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Volumengeist (Page Spirit) Creature Template

Volumengeist (Page Spirit) Template

Volumengeists of the Necropus Laruascriptum
A necropus laruascriptum has the special ability to bind a spirit of a slain creature within its pages. When a creature’s spirit becomes bound to one of the enchanted books, it becomes a volumengeist (sometimes referred to as a page spirit) that can later be summoned as a servant via use of the Summon Volumengeist ability of the spellbook.

A volumengeist is a perfect copy of the base creature in its natural state. It bears the appearance of the base creature with no equipment, clothing, armor or weapon of any kind.

Volumengeist (Page Spirit) TemplateThe ghostlike, incorporeal volumengeist is a spirit of unbridled rage and vengeance; it is always Chaotic Evil regardless of the base creature’s original alignment. It maintains a constant demeanor and expression of uncontrollable anger, attempting to direct its wrath at any living target it senses within 500 feet of the necropus laruascriptum it is bound to.

A volumengeist has no memory of its past life and has no means to communicate other than emitting a frightful moan. It cannot speak or be spoken to. It understands the spoken commands of its master who summoned it via supernatural means.

To create a volumengeist, apply the volumengeist template to the base creature stats.

 

Binding a Volumengeist
The ritual of binding required for creating a volumengeist is included within the necropus laruascriptum along with other various preparation rituals. To bind a spirit to the spellbook, a whose spirit is being bound must have died within 10 minutes of the start of the binding ritual attempt. The ritual takes one hour to complete and fails if interrupted. Success of the ritual requires a Spellcraft check (DC 20 + CR of base creature).

To create a volumengeist, there must be at least one blank page within the necropus laruascriptum and the user must define a keyword used to trigger the summoning of that particular volumengeist. The keyword must be written upon the blank page that the volumengeist is being bound to. If the ritual fails then nothing happens, but that page is no longer considered to be blank.

The binding powers of a necropus laruascriptum are finite, and thus can only bind a limited number of spirits within its pages. Volumengeists created from creatures with 5 or less hit dice are considered lesser page spirits, and creatures with higher hit dice are considered greater page spirits. No creature with more than 10 hit dice can be used to create a volumengeist.

A lesser necropus laruascriptumcan bind three lesser page spirits. A greater necropus laruascriptum can bind six lesser page spirits and three greater page spirits.

Once bound to a necropus laruascriptum a volumengeist is harmless and bound to a specific page within the spellbook until it is summoned. When not summoned, the binding page depicts an expertly drawn inked-visage of the volumengeist as a fully animated illustration. When its page is revealed, the bound volumengeist is aware of the observer and its animation displays contempt and anger towards the viewer. The page also highlights the written keyword used as the trigger to summon that particular volumengeist, but any other writing, drawing, or discoloration to the page magically vanishes within moments of being applied.

When a necropus laruascriptumis found, it already has a randomly determined volumengeist bound within it. Each of these is bound to one of the blank pages found in the back of the book.

A found lesser necropus laruascriptum has one lesser page spirit bound within, and a greater necropus laruascriptum has three lesser page spirits and one greater page spirit bound within. Use the following charts to randomly determine what type of volumengeists are inside:

Random Lesser Page Spirits Chart
d10    Volumengeist Type:
1–3    Diminutive Animal or Vermin (1 HD or less)
4–6    Small Animal or Vermin (1-3 HD)
7–9    Medium Animal (4 HD)
10      Humanoid (5 HD)

volumengeist 2

Random Greater Page Spirits Chart
d10    Volumengeist Type:
1–5    Large Animal (6-8 HD)
6–9    Humanoid (6-8 HD)
10      Leveled NPC (10 HD; humanoid)

Summoning a Volumengeist
To summon a volumengeist, the user of the necropus laruascriptum must open the book to reveal the page in which the page spirit is bound. The volumengeist is summoned when the user then speaks the keyword assigned to it.

Summoning a volumengeist requires a standard action (to find the correct page) and functions as a supernatural ability of the necropus laruascriptum. The summoning cannot be prevented by antimagic effects such as the antimagic field spell. Already having the spellbook open to the correct binding page makes summoning a free action. Placing a bookmark in the spellbook or creating a dog-ear to identify a specific binding page also makes summoning a free action provided that only one specific page has been marked.

When a volumengeist is summoned, the character using the necropus laruascriptum to summon it must make a Will save (DC 15 + DC of page spirit being summoned).

If the Will save is failed by the user then the volumengeist turns its full focus and wrath upon the one who summoned it. It is not able to be recalled back to the spellbook and continues to attempt to kill its target (and nothing else) until it is destroyed. If the volumengeist kills the user in this way then the volumengeist itself is destroyed.

If the Will save upon summoning attempt is successful, the user becomes the summoned volumengeist’s master. It manifests in an available space near its master and awaits a command. The page spirit follows any order given to it by its master with unwavering devotion provided that the commanded action is within its abilities. If its master becomes unconscious or otherwise unable to provide verbal commands, the volumengeist defaults to actively defending its master from any perceived threats.

A summoned volumengeist may be recalled back into its binding page as a free action by its master via spoken command.

Destroying a Volumengeist
When a summoned volumengeist reaches zero hit points, the page spirit is released from its bondage and fades away into nothingness (presumably finding peace in the hereafter). When this happens, the keyword for its summoning scribed within the necropus laruascriptum vanishes and the page is once again considered blank.

If the page a volumengeist is bound to is ever destroyed then the page spirit is automatically summoned without a master, and attacks any living creature within range. If a page is torn from the necropus laruascriptum then that page is considered destroyed. In this case, the volumengeist cannot be recalled to the spellbook (since the page binding it has been destroyed), and finds restful peace once its incorporeal form is destroyed.

If a volumengeist is successfully turned, instead of the normal effects of turning an undead creature, the page spirit is immediately returned to its binding page. When returned to the necropus laruascriptum this way, a page spirit cannot be summoned again for a number of hours equal to the total number of hit dice turned.

 

Volumengeist (Page Spirit) Template
Creatures with the volumengeist (or page spirit) template are bound to a necropus laruascriptum, whim to the will of the spellbook’s owner.

Challenge Rating: Same as base creature +2

Size: The creature’s sized does not change.

Type: The creature’s type changes to undead (do not modify base attack, saves or skills), change to incorporeal subtype

Armor Class: The creature loses any natural armor bonus and gains a deflection bonus equal to its Charisma modifier.

Hit Dice: Change to d8 for all class levels.

Defensive Abilities: Retains the defensive capabilities of the base creature except for those that depend on a corporeal form to function. A volumengeist gains the incorporeal ability, undead traits and darkvision 60 feet.

Speed/Movement: A volumengeist retains the same movement types as the base creature at 30 feet (perfect maneuvering if a fly speed) unless base creature has a higher speed for the give movement type. A volumengeist cannot travel beyond 500 feet of the necropus laruascriptum it is bound to, the limit of this range acts as an impenetrable wall of force to the volumengeist.

Attack: Since the incorporeal form of a volumengeist assumes only the natural form of the base creature (no clothes, equipment, weapons, or armor), attacks become unarmed or natural attacks. A volumengeist can wield ghost touch weapons, but will not be summoned equipped with such weapon.

Special Attacks:

Corrupting Touch (Su) By passing part of its incorporeal body through a target as a standard action, the volumengeist inflicts a number of d4’s equal to its CR in damage. This damage is not negative energy but instead manifests as physical wounds and aches from supernatural aging (creatures immune to magical aging are immune to this attack). This attack bypasses all forms of damage reduction. A Fortitude save (DC 10 + ½ of volumengeist’s CR, rounded down) halves the damage inflicted.

Frightful Moan (Su) A volumengeist can emit a frightful moan as a standard action. All living creatures within a 30-foot radius must make a Will save (DC 10 + ½ of volumengeist’s CR, rounded down) or become panicked for 1d4 rounds. This is a sonic mind-altering fear effect. A creature that successfully saves against the moan cannot be affected by the same volumengeist’s moan for 24-hours. The master of the volumengeist is immune to this effect.

Abilities: Charisma +4; as an incorporeal undead creature, a volumengeist has no Strength or Constitution score.

Skills: Same as base creature except the creature receives a +4 racial bonus on Perception and Stealth checks. A volumengeist always treats Intimidate, Perception, and Stealth as class skills.

 

[Designed by Justin Andrew Mason!]

 

 

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Thirst (Haunt)

Thirst     CR 9
XP 6,400
CE haunt (20ft. radius)
Caster Level 8th
Notice Perception DC 27 (to hear the faint echo of hoarse screams for water on the desert wind)
Hp 8; Trigger proximity; Reset 1 hour

Effect When entering the haunt’s area, three ghostly figures rise from the sand and try to enter three randomly determined party members; A DC 19 Will save pushes the ghostly apparitions back into the ground. On a failure, the apparition touches the subject and they must succeed on a Fortitude DC 19 save or die from instant and catastrophic dehydration. Even if the Fortitude save is successful, the subject takes 2d6 points of damage and gains the fatigued condition

Destruction 15 gallons of water must be poured out over the sandy area where the haunt manifests, then burial rites must be performed for all three apparitions by a cleric of good-aligned god. While the destruction ritual takes place the haunt does not manifest, but should any part of the ritual be performed the wrong way—a DC 20 Knowledge (nature) or Knowledge (religion) check—it manifests immediately.

Adventure Hook This haunt is all that remains of three adventurers who traveled into the desert with too little water in their rations. They all died of thirst, and the dried out husks of their bodies are now lying under a few feet of sand. 

 

aaw-free-5

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Sanguine Avarice

Cultus Sangineus full set

Sanguine Avarice     CR 9
XP 6,400
NE persistent haunt (one creature)
CasterLevel 11th
Notice Perception DC 35 (to notice the pulsing gemstones of the items are synchronized)
hp 40; Weakness tricked by hide from undead; Trigger special (see text); Reset special (see text)
Effect This haunt is triggered when a creature dons two of the three following items: amulet of the sundered heart, cloak of the dark servant or mask of the thirst. Once the second item is donned, the creature is overcome by two overwhelming desires. The first is to never willingly remove either item, even upon pain of death (no save). The second is to do everything within their power to recover the last item, betraying, cajoling, deceiving and killing any and every person and thing that prevents them from doing so unless they succeed a DC 18 Will save once a week (at midnight on the day of rest, or its nearest equivalent). These desires continue for as long as the creature continues to wear two of the enchanted items, though they receive a save to resist the urge to seek out the third item once a week. In addition to these effects, while under the effects of the haunt the afflicted creature takes damage from positive energy and heals from negative energy.

Destruction Destroy both of the magic items (amulet of the sundered heart, cloak of the dark servant or mask of the thirst), which may only be removed once the wearer is unconscious.

Adventure Hook There are numerous examples (here on the AaWBlog under the tag “Cultus Sanguineas”!) included with each magic item (as well as several haunts, sidequest saturday and statblock sundays accompanying them)! Expect more about the history of these fell pieces on Friday!

Special Possession and wearing two parts of this set grants the abilities of both pieces and the use of comprehend languages as a spell-like ability three times per day and cause fear as a spell-like ability once per day.

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Werewidow

werewolf-clipart-1Werewidow     CR 6
XP 2,400
CE haunt (40 ft. by 10 ft. alleyway)
Caster Level 7th
Notice Perception DC 23 (to hear the coughing of an old woman)
hp 12; Trigger proximity; Reset 1 day
Effect When this haunt is triggered, creatures within its area suddenly see an old woman hunched in the shadows. Any interaction (speaking to, looking at or acknowledgement otherwise) with this apparition incurs a gaze attack—creatures that fail a DC 16 Will save are unknowingly stricken with Werewolf Lycanthropy. This affliction can be removed with a break enchantment or remove curse, or by destroying the Werewidow haunt. Afterward the old woman disappears with a mournful howl.
Werewolf Lycanthropy
Type 
curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects; Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured; Effect target transforms into a wolf under the GM’s control until the next morning.

Destruction     While in the haunt’s radius, light aflame a bowl filled with twenty silver and the blood of an alpha wolf mixed with drops from a descendant of the Werewidow. 

Adventure Hook     The Werewidow was once a kindly druid beloved by the settlement that has outgrown the little part of it she still resides in. As the town became a city, natural resources grew scarce and the wildlife began to suffer. She began to placate the wolves in the region, but the older she grew and the larger the settlement became, the more wolves came and the more attentions she garnered from predatory canine spirits. Eventually these spectral beings possessed her charges, killing her—while a rash of adventurers brought low the lycanthropic plagues that soon followed, in her death throes the druid remains, causing werewolves to appear for centuries.

Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:
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The Blessing of Zagn

Giant Centipede smallerThe Blessing of Zagn
CR 8
XP 4,800
CE Persistent haunt (10-ft. radius circle)
Caster Level 9th
Notice Perception DC 22 (to hear otherworldly chittering from all around you)
hp 31; Weakness tricked by invisibility;; Trigger proximity; Reset 1 week
Effect When this haunt is triggered, any creatures inside of its radius must succeed on a DC 14 Fortitude save or transform into a small sized creature of the vermin type (though not of this world) as the spirits of insects swarm across and through their body.
Transformed creatures gain a +2 size bonus to Dexterity, a +2 natural armor bonus, a climb speed of 30 ft., darkvision 60 ft., scent and a +2 resistance bonus to all saving throws against mind-affecting effects. Creatures that fail the Fortitude save must also make a DC 17 Will save or their Intelligence and Charisma scores drop to 1. These effects persist until the creature receives a heal, limited wish, miracle or wish spell; the single application of any of these spells reverses both effects. After 1 week, any transformed creatures return to their normal form, Intelligence score and Charisma score.

Destruction Coat the haunt’s area in holy water, acid and electricity within the same round.
Adventure Hook There isn’t a scholar in Aventyr that can reliably explain the exact nature or behavior of these bizarre anomalies, but whenever found by the hoyrall, the creatures obsessively worship and protect the area. Some legends claim that the souls of particularly devout followers of Zagnexis create these apparitions, and others postulate that they are droplets of the god’s ethereal being made manifest in the Underworld. They are sparse, but explorers of the endless caves beneath the surface that find a Blessing of Zagn and survive to tell of it often sell the information for a handsome price.

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The Mute Maiden

Whtie Crow's SpiritThe Mute Maiden     CR 2
XP 600
NG persistent haunt (20 ft.-radius circle)
Caster Level 1st
Notice Perception DC 15 (to get the feeling of being watched)
Hp 1; Trigger proximity; Reset 1 day
Effect: When this haunt is triggered, the spectral image of a young woman in a servant’s dress manifests, her chin and the front of her clothing covered in blood. She merely stands in front of the party and points towards a nearby settlement with a sorrowful look in her eyes. The haunt continues to trigger every night, each time pointing to a new location related to her quest for justice. The party can choose to ignore The Mute Maiden and travel on; if they do so three times, The Mute Maiden stops and seeks out other champions of justice.

Destruction:
Serving justice for the Mute Maiden three times, or finding and burning her cut out tongue.

Adventure Hook
: The Mute Maiden was a servant girl in the local mayor’s manor; after an illegitimate love affair she got pregnant and upon telling the mayor the news he flew into a rage, assaulting the poor girl. After beating her he cut out her tongue and walled her up in her chambers to die. The guttural cries that came from behind the wall were attributed to rats and otehr vermin, the mayor convincing his other staff that the girl had run off with a minstrel to the big cities of the north.

 

[Submitted by Brian Wiborg Monster]

 

Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:
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2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.
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4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.
5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.
6. All decisions of Adventureaweek.com, LLP and their arbiters are final.
7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.
8. Your statblock must be properly formatted (compare to similar content on the AaWBlog for correct formatting).