NASA/U. of Michigan
Yep. That's a ghost alright.
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Chindi CR 3
XP 800
NE Medium undead
(incorporeal)
Init +7; Senses darkvision 60 ft., name sense 5
mi.; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3
Dex, +2 deflection)
hp 26 (4d8+8)
Fort +3, Ref +4, Will +5
Immune undead traits
Defensive Abilities incorporeal
OFFENSE
Speed 30 ft., fly 50 ft. (perfect)
Melee slam +6 (1d4 plus ghost sickness)
Special Attacks; whirlwind (3/hour, 10–20 ft. high, 1d4 damage plus ghost sickness,
DC 14)
STATISTICS
Str -, Dex 16, Con -, Int 6, Wis 12, Cha 15
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Skill Focus
(Fly)
Skills Fly +11, Intimidate +7,
Knowledge (religion) +2, Perception +5, Sense Motive +5, Stealth +8
Languages a chindi knows the languages it
spoke in life
SQ Haunt
SPECIAL ABILITIES
Haunt (Su)
When one or
more chindi are in the same building they originally died in, that building
becomes haunted (treat as under the effect of a desecrate spell). The effect
lasts until the chindi are destroyed.
Ghost Sickness (Su)
disease —injury; save Fort DC 14, onset
1d3 rounds, frequency 1 day, effect 2 Con damage, 1 Wis damage, cure 2
consecutive saves.
Name Sense (Su)
A chindi can
automatically sense if anyone within five miles says the name it had in life. They intuitively know the speaker’s location
and, if it is someone they knew in life, their name. They can choose to teleport to a random location
within 50 ft. of the speaker as a move action immediately after their name is
spoken.
ECOLOGY
Environment warm desert or warm plains
Organization solitary, pair, or haunt
(3-5)
Treasure none (or NPC gear if the
chindi’s corpse still exists)
Chindi are
the restless spirits of those whose bodies were not properly prepared or
disposed of after death. They appear as
dusty humanoid ghosts, and are often observed in their whirlwind form. Chindi represent all the bad aspects of the
deceased. They cling to their old life,
often haunting the building in which they died and jealously guarding their
possessions.
Chindi are known for carrying Ghost
Sickness, which they attempt to inflict upon those they see as having neglected
their duties in preparing them for the afterlife - usually family members. Malicious witches can cause a chindi to
viciously haunt someone by feeding them a piece of the spirit’s corpse. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A ghost that can drive people crazy and turn into a mini tornado? What's not to like? Plus it's always nice to have another monster from Native North American mythology (by my count, in all four bestiaries there are only five: baykok, manitou, pukwudgie, thunderbird, and wendigo).
Of course, I have a special interest in statting up more monsters like this because of my work-in-progress wild west 'Guns of the Western Kings' campaign setting, but I think chindi can fit well into any setting. Restless spirits are timeless.
-your ghost sick d20 despot
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