Revenant Guide (D&D creatures)

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Unofficial rules compendium

General

Husk Guide Spirit Guide
Size/Type: Tiny Undead Tiny Undead (Incorporeal)
Hit Dice: 3d12 (19 hp) 2d12 (13hp)
Initiative: +3 +1
Speed: 30 ft (4 squares), climb 30 ft. Fly 40 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, DR 10/magic, Cold, acid, electricity resistance 5 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. When one is encountered alone, it might have survived its master's death or be on an errand of some kind.

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.

Combat

Revenant guides are too self-centered to consider themselves expendable, but will fight to protect their master. They usually try to sneak up on foes and weaken them while their master does the real fighting.

Turn Resistance

A revenant guide within 100 ft. of its master has turn resistance equal to the masters level. Note that it also has an effective hit dice equal to its master's level because it is a familiar, so it actually resists turning at twice the masters level.

Husk Guide

The grotesque creature appears as a withered 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. Once per day: poison (DC 14). Caster level 6th. Saving throws are Charisma-based.

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 bright light, it sees just as well as a human does in dim light conditions, out to the range of its dark vision (60 ft). Beyond that range it is blind regardless of light conditions.

Spell-Like Abilities

At will: detect evil, detect magic, detect thoughts (DC 14), see invisibility (self only). Once/day: see invisibility, suggestion (DC 15). Caster level: 6th. Saving throws are Charisma-based.