Lostling Creature (CR +2)

Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. These pitiful undead beings despise their likeness to their former self, they possesses virtually no understanding or recollection of their former life; consumed as they are by their bewilderment, they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives. A solitary lostling is usually the sole survivor of some catastrophe, while larger gatherings of these creatures consist of entire parties that lost their way in the woods or a lostling’s transformed victims.

Creating a Lostling Creature

“Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). A lostling creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Always chaotic evil.

Armor Class: +4 natural armor bonus.

Defensive Abilities: Immune Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. Select an energy type (acid, cold, fire, electricity, or sonic) that is most closely associated with the conditions that caused the subject to become a lostling. The lostling gains immunity to that energy type. Weakness Select an energy type that is the opposite of the energy type chosen for the lostling’s immunity - the lostling gains vulnerability to that energy type.

Special Abilities: A lostling creature retains all the special abilities of the base creature, plus the special abilities as described below:

Aura of Disorientation (Su): Any living creature within 30 feet of the lostling must make a successful Will save (DC 10 +1/2 the lostling’s HD + its Cha modifier) or become cursed with disorientation. Disoriented creatures suffer a -4 circumstance penalty to initiative checks, attack rolls, Acrobatics, Climb, Fly, Perception, and Swim checks (if a lostling is CR 11 or higher this penalty increases to -8). In addition, whenever the creature moves, it must roll 1d8 to randomly determine the actual direction traveled though the creature believes it is traveling in the correct direction. If the save is successful, the foe is immune to this lostling’s disorienting aura for 24 hours. This is a mind-affecting curse effect. This curse can be broken if the subject is lead around blindfolded for 24 hours by an ally, making no decisions as to the direction it will travel and only following the ally, otherwise it requires a spell or effect that can remove a bestow curse spell.

Control Weather (Sp): Once per day, a lostling can control weather as the spell (caster level equal to its HD).

Create Spawn (Su): Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. A lostling created in this manner is under the command of its creator and remains so until either it or the creator is destroyed.

Divination Suppression (Su): An invisible barrier (one-mile radius per HD of the base creature) surrounds a lostling creature, suppressing any divination spell or effect within that radius, as if it were affected by an anti-magic field.

Harsh Elements (Su): Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. Select an energy type (acid, cold, fire, electricity, or sonic) that is most closely associated with the conditions that caused the subject to become a lostling. That lostling deals an additional 1d6 points of damage of a chosen energy type with its melee, ranged and touch attacks. If the lostling creature is CR 11 or higher increase this damage to 2d6 with half the damage being divine in nature and not subject to resistance or immunity.

Upon a successful critical hit, in addition to the extra energy damage, the lostling deals an extra 1d10 points of chosen energy type damage on a successful critical hit. If the attack’s critical multiplier is ×3, add an extra 2d10 points of chosen energy type damage instead, and if the multiplier is ×4, add an extra 3d10 points of chosen energy type damage. If the lostling creature is CR 11 or higher increase by an additional 1d10 with half the damage being divine in nature and not subject to resistance or immunity.

Wisdom Drain (Su): Living creatures hit by a lostling’s melee, range, or touch attacks must make a successful Will save (DC 10 +1/2 the lostling’s HD + its Cha modifier) or suffer 1d3 points of Wisdom drain. On each such successful attack, it gains 5 temporary hit points. A creature reduced to 0 points of Wisdom falls into a deep, nightmare-plagued slumber (subject gains the helpless condition). As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst.

Abilities: Increase from the base creature as follows: Con +6 (+3 hp per HD, +3 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +6 (+3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +3 to any of the base creature’s Charisma-based DCs).

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