Wednesday, January 29, 2014

Mythic Monster Wensday: Death-The Ferryman

Death – The Ferryman
This desiccated corpse is shrouded in dark robes that seem to flutter as if in a light breeze. Long horns protrude from the tattered vestments deep hood. The figure wields a wicked scythe decorated with images of skulls and bones.
NAME   CR 20/MR 8
XP 307,200
LN Large undead (extraplanar, mythic)
Init +17; Senses darkvision 120 ft.,deathwatch, true seeing; Perception +34
Auraessence of death (10 ft., 6d6, DC 30)
AC 36, touch 22, flat-footed 31 (+8 deflection, +5 Dex,+14 natural, -1 size)
hp364 (24d8+256)
Fort +16, Ref +13, Will +21
Defensive Abilities channel resistance +4;DR15/bludgeoning and epic; Immune cold, fire, undead traits; Resist acid 10, electricity 10; SR37
Speed40 ft., fly 80 ft. (good)
Melee soul reaping scythe +30/+25/+20/+15 (2d6+15, 19-20/x5), or 2claws +25 (1d6+7 plus energy drain (2 levels, DC 30))
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (8/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
        At will-alter self, dimension door, ethereal jaunt, speak with dead (DC 21)
        3/day-greater false life, quickened dimension door
        1/day-greater death knell aura (DC 24), mythic circle of death (costs 1 mythic power, DC 24)
Str 24, Dex 20, Con–, Int 14, Wis 25, Cha 27
Base Atk +18; CMB +26; CMD 49
Feats Combat Reflexes, Dimensional Agility, Following Step, Greater Vital Strike, Improved CriticalM, Improved InitiativeM, Improved Vital Strike, Lunge, Power AttackM, Quicken Spell-Like Ability (dimension door), Step Up, Step Up and Strike, Vital Strike
Skills Disguise +23, Fly +24, Intimidate +35, Knowledge (religion) +29, Perception +34, Profession (sailor) +31, Sense Motive +34, Stealth +15
Languages Celestial, Common, Infernal, tongues
SQ ethereal presence
Environment any, any aquatic, temperate forests, etc
Organization solitary, pair, band (3-6), squad (7-20)
Treasure standard (glove of storing, soul reaping scythe)
Essence of Death (Su) Every round on the beginning of Death’s turn, all living creatures within 10 ft. of Death take 6d6 of negative energy damage. Undead creatures, including Death, heal 6d6 points of ability damage. A living creature may attempt to resist the effects with a DC 30 Will save, receiving only half damage on a successful save. The save DC is Charisma-based.
Ethereal Presence (Su)Death can exist on both his current material plane and on the ethereal plane, allowing him to interact with corporeal and incorporeal beings equally. This gives him a deflection bonus to armor class equal to his Charisma bonus, similar to an incorporeal creature. When using his ethereal jaunt spell like ability, he exists only on the ethereal plane.

Death is also known as The Ferryman, for he carries the souls of the dead across the river Styx to their proper afterlife. Though a relatively peaceful job, the occasional hero or group of adventurers tries to force their way past Death or steal a soul from the afterlife and bring it back to the mortal realm.

Soul Reaping Scythe
Aura strong evocation and necromancy; CL 20th
Slot none; Weight 10 lbs.
This +5 ghost touch scythehas skull and bone motifs engraved on the elder haft and cold iron blade. Mythic creatures wielding this weapon gain use of the Whirlwind feat, even if they don’t meet the prerequisites. Additionally when performing a Whirlwind attack, they may spend a point of mythic power to execute a Pull combat maneuver against opponents outside of their reach but within double their reach; this combat maneuver uses the wielders CMB and does not provoke an attack of opportunity.
When wielded against a creature who has ever been brought back from the dead from any spell or effect (such as raise dead, resurrection, true resurrection, reincarnate, or breath of life), the soul reaping scythe also gains the bane special property against that creature. Additionally, once per day the wielder of the scythe can cast slay living as a free action when confirming a critical hit against an opponent.
In addition to slaying souls that think to escape the afterlife, Death uses this artifact as a container for his essence. While this weapon exists, Death can never be destroyed. If Death is reduced to 0 or lower hit points, or defeated by some other means, then his undead soul is preserved in this object for 24 hours. During this time, treat the scythe as an intelligent item with Death’s ability scores (Ego 30), senses, and spell-like abilities. Every 24 hours, if his scythe is unattended Death rematerializes at full hit points holding his scythe. If a living creature possesses the scythe, they are subjected to a slay living spell once per day as well as an Ego dominance check.
The soul reaping scythe can be destroyed by casting true resurrection on the item immediately followed by mage’s disjunction while Death’s defeated essence is contained in the scythe. Both of these spells must be cast by rank 10 mythic creatures.

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