The flea communicated to the Prophet Bleghet (may his wineskin be ever full) what passed, as related to himself, at the Creation. "It was first intended," said he (the flea) "to make me as big as a camel; but then when it was considered from my construction, so armed—and so powerful withal, that in proportion to my bulk, (mischievous as I now am) that I should have been too mighty to destroy; it was determined to make me—no bigger than I am."
"Fleas are inhabited by the souls of such men as were by nature blood thirsty to excess."
- The Hadith kel-Haon
The Ghost of a Flea is the spirit of a parasitic louse made into man-shaped flesh. Thoroughly insane and thirsting only for blood, its origin is unknown. It pursues its goals with the single-minded obsession of an insect. However, its behaviour sometimes hints at a horrible and higher intelligence.
The Ghost of a Flea must be called into a given reality through the use of a summon the ghost of a flea spell, a 4th-level spell on every spell list (there is also a sanity-blasting version that anyone can cast, regardless of level or class). The summoning involves the drawing of a circle of iron filings and the sketching in those filings of certain astrological symbols; the casting takes four hours. When finally the spell is complete, the Ghost of a Flea steps into the circle as if moving from behind a dark curtain. If there has been any error in the casting of the spell (Spellcraft DC 25), the Ghost will immediately attack the caster. Otherwise, the spellcaster is safe, and the Ghost can be communicated with.
The Ghost of a Flea wants nothing else other than to leave its circle of summoning and find something on which to feed. A cunning spellcaster can strike a bargain to lead the Ghost to sources of blood in return for information; there is a 33% chance that the Ghost will know the answer to any question that it is asked (those questions which fall under one of the Ghost's Knowledge skills have a higher chance, represented by rolling a Knowledge check after the percentage check). Any number of questions can be asked. However, the Ghost will always insist on one clause to any bargain it enters into: that it must be given living blood within one hour of being asked the first question put to it, otherwise it will devour the questioner. Nobody knows from where the Ghost gains its knowledge, though it is believed that it comes from the Empty Ones.
Once the bargain has been fulfilled the Ghost of a Flea returns to wherever it came.
The Ghost is seven feet tall and massively built, with huge cord-like muscles under the surface of its black-gold skin. Golden lidless eyes stare out of its face. Its features are crude and misshapen, and its tongue is long like that of a dog; it lolls out of its mouth at all times. The Ghost's fingers are long, thin, and clawed.
As soon as it has made a kill, the Ghost of a Flea will attempt to make off with the body in order to consume it in peace.
XP ????
CE Large Outsider Init +?; Senses darkvision 60 ft.; Perception +17, Sense Motive +17
DEFENSE
AC 17, touch 10, flat-footed 16 (–1 size, +1 Dex, +7 natural)hp 159 (14d10+84) Fort +10, Ref +10, Will +11 DR 5/magic or cold iron
OFFENSE
Speed 15 ft.Melee 2 fists +19 (1d12+6 plus grab), bite +14 (1d20+3) Space 10 ft.; Reach 10 ft. Special Attacks grab, leap attack
STATISTICS
Str 22, Dex 12, Con 23, Int 11, Wis 11, Cha 2Base Atk +14; CMB +21 (+25 to start and maintain a grapple); CMD 32 Feats Greater Grapple*, Iron Will, Pinning Rend, Skill Focus [Knowledge (arcana)], Wrestler's Throw** Skills Acrobatics +18 (+38 when jumping), Knowledge (arcana) +23, Knowledge (the planes) +17, Perception +17, Sense Motive +17, Stealth +18; Bonuses +20 racial bonus to Acrobatics when jumping |
Grab (Ex)
If the Ghost of the Flea hits with either of its fists, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on itsCMB check to make and maintain the grapple, but does not gain thegrappled condition itself.
Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the Ghost's fists (twice if it's using both fists).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Leap Attack (Ex)
As a standard action, the Ghost of the Flea may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, the Ghost of the Flea does not provokeattacks of opportunity for leaving athreatened square.
No comments:
Post a Comment