Crypt Chanter (3.5e Creature)

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Crypt Chanter[edit]

Crypt Chanter
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 19 (+4 Dex, +5 deflection), touch 19, flat-footed 15
Base Attack/Grapple: +3/-
Attack: Incorporeal touch +6 melee (1d8)
Full Attack: Incorporeal touch +6 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draining Melody, Create spawn
Special Qualities: darkvision 60 ft., daylight powerlessness, incorporeal traits, undead traits, +2 turn resistance
Saves: Fort +2, Ref +6, Will +7
Abilities: Str -, Dex 18, Con -, Int 14, Wis 14, Cha 20
Skills: Hide +14, Intimidate +13, Listen +14, Perform (sing) +14, Search +12, Spot +14
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any land and underground
Organization: Solitary, chorale (2-4), or choir (6–11)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8–17 HD (Medium)
Level Adjustment: -

A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments they choose, varying from chanter to chanter. As incorporeal creatures, crypt chanters are weightless. A crypt chanter never speaks directly, though it may give instructions or provide answers within the lyrics of its music (usually in Common, sometimes Abyssal).

COMBAT[edit]

A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.

Create spawn (Su): Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.

Draining Melody (Su): A crypt chanter constantly sings creating a magically charged allure. All creatures within 60 feet of a crypt chanter must make a DC 18 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting compulsion effect. Beginning on the round after becoming dazed creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell. Enthralled victims also begin to gain 1d2 negative levels per round while the song continues as long as they remain within range. If a creature gains a number of negative levels at least equal to its Hit Dice, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hit points for each negative level bestowed. These temporary hit points last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter's music cannot be affected by that crypt chanter's music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.

Daylight Powerlessness (Ex): A crypt chanter is utterly powerless in natural sunlight (not merely a daylight spell) and flees from it.


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