Murdergaunt
(Whistling Fiend)
Damage Reduction 10/+1 (Ex): A murdergaunt ignores the first 10 points of
damage dealt by any nonmagical weapon. In campaigns without magic
weapons, the GM can either disregard the
fiend's
damage reduction or apply it only to certain types of
weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Fire Resistance 10 (Ex): A murdergaunt ignores the first 10 points of
damage from any attack that deals fire
damage.
Immunities (Ex): A murdergaunt is immune to sonic and concussion
damage.
Impale (Ex): A murdergaunt that hits with one of its armspikes may choose to
impale its opponent. An impaled opponent takes armspike
damage each round it remains impaled (on the murdergaunt's turn). An impaled
creature must tear free of the serrated armspike to move to another square, taking 1d6 points of
damage in the process. A murdergaunt must tear its armspike from an impaled opponent to move to another square or to free the limb; pulling free the armspike deals an automatic 1d6 points of
damage to the impaled
creature, but the murdergaunt cannot use the newly freed armspike to attack that round.
Telepathy (Su): A murdergaunt can communicate telepathically with any
creature within 100 feet that has a language.
Whistle (Su): A murdergaunt can
whistle as a free action every round.
Creatures within 120 feet who can hear the murdergaunt's horrid tune must make a Will save (DC 10 + 1/2 the murdergaunt's Hit Dice + its Charisma modifier).
Any
creature that fails its Will save cowers until the whistling stops. A cowering
creature is frozen in fear, loses its Dexterity bonus, and can take no actions. In addition, a cowering
creature takes a -2 penalty to
Defense.
A
creature that saves against the murdergaunt's
whistle cannot be affected by the same murdergaunt's
whistle for 24 hours. The save DC for the
whistle is Charisma-based.
Murdergaunt (whistling fiend): CR 9; Large
outsider; HD 9d8+27; hp 67; Mas 17; Init +3; Spd 40 ft., climb 20 ft.;
Defense 25 (-1
size, +2 Dex, +14 natural), touch 11, flat-footed 23; BAB +9; Grap +17; Atk +13 melee (1d6+5, armspike); Full Atk +13 melee (1d6+5, 2 armspikes) or +12 ranged; FS 5 ft. by 5 ft.;
Reach 10 ft.; SQ
Damage reduction 10/+1, darkvision 60 ft.,
fire resistance 10, immune to sonic/concussion
damage,
impale,
telepathy,
whistle (DC 16); AL evil; SV Fort +9, Ref +9, Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 16, Int 13, Wis 13, Cha 15.
Skills:
Balance +12, Climb +13, Escape Artist +12, Hide +14, Jump +13, Listen +10, Move Silently +14, Read/Write Abyssal, Read/Write Language (any one), Speak Abyssal, Speak Language (any one), Spot +10, Tumble +12.
Advancement: By character class.