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Spirit of Desire. Medium-Size Undead. Combat. Slave Knight. Large Construct




Spirit of Desire

Medium-Size Undead

Hit Dice: 3d12 (20 hp)

Initiative: +3 (Dex)

Speed: 30 ft., fly 60 ft. (good)

AC: 14 (+3 Dex, +1 deflection)

Attacks: Incorporeal touch +1 melee

Damage: Incorporeal touch 1d4 temporary Wisdom drain

Face/Reach: 5 ft. by 5 ft. /5 ft.

Special Attacks: Spell-like abilities, wisdom drain, manifestation, necrotic intercourse

Special Qualities: Undead, incorporeal

Saves: Fort +1, Ref +1, Will +3

Abilities: Str -, Dex 16, Con -, Int 12, Wis 10, Cha 17

Skills: Bluff +6, Hide +10, Innuendo +3, Listen +5, Sense Motive +5, Sexual Prowess +13* (7 tricks), Spot +7, Use Rope +6

Feats: Sexappeal, Skill Focus (sexual prowess)

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Climate/Terrain: Any land and underground

Organization: Solitary or gang (2-5)

Challenge Rating: 3

Treasure: None

Alignment: Usually chaotic neutral

Advancement: 4-6 (Medium-size)

 

Torn from either a living or a dead creature with the spell of the same name, a spirit of desire is an undead manifestation made up of every lustful thought and physical desire of a person bound together with patches of their soul.

A spirit of desire appears as an extremely beautiful, if quite pale, likeness of the person from which they were created. From the waist down they trail off into nothing, until they manifest, forming legs as lovely as the rest of them. Most spirits of desire are completely naked when created, though the odd one may be garbed in erotic, ectoplasmic apparel.

To say a spirit of desire has a one track mind when it comes to sex is the absolute truth. Much as wraiths and specters seek to destroy life, spirits of desire seek to engage any and all living beings in sexual intercourse. Beyond this they have only the shadow of their former personalities.

Spirits of desire speak Common and one other language known to them in life.

 

Combat

 

Close combat with a spirit of desire can be an erotically confusing experience.

 

Spell-like Abilities: At will - arousal and tongues; 3/day - become phantasmal lover, change sexual preference, charm person, intensify sensation, and lust. These abilities are as the spells cast by a 5th-level sorcerer (save DC 13 + spell level).

 

Wisdom Drain (Su): Living creatures hit by a spirit of desire's incorporeal touch attack must succeed at a Fortitude save (DC 14) or suffer 1d4 points of temporary Wisdom drain as their minds fill with conflicting erotic and suicidal thoughts.

 

Manifestation (Su): When they manifest, spirits of desire remain incorporeal, but can touch and effect creatures on both the Material and Ethereal planes. Their spell-like powers also effect opponents on either plane. Spirits of desire must manifest in order to use their necrotic intercourse ability.

 

Necrotic Intercourse (Su): Any creature that engages in sexual intercourse with a spirit of desire becomes completely sterile. Additionally, they must make a Will save (DC 16) or never be able to become aroused again due to the overwhelming memories of cold sex with the dead. This effect can be cured by a limited wish, wish, or miracle spell.

Anyone with at least one level of necromancer specialist wizard or with the necrophilia fetish are immune to the spirit of desire's necrotic intercourse ability.

 

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

 

Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor and clothing. Always moves silently.

 

Skills: A spirit of desire has a racial bonus to Sexual Prowess equal to the number of ranks possessed by the character from which it sprang. Usually this is 1d4-2, but if the spirit of desire spell was used on a prostitute, houri, or pimp this bonus could be much higher.

 

Slave Knight

Large Construct

Hit Dice: 4d10 (22 hp)

Initiative: +0

Speed: 30 ft.

AC: 16 (-1 size, +5 natural, +2 large steel shield)

Attacks: Huge longsword +8 melee

Damage: Huge longsword 2d6+5

Face/Reach: 5 ft. by 5 ft. /10 ft.

Special Qualities: Construct, cold resistance 10, hostage

Saves: Fort +1, Ref +1, Will +2

Abilities: Str 20, Dex 11, Con -, Int 6, Wis 13, Cha 5

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Climate/Terrain: Any land or underground

Organization: Solitary or gang (2-4)

Challenge Rating: 3

Treasure: None

Alignment: Any evil (same as creator)

Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Slave knights are magically created warriors of moderate power and fearful demeanor. Forged of bone, steel, and darkness, these constructs each entrap a single female captive, spread-eagle and aware within their midsections. Constructing a slave knight involves the employment of powerful magical forces and a deviant mind; their hostages are always displayed in the buff. A twisted bit of their creator's consciousness animates each slave knight, somewhat like a homunculus, and most can speak fairly fluent Common (though their conversation revolves mainly around their captives' endowments and toilet humor... ).

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