Wanderer
Medium-Sized Undead (Incorporeal)
Hit Dice: 4D12 (26)
Initiative: +3 (Dex)
Speed: 40 ft. (Float)
AC: 17 (+3 Dex, +4 Natural, +2 Deflection)
Attacks: Incorporeal Blade +5 Melee, Draining Touch +2 Touch
Damage: Incorporeal Blade 1D8+3, Draining Touch 2D8 HP Drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Draining Touch
Special Qualities: Undead, Incorporeal
Saves: Fort +1, Ref +4, Will +6
Abilities: STR 17, Dex 16, Con -, Int 11, Wis 15, Cha 11
Skills: +8 Spot, +10 Hide*
Climate/Terrain: Any land and underground
Organization: Solitary, Gang (2-5), or Pack (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always Lawful Evil
Advancement: 5-10 HD (Medium-Sized)
Wanderers were once created by the barbarian shamens of the northern tribes to guard the tombs of their greatest kings. The method of creating these strange monstocities has been forgotten over the milenium but their translucent forms still haunt the long dead king's tombs to this day, waiting for any would be looters.
A Wanderer blends in well with the damp, dark walls of any tomb and loyaly await any would be target's enterance into the tomb that they guard. Once provoked a Wanderer will follow it's target for all time or until it is destroyed.
Combat
Combat with a wanderer is always deadly for one side or the other as once provoked a wonderer will persue it's prey until either it or it's target are destroyed.
Draining Touch - By sucessfully hitting with a touch attack a Wanderer can drain it's foe causing 2D8 points of damage to the target and healing that damage for the Wanderer.
Skills:
Because of their somewhat translucent forms Wanderers gain a +10 circumstance to hiding in dark areas.
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