Revenant Guide (D&D creatures)
Unofficial rules compendium | |
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General
Husk Guide | Spirit Guide | |
Size/Type: | Tiny Undead | Tiny Undead |
Hit Dice: | 3d12 (19 hp) | 2d12 (13hp) |
Initiative: | +3 | +1 |
Speed: | 20 ft (4 squares), climb 20 ft. | Fly 20 ft (4 squares) (Perfect) |
Armor Class: | 18 (+2 natural, +3 Dex, +1 Dodge, +2 Size), touch 16, flat-footed 13 | 16 (+1 Dexterity, +1 Dodge, +2 Deflection, +2 Size), touch 16, flat-footed 14 |
Base Attack/Grapple: | +1/-9 | +1/- |
Attack: | Bite +6 melee (1d3-1 plus 1d3 Charisma damage) | Incorporeal touch +2 melee (1d3 Wisdom damage) |
Space/Reach: | 2.5 ft./0 ft. | 2.5 ft./0 ft. |
Special Attacks: | Charisma damage, spell-like abilities | Wisdom damage, spell-like abilities |
Special Qualities: | Darkvision 60 ft., turn resistance, undead traits, scent | Darkvision 60 ft., incorporeal traits, turn resistance, undead traits, light blindness |
Saves: | Fort +1, Ref +4, Will +4 | Fort +1, Ref +2, Will +4 |
Abilities: | Str 10, Dex 17, Con 0, Int 12, Wis 12, Cha 13 | Str 0, Dex 13, Con -, Int 14, Wis 13, Cha 14 |
Skills: | Climb +11, Intimidate +8, Hide +18, Move Silently +14*, Search +8, Spot +8 * Includes a +4 racial bonus. Husk Guides can use their Dex bonus instead of Strength bonus on Climb, Jump, and Swim checks. |
Appraise +8, Intimidate +8, Hide +16, Knowledge (any one) +8, Listen +7, Spot +7 |
Feats: | Dodge, Weapon Finesse | Dodge, Weapon Finesse |
Environment: | Any | Any |
Organization: | Solitary | Solitary |
Challenge Rating: | 2 | 2 |
Advancement: | 5-7 HD (Tiny) | 3-8 HD (Tiny) |
Alignment: | Neutral evil | Chaotic evil |
A revenant guide is the undead companion of a necromancer, and is almost never encountered alone. It serves to the best of its ability, while constantly advising the master too look out for his own interests. Some revenant guides are the pale shadows of ancestors or former familiars, companions, or even mates of their master, others are simply undead allies.
Revenant guides serve masters with the Improved Familiar feat who know animate dead and are willing to undergo the gruesome process of binding or creating these beasts.
Husk Guide
The grotesque creature appears as a shrunken baby, with an overgrown head, a mouth full of vicked fangs and monkey-like limbs.
The husk guide serves much like a regular familiar does, but in its own uniquely evil fashion.
Combat
Charisma Damage
A husk guide causes 1d3 points of Charisma damage each time it hits with its bite attack and heals itself for the same amount of hit point damage.
Spell-Like Abilities
At will: disguise self (to any tiny animal), detect good, detect magic, invisibility, locate object. Caster level 6th.
Spirit Guide
You are not sure you even saw it; a transparent image of a leering face, with wisps of smoke instead of neck and hair, flitting around the mage's head.
Sometimes known as ID guides, spirit guides exemplify the dark side of their master's personality, knowing exactly what his vices are and how to make him live them out.
Combat
Wisdom Damage
A spirit guide causes 1d3 points of Wisdom damage each time it hits with its bite attack and heals itself for the same amount of hit point damage.
Light Blindness
The spirit guide is irrevocably tied to darkness. It is not harmed by light, but light hinders it's vision. In areas of dim illumination, it sees just as well as a human does in such conditions. In bright light, it is as hindered as a human is in darkness. It can always see its master, irrespective of light conditions.
Spell-Like Abilities
At will: detect evil, detect magic, detect thoughts (DC 14), see invisibility. Once/day: suggestion (DC 15). Caster level: 6th. Saving throws are Charisma-based.