Funa-Yurei
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![]() Matthew Meyers. See more at yokai.com |
Source
Demiurge113 Orginally posted on Probing the Membrane of Science |
This white robed humanoid
skeleton clutches a two-handed ladle. The stink of the sea is upon this apparition,
and water drips from its sodden robes.
Funa-yurei are created
from the bodies of sailors who died due to the foolishness of their captains.
These hideous undead are surprisingly organized, capable of forming crews and
sailing ships with an ease envied by mortals. These ghostly crews have only
one purposedrown more sailors and create more of their kind.
A funa-yurei attack is
typically heralded by a dense bank of magical fog. Some funa-yurei attacks commence
by ramming the enemy ship, whereas others are launched by distracting the enemy
crew with illusions before Stealthily coming close. Smaller vessels are likely
to be flooded from afar using the water created by the funa-yureis ladle-tipped
staves, whereas larger vessels are boarded and the sailors engaged in hand-to-hand
combat. Funa-yurei fight with single-minded dedication, stopping only when they
or their enemy crew is slain to a man. Most ships captured by the funa-yurei
are scuttled, but if an attack is especially successful in creating new monsters,
the undead crew might split in two and sail their separate ways.
Funa-yurei collect treasure,
possibly as a reminder of their mortal lives, and their haunted ships are laden
with booty. Few are the adventurers, however, who can battle these undead on
their own territory and claim this treasure without succumbing to endless claws,
staves and blasts of water.
Funa-Yurei
CR 7 |
XP 3,200 LE Medium undead (aquatic) Init +7; Senses darkvision 60 ft., Perception +14 |
DEFENSE |
AC 20, touch 13, flat-footed
17 (+3 Dexterity, +7 natural) hp 85 (10d8+40) Fort +6, Ref +8, Will +8 DR 10/magic and bludgeoning; Immune cold, electricity, undead traits Defensive Abilities channel resistance +2 |
OFFENSE |
Speed 30 ft., Swim 20 ft
3/dayfog
|
STATISTICS |
Strength 18, Dexterity 17, Constitution
, Intelligence 14, Wisdom 12, Charisma 17 Base Atk +7; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff) Skills Climb +17, Perception +14, Profession (sailor) +16, Stealth +16, Survival +15, Swim +25; Racial Modifiers +4 Profession (sailor), +4 Survival SQ staff master |
ECOLOGY |
Environment any aquatic Organization solitary, pair or crew (3-30) Treasure standard (masterwork quarterstaff, other treasure) |
SPECIAL ABILITIES |
Create Spawn (Su) Any humanoid slain by a funa-yurei becomes a funa-yurei itself in
1d4 minutes. Spawn are less powerful than typical funa-yurei; they suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per Hit Die. Spawn are under the command of the funa-yurei that created them and remain enslaved until that funa-yurei dies, at which point they lose their spawn penalties and become full-fledged funa-yurei. They do not possess any of the abilities they possess in life. Energy Drain (Su) A funa-yurei can only use its energy drain through its quarterstaff once per round, no matter how many attacks it makes per round.
Flood (Su) As a standard action that doesnt provoke attacks of opportunity,
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