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Grey Philosopher

by Jamie Baty

DMR2 49
Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armour Class: 14 (+4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death Cry
Special Qualities: Darkvision 60ft., manifest malice, passivity, turn immunity, undead traits
Saves: Fort +3, Ref +3, Will +10
Abilities: Str -, Dex 10, Con -, Int 14, Wis 18, Cha 18
Skills: Concentration +18, Gather Information +6, Knowledge (arcana) +11, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (nobility) +11, Knowledge (religion) +23, Listen +4, Search +4, Spot +4
Feats: Investigator, Skill Focus (Knowledge (religion)), Skill Focus (Knowledge (nature)), Skill Focus (Knowledge (history))
Environment: Any land
Organization: Solitary + malices
Challenge Rating: 6
Treasure: Books and Scrolls
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium)
Level Adjustment: -

Before you sits a misty grey shape- robed and vaguely human looking. It is in deep thought and ignores you. Small wraith-like creatures swarm around it and eye you evilly.

A grey philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her-mind. In its undead state, this creature does nothing but ponder these weighty matters.
A grey philosopher appears as a seated, smoke-coloured insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures known as malices.
A grey philosopher never seems to be able to reach any sort of conclusion to the conundrum that has become the focus of its existence; instead, over the centuries, its evil thoughts have coalesced into the malices. It is unknown whether the philosopher is even aware of these venal children of its mind.
Grey philosophers are always found in isolated locations, especially the ruins of temples, libraries, monasteries and other places of learning. The philosopher never takes an interest in its surroundings or anything else save its own evil contemplations. It does not even stir from its original place of thought for any reason; only its destruction can "move' a grey philosopher- in its final seconds, the philosopher looks up with an expression of malicious enlightenment on its face, then vanishes with a lingering shriek of evil delight.

Combat
Simply put, grey philosophers do not fight, even in self-defence. They are defended by creatures called malices. For every century the grey philosopher has existed, 2d4 of these creatures protect it.

Death Cry (Ex): When a grey philosopher is killed, it unleashes a death cry. All characters within 60 ft. must a will saving throw (DC 18, Cha based) or be shaken and have 1d4 points of dexterity drained. This effect lasts until a remove fear or remove curse spell is cast on the character.

Manifest Malice (Su): Grey Philosophers manifest small creatures called malices. At any one time, the grey philosopher will have at least 2d4 malices defending him. If the philosopher is destroyed, all malices around him are destroyed as well.

Passivity (Ex): A grey philosopher never attacks, even in self-defence. For that matter, it doesn't react to anything. It will automatically fail any saving throw. It sits indifferently until destroyed.

Turn Immunity (Ex): Grey philosophers cannot be turned, rebuked, bolstered or commanded.

Incorporeal Subtype: Can be harmed only 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 armour. Always moves silently.
Please see the 3.5E Monster Manual for additional information.

As an undead creature, the grey philosopher possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• A grey philosopher does not breathe, eat, or sleep.

Malice
DMR2 49
Tiny Undead (Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +6 (+6 Dex)
Speed: fly 40 ft. (perfect)
Armour Class: 22 (+2 size, +6 Dex, +4 Deflection), touch 22, flat-footed 16
Base Attack/Grapple: 0/-7
Attack: Bite +12 melee (1d6 +1)
Full Attack: Bite +12 melee (1d6 +1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hate-fuelled attack
Special Qualities: Darkvision 60ft., undead traits, Sudden Moves
Saves: Fort +0, Ref +6, Will +2
Abilities: Str 12, Dex 23, Con -, Int 10, Wis 10, Cha 18
Skills: Intimidate +8, Listen +4, Spot +4, Tumble +10
Feats: Weapon Finesse (Bite)
Environment: Any land
Organization: Cluster (2-8), Swarm (8+)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures. They have vaguely human faces, gaping maws, and spindly, clawed hands.

Malices are vindictive creatures are actually the philosopher's evil thoughts, which have taken on substance and a will of their own.
For every 100 years the grey philosopher has existed, 2d4 malices form around him. Unlike the philosopher, malices constantly search for victims to vent their petty but eternal spite. Malices do not stray more than 100 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight.
When they find a victim, the malices immediately launch themselves at it. A malice normally attacks until destroyed or turned. However, all these creatures vanish instantly if their philosopher is destroyed.

Combat
Without fear, malices pursue the living near their philosopher until the victim is dead, they are dead, or the victim is more than 100 ft from the philosopher.

Hate-fuelled Attack (Ex): Malices so viciously pursue the living, they gain a +4 bonus to BAB. In addition their bites deal +2 damage to good creatures, and +1 damage to neutral creatures.

Sudden Moves (Ex): A malice never causes an attack of opportunity when entering the opponent's square to attack him. Other types of actions cause attacks of opportunity as usual.

Incorporeal Subtype: Can be harmed only 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 armour. Always moves silently.
Please see the 3.5E Monster Manual for additional information.

As an undead creature, the malice possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• A malice does not breathe, eat, or sleep.