The Walking Dead (Hunter: The Reckoning) by Richard E. Dansky, Ed Hall, Adam Tinworth, Michael Lee

By Richard E. Dansky, Ed Hall, Adam Tinworth, Michael Lee

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Additional info for The Walking Dead (Hunter: The Reckoning)

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Reach 10 ft. Special Attacks tormenting touch Spell-Like Abilities (CL 12th; concentration +16) At will—fear (DC 17), ghost sound (DC 14) 3/day—confusion (DC 17), nightmare (DC 19), phantasmal killer (DC 18) Certain vivid nightmares endure beyond the sleeper’s awakening, drawing substance from planar flotsam and deriving purpose from their creators’ deepest fears. Shifting their form from moment to moment, these malicious creatures range the Dimension of Dreams, ambushing prey with soul-weakening strikes.

These attacks automatically count as if they had the ghost touch property and add the prana ghost’s Wisdom bonus to damage rolls (or 1/2 its Wisdom bonus for off-hand attacks and secondary weapons, but no additional damage for single primary natural attacks or the like). If the creature could wield weapons in life, it can wield ghost touch weapons as a prana ghost. Special Attacks: A prana ghost gains the following melee attack. Dazing Touch (Su): With a touch, a prana ghost can deal 1d6 points of damage, and the creature touched must succeed at a Will saving throw (DC = 10 + 1/2 the prana ghost’s Hit Dice + the prana ghost’s Wisdom modifier) or be dazed for 1 round.

In a horrifying metamorphosis, the creature’s head splits down the middle to form two separate heads, each of which contains a portion of the neothelid’s intellect. The new neothelid overlord’s enhanced cognition grants it a deeper understanding of reality and enables it to harness psychic magic beyond the ken of its younger kin. Though still able to crush a victim with pure psychic force, the neothelid overlord develops an awesome level of finesse and skill in the manipulation of both mind and matter.

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