LEGENDARY GHOST Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15. Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest. Their abilities exceed the norm.
A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:
Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12's.
Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.
Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +5).
Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.
Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).
Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.
Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.
Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).
Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:
1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).
Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.
Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).
Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.
Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the ghost may use it's Hungry Touch or Deadly Touch abilities if it has them, and the victims body gets no Saving Throw.
Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).
Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.
Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape (see Spell Compendium)once per day as a Supernatural ability.
Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Legendary Ghost is automatically subjected to this ability and receives no Save.
Embrace (Su): As a full round action, once a day the ghost may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to the ghost on the Ethereal Plane. Assuming he defeats the ghost, he must find his own way back to his home plane.
Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:
Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost might require the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.
Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.
Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).
Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.
Deathly Power (Ex): The Save DC's of all the ghosts special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.
Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.
Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.
Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier, or one third it's Hit Dice, whichever is higher (minimum of +5, applies only to ethereal encounters) unless it's already higher. Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.
Saves: Saves remain unchanged except for changes due to new stats.
Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.
Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.
Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)
Environment: Any, often as Base Creature.
Organization: Unique
Challenge Rating: Same as Base Creature +5
Treasure: None
Alignment: Any
Advancement: As Base creature
Level Adjustment: Same as Base Creature +8
Example of creature using template here:
"No one visits the old Mind Flayer city anymore. We thought since the assault on it was successful, that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.
Wouldn't you know one of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.
And then it came back...one by one it kept taking people. We never found the bodies. And now, that fool of a king is sending an exorcist t get rid of it so he can use the land. Like we need him stirring it up more.You're young, so they'll likely draft you to escort them in. They'll think of you as disposable. Let them, just keep in mind the following:
Don't go anywhere alone. Anyone who goes into the ruins alone disappears.
If it appears, don't look it in the eye. If you do, you're dead.
It will go for the priest first. Run while it's dealing with him, and don't look back."
The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
Base Attack/Grapple: +13/+16
Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Level Adjustment: +15
The experiment is a hulking, spectral Illithid with what appears to re rotting flesh.
Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. For the Experiment this only works against victims on the Ethereal Plane.
Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.
Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.
Power Points: 103
1st: Astral Traveler, Conceal Thoughts, Detect Psionics, Mindlink, Psionic Charm
2nd: Cloud Mind, Psionic Levitate, Psionic Suggestion, Read Thoughts
3rd: Dispel Psionics, Eradicate Invisibility, False Sensory Input, Mind Trap
4th: Correspond, Mindwipe, Psionic Dominate, Psionic Modify Memory
5th: Mind Probe, Psionic Plane Shift
Mind Blast (Su): This Psionic attack is a 60 foot Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell. The Experiment must have Manifested to use this power against opponents on the Material Plane.
Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.
Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.
Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.
Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).
Unnatural Aura (Su): Animals will not come within 100 feet of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).
Lifesense (Su): The Experiment may automatically sense Living creatures within 100 ft. as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.
Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them. Communicating with it will be difficult, even if the PC's speak the Mindflayers language.
Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After which it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains.