12th level Wizard
Zaius
Rathe's Ghost
Medium Sized Undead
Hit Dice:
12d12 (78 hit points)
Initiative:
+4 (Dex)
Speed: Fly 30 ft (perfect)
AC: 19 (+4 Dex, +5 deflection)
Attack: Draining Incorporeal Touch +6 (1d4 + 2 pts wisdom
loss (DC 19 will to avoid))
Full Attack: Draining Incorporeal Touch
+6/+1 (1d4 + 2 pts wisdom
loss (DC 19 will to avoid))
Space/Reach: 5 ft x 5
ft/ 5 ft
Special
Attacks: Manifestation, draining touch, malevolence, horrific
appearance
Special Qualities: Undead, incorporeal, +4 turn resistance,
rejuvenation
Saves: Fort +4 Ref +8 Will
+8
Abilities: Str 10 (+0) Dex 18 (+4) Con - Int 20 (+5) Wis 11
(+0) Cha 20 (+5)
Skills: Craft (Alchemy) +23, Craft (sewing) +20,
Profession (undertaker) +15, Knowledge (arcane) +20, Knowledge (biology)
+20, Spellcraft +20, Hide +12, Listen +8, Search +13, Spot
+13
Feats: Summon Familiar, Scribe Scroll, Brew Potion, Craft
Construct, Skill Focus (Alchemy), Craft Wondrous Item, Empower Spell, Enlarge
spell, Maximize Spell, Craft Magic Arms and Armor
Climate/Terrain: Any land or
underground
Challenge Rating: 17
Alignment: Chaotic
Evil
Zaius is probably
the most infamous of the golem creators in Inzeladun. He served as the court wizard of King Zyrus Allamahiny of
Ingara from 1229 V to 1240 V. His service was ended when his first
creation, Astin, killed the king. During that period, however, Zaius had
the funding to completely research with impunity the secrets of
life. Zaius made a rare, and insanely hazardous, trip to Khemt in 1230 where he was given permission to examine royal Undead
mummies. Upon his return in late 1230, Zaius traveled to the
Forbidden Castle in Drychtnoth where he was given permission by
whatever forces that lurk
there to study a vampire. Armed with new knowledge, Zaius began his
experiments. Creating small homonculai at first, Zaius strove
onward, wanting to not just grow new life, but to reanimate the
dead. He achieved his goal in 1237 with disastrous results. He
changed his focus to making new life, but out of the corpses of
others. Using the powers vested in him, and the immunity from
prosecution, Zaius would frame the people who had body parts he wanted so
that they would be executed. He would either attend the execution or
would act as the executioner so that he could quickly get the parts he
needed. He constructed a body in mid 1240. He succeeded.
He created his first flesh golem. Astin.
Unfortunately, Astin went insane within three months and escaped after killing the king. The next king did not know that the king's assassin was created by his court wizard, so Zaius retained his post. The insane behavior of Astin was no matter to Zaius. He had learned from past mistakes and opted to create another. He felt that Elvish bodies, being innately magical, would make for a better creation. He also hoped to make a more tranquil creation than Astin, so to this end he opted to create a female. He spent two years modifying his research. Traveling to Drychtnoth in early 1242, Zaius bought 7 Elvish female slaves. Once back in Ingara, he killed them and began to assemble his new life form. He called her Lenore.
Lenore remained in the 'dependant stage' for three years before her feelings of isolation and confusion began to surface. Her rages became uncontrollable. Seeing the patterns set by Astin finally come to pass, Zaius sold Lenore to Drychtnothian slavers in early 1245.Astin was still a cause of woe to Zaius. He would return every so often to torment his creator. Zaius was also being targeted by the Ingaran nobility for his excesses. Finally, in 1247, Zaius was cast out from Ingaran society because of the actions of Astin and the nobility. Zaius wanted revenge. He began the creation of his third monster to be a hunter to destroy Astin and the nobles that participated in his fall from grace. And so Trendar Plague-Maker was created. With the arms and torso of a hill giant, the legs of a horse, and the head of a bull, Trendar Plague-Maker was truly a monster. But the plan for revenge did not work. Trendar escaped shortly after his creation, nearly killing Zaius in the process. Zaius had to flee his new home.
To protect himself from Trendar, Zaius created his fourth monster in 1250. Made from gnomes and dwarves, Trevor was controlled magically and with drugs by Zaius. Trevor served as Zaius' slave for ten years, when Zaius, an old man, finally died at the hands of his fifth monster.In 1260, one of Zaius Rathe's friends, had battled with the undead and was afflicted with mummy rot. Seeing his friend die of this disease, Zaius, against his friend's wishes, decided to rescue him. The alchemist put together a new body for the warrior and transferred the warrior's mind into that body. Jenson, the warrior, killed Zaius after his memories returned and he realized what had happened to him.
Zaius Rathe is now a third magnitude ghost, an incorporeal humanoid. Extremely evil during his life, his restless spirit is still trying to create life.Draining Touch (Su): A
ghost that hits a living target with its incorporeal touch attack drains
1d4 points from any one ability score it selects. On each such successful
attack, the ghost heals 5 points of damage to itself. Against ethereal
opponents, it adds its Strength modifier to attack rolls only. Against
non-ethereal opponents, it adds its Dexterity modifier to attack rolls
only. Zaius usually drains Wisdom to make his Malevolence more
effective.
Horrific Appearance (Su): Any
living creature within 60 feet that views a ghost must succeed on a
Fortitude save (DC 21) or immediately take 1d4 points of Strength damage,
1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A
creature that successfully saves against this effect cannot be affected by
the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once
per round, an ethereal ghost can merge its body with a creature on the
Material Plane. This ability is similar to a magic jar spell
(caster level 10th or the ghost’s Hit Dice, whichever is higher), except
that it does not require a receptacle. To use this ability, the ghost must
be manifested and it must try move into the target’s space; moving into
the target’s space to use the malevolence ability does not provoke
attacks of opportunity. The target can resist the attack with a successful
Will save (DC 20). A creature that successfully saves is immune to that
same ghost’s malevolence for 24 hours, and the ghost cannot enter the
target’s space. If the save fails, the ghost vanishes into the
target’s body.
Manifestation (Su): Every
ghost has this ability. A ghost dwells on the Ethereal Plane and, as an
ethereal creature, it cannot affect or be affected by anything in the
material world. When a ghost manifests, it partly enters the Material
Plane and becomes visible but incorporeal on the Material Plane. A
manifested ghost can be harmed only by other incorporeal creatures, magic
weapons, or spells, with a 50% chance to ignore any damage from a
corporeal source. A manifested ghost can pass through solid objects at
will, and its own attacks pass through armor. A manifested ghost always
moves silently. A manifested ghost can strike with its touch attack or
with a ghost touch weapon (see Ghostly Equipment, below). A manifested
ghost remains partially on the Ethereal Plane, where is it not
incorporeal. A manifested ghost can be attacked by opponents on either the
Material Plane or the Ethereal Plane. The ghost’s incorporeality helps
protect it from foes on the Material Plane, but not from foes on the
Ethereal Plane.
When a spellcasting ghost is not
manifested and is on the Ethereal Plane, its spells cannot affect targets
on the Material Plane, but they work normally against ethereal targets.
When a spellcasting ghost manifests, its spells continue to affect
ethereal targets and can affect targets on the Material Plane normally
unless the spells rely on touch. A manifested ghost’s touch spells
don’t work on nonethereal targets.
A ghost has two home planes, the
Material Plane and the Ethereal Plane. It is not considered extraplanar
when on either of these planes.
Rejuvenation (Su): In
most cases, it’s difficult to destroy a ghost through simple combat: The
“destroyed” spirit will often restore itself in 2d4 days. Even the
most powerful spells are usually only temporary solutions. A ghost that
would otherwise be destroyed returns to its old haunts with a successful
level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way
to get rid of a ghost for sure is to determine the reason for its
existence and set right whatever prevents it from resting in peace. The
exact means varies with each spirit and may require a good deal of
research.
Turn Resistance (Ex): A
ghost has +4 turn resistance.
Ghostly
Equipment
When a ghost forms, all its equipment
and carried items usually become ethereal along with it. In addition, the
ghost retains 2d4 items that it particularly valued in life (provided they
are not in another creature’s possession). The equipment works normally
on the Ethereal Plane but passes harmlessly through material objects or
creatures. A weapon of +1 or better magical enhancement, however, can harm
material creatures when the ghost manifests, but any such attack has a 50%
chance to fail unless the weapon is a ghost touch weapon (just as magic
weapons can fail to harm the ghost).
The original material items remain
behind, just as the ghost’s physical remains do. If another creature
seizes the original, the ethereal copy fades away. This loss invariably
angers the ghost, who stops at nothing to return the item to its original
resting place.
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