Poe

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Many consider Poe to be the souls of those who have not been satisfied with life, or those who eventually turned down a path of evil. As such, they are concentraited sources of hate and malice, wandering with a small lantern to light their way. Within the lantern is the Poe’s eternal soul. Breaking one such lantern will release the soul within, allowing it to pass on to the next life. It is, however, possible to meet friendly Poe- not all who pass are lost.

POE CR 4

XP 1,200
N Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 15, touch 15, flat-footed 12 ( +2 deflection, +2 Dex, +1 dodge)
HP 32 (5d8 +10)
Fort +3; Ref +3; Will +6
Defensive Abilities rejuvenation; Immune channel energy, undead traits
Weakness vulnerability to dispel evil/good/law/chaos

OFFENSE
Speed fly 30 ft. (perfect)
Melee incorporeal touch +5 (1d6 cold plus 1d3 Dex)
Special Attacks dexterity damage, strangle

STATISTICS
Str —, Dex 15, Con —, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Blind-Fight, Dodge, Improved Initiative
Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
Languages Common, Ancient Hylian

SPECIAL ABILITIES

Rejuvenation (Su)
In most cases, it’s difficult to destroy a Poe through simple combat: the “destroyed” spirit restores itself in 1d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a Poe is to use dispel evil/good/law/chaos (depending on the haunt’s alignment) or 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, and should be created specifically for each different Poe by the GM.

Strangle (Su)
If a creature possessed by a Poe has an alignment opposite to that of the haunt on either the law/chaos or good/evil axis, it attempts to strangle the host using its own hands (i.e., the hands of the host body). Unless precautions are taken to restrain the possessed victim’s hands, they immediately reach for the throat and begin strangling the Poe-possessed body. An opponent takes 1d4 points of damage each round until its hands are forcibly restrained with a successful CMB check, the Poe is ejected from the body, or the victim dies.

Vulnerability (Ex)
A Poe can be forcibly ejected from a host if hold person is cast on the victim and the haunt fails its Will save. A dispel evil/good/law/chaos spell (depending on the haunt’s alignment) instantly ejects the creature from the host and deals 1d6 points of damage per caster level to the Poe. A Poe slain in such a manner cannot rejuvenate and is permanently destroyed.

POE, IMP CR 3

XP 800
N Small undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 17, touch 17, flat-footed 13 ( +2 deflection, +3 Dex, +1 dodge, +0 natural, +1 size)
HP 22 (5d8)
Fort +2, Ref +4, Will +6;
Defensive Abilities rejuvenation; Immune channel energy, undead traits;
Weaknesses vulnerability to dispel evil/good/law/chaos

OFFENSE
Speed fly 30 ft. (perfect)
Melee incorporeal touch +4 (1d3 cold plus 1d3 Dex-2), scythe +4 (1d3 cold plus 1d3 Dex)
Space 5 ft.Reach 5 ft.
Special Attacks Dexterity damage, strangle

STATISTICS
Str -, Dex 17, Con -, Int 10, Wis 14, Cha 14;
Base Atk 3; CMB 0; CMD 17
Feats Blind-Fight, Dodge, Improved Initiative
Skills Fly +13, Intimidate +10, Perception +10, Stealth +16
Languages Common, Ancient Hylian

SPECIAL ABILITIES

Rejuvenation (Su)
In most cases, it’s difficult to destroy a Poe through simple combat: the “destroyed” spirit restores itself in 1d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a Poe is to use dispel evil/good/law/chaos (depending on the haunt’s alignment) or 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, and should be created specifically for each different Poe by the GM.

Strangle (Su)
If a creature possessed by a Poe has an alignment opposite to that of the haunt on either the law/ chaos or good/evil axis, it attempts to strangle the host using its own hands (i.e., the hands of the host body). Unless precautions are taken to restrain the possessed victim’s hands, they immediately reach for the throat and begin strangling the Poe-possessed body. An opponent takes 1d4 points of damage each round until its hands are forcibly restrained with a successful CMB check, the Poe is ejected from the body, or the victim dies.

Vulnerability (Ex)
A Poe can be forcibly ejected from a host if hold person is cast on the victim and the Poe fails its Will save. A dispel evil/good/law/chaos spell (depending on the haunt’s alignment) instantly ejects the creature from the Poe and deals 1d6 points of damage per caster level to the Poe. A haunt slain in such a manner cannot rejuvenate and is permanently destroyed.

POE, BIG CR 10

XP 9,600
NE Medium undead (evil, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision, lifesense 60 ft.; Perception +18

DEFENSE
AC 22, touch 14, flat-footed 18 ( +4 Dex, +8 natural)
HP 127 (15d8 +60)
Fort +8, Ref +11, Will +9
DR 5/cold iron or good; Immune cold, undead traits; SR 21

OFFENSE
Speed 30 ft.
Melee scythe +14 / +9 / +4 (2d4 +3 / ×4 plus death touch)
Special Attacks fear cone (30 ft., DC 20)

STATISTICS
Str 14, Dex 19, Con —, Int 8, Wis 11, Cha 17
Base Atk +11; CMB +15; CMD 27
Feats Agile Maneuvers, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (scythe)
Skills Climb +10, Intimidate +16, Perception +18, Stealth +22

SPECIAL ABILITIES

Death Touch (Su)
Creatures hit by either a Big Poe’s touch attack or by a weapon wielded by a Big Poe must succeed at a DC 20 Fortitude save or gain 1d4 negative levels. The save DC is Charisma-based. A humanoid slain by a Big Poe’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This is a death effect.


Strange and dangerous creatures from the sky, They resemble Poes in only the most basic way. Their eyes act as spot-lights, honing in on their prey with a blinding factor, while their huge orange talons dig deep into the flesh of their prey. Word says that they have a fondness for Cows, especially of the Romani and Lon-Lon variety.

THEY CR 7

XP 3,200
CE Medium Aberrations (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft., lifesense 60 ft.; Perception +18

DEFENSE
AC 17, touch 17, flat-footed 15 ( +5 deflection, +1 Dex, +1 dodge)
HP 73 (7d8 +42)
Fort +7, Ref +5, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +6 (7d6, Fort. DC 18 half)
Special Attacks frightful moan (DC 18)

STATISTICS
Str 20, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Corrupting Touch (Su)
By passing part of its incorporeal body through a foe’s body as a standard action, They inflicts 7d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Frightful Moan (Su)
They can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same They’s moan for 24 hours.

Death Touch (Su)
Creatures hit by a They’s touch attack must succeed at a DC 20 Fortitude save or gain 1d4 negative levels. The save DC is Charisma-based. A humanoid slain by a They’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This is a death effect.

Rejuvenation (Su)
In most cases, it’s difficult to destroy a They through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a They 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, and should be created specifically for each different They by the GM.

Poe

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