monster Corpse Candles


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A pale man with hollow
eyes looks up impassively from beneath the rippling surface of the dark water,
a dim glow gives his form a ghostly translucence.


XP 1,600

NE Medium undead (incorporeal, water)

Init +6; Senses darkvision 60 ft.; Perception +13


AC 16, touch 16, flat-footed 13 (+3 deflection, +2 Dexterity, +1 dodge)

hp 52 (7d8+21)

Fort +5; Ref +4; Will +6

Defensive Abilities channel resistance +2, incorporeal; Immune undead traits


Speed fly 50 ft. (good), swim 50 ft.

Melee incorporeal touch +7 (1d6 Strength damage)

Special Attacks hypnotic lights

Strength —, Dexterity 15, Constitution —, Intelligence 13, Wisdom 13, Charisma 17

Base Atk +5; CMB +5; CMD 21

Feats Alertness, Blind-Fight, Dodge, Improved Initiative

Skills Bluff +10, Fly +16, Intimidate +13, Perception +13, Sense Motive +3,
Stealth +12, Swim +8

Languages Common, Infernal


Hypnotic Lights (Su)

The corpse candle possesses
the ability to create a dancing, twisting pattern of ever-shifting lights that
slowly change colors. The corpse candle can create these lights within 20 feet
of itself, covering an area in a 10-foot radius spread (usually underwater).
Creatures viewing the pattern within 50 feet must make a successful Will save
(DC 18) or become fascinated. If the save is successful, that creature cannot
be affected again by that corpse candle’s hypnotic lights for one day.
The lights remain for as long as the corpse candle concentrates plus 1 minute.
The save DC is Charisma-based and includes a +2 racial bonus.

A fascinated victim moves
toward the lights, taking the most direct route available at its normal movement
rate. The creature avoids certain dangers (walking off a cliff, walking through
fire, etc.) and skirts around such obstructions if possible, but it will swim
towards the light if necessary, paying no heed to the need for air. If no path
to the light is available, the fascination is broken. Any living creature within
the area of light at the end of its turn takes 1d2 points of Constitution damage.
This is a death effect.


Environment any aquatic

Organization solitary

Treasure none

Corpse candles are formed
when creatures are sacrificed by ritualistic drowning to a sea or water deity.
The fear of dying coupled with the hatred of the ones performing the ritual
infuses the victims’ spirit with energy that often lingers in the area
and empowers the corpse with unlife, raising it as a corpse candle. Corpse candles
hate the living, and have a particular dislike for clerics. Corpse candles are
bound to the area of their death in the sense that they cannot leave that particular
body of water (be it a sea, river, lake, or ocean).

A corpse candle appears
as a translucent image of its living self. Its body shows little, if any, signs
of death, though as its “ages”, the corpse candle’s translucence
seems to grow faint and fade (as if a light were burning out). Some sages have
researched this phenomenon and believe that corpse candles can actually die
of old age. Perhaps some remnant of their former lives binds them to the mortal
world or perhaps sages are just reaching for answers to some unknown equation.

Corpse candles detest the
living and seek to lure wayfarers to their doom using trickery and misdirection.
Corpse candles use their ability of deception to lure unsuspecting victims to
their doom. When a corpse candle successfully fascinates a creature, it waits
until the creature draws near and then attacks relentlessly with its incorporeal

Corpse candles are particularly
fond of luring sailors, swimmers, and other seafarers to their watery graves
by first fascinating them, draining sapping them of their strength, and finally
allowing them to drown as the lights sap their vitality. Drowned victims are
left as food for any aquatic carnivores in the area.

15: Copyright Notice – Tome of Horrors Complete

Candle from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott

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