amount of hp to its hp or shell of darkness equal to the amount of negative energy damage it deals.
Spell-Like Abilities (Sp): 3/day-animate dead, desecrate, ray of exhaustion (DC 18); 1/day-deeper darkness, dispel magic, enervation, inflict critical wounds (DC 19). The saving throws are Charisma based, caster level 7th.
Tomb Tainted (Ex): Soul Tappers are not undead, but nevertheless act like it. They are healed by negative energy and harmed by positive energy.
Shell of Darkness (Su): Soul Tappers have a defensive shell around their bodies which provide them 5 temporary hp per HD. This temporary hp is only restored via the use of Consume Energy, Draining Aura, or Nail Tap.
Vulnerability to Light/Positive Energy: Treat the soul tapper as a undead creature weak to light for the purposes of spells and effects (such as sunburst). It takes double damage from damage from [Light] effects and from positive energy damage.
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Eiji-kunv |
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Alignment | Always Evil + |
Author | Eiji-kun + |
Challenge Rating | 7 + |
Environment | Negative Energy Plane + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Medium + |
Subtype | Elemental Spirit + and Evil + |
Title | Soul Tapper + |
Type | Outsider + |