The moorswraiths are dread creatures of chilling cold, who inhabit the High Moor that lies at the heart of the lands of Denra-Lyr. They are believed to be the vengeful dead of the mist giants who used to inhabit the land before the Denra-Lyr people drove them away. A moorswraith appears as a misty, insubstantial creature composed of damp vapours, with the vague form of a humanoid in tattered grey rags, lower body trailing into mist. They rise from the ground at sunset, and emit the scent of peat and stagnant bog water.
Moorswraiths drain the heat from living creatures, and they hate all life with a cold-hearted drive. They are unable to pass beyond the huge circle of standing stones that bounds the edges of the High Moor, but within these boundaries they are effectively immortal.
Moorswraith, Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Speed: Fly 50 ft. (perfect)
Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +4/-
Attack: Chilling touch +8 melee touch (1d6 cold)
Full Attack: Chilling touch +8 melee touch (1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill embrace
Special Qualities: Darkvision 60 ft., immune to cold, incorporeal traits, low-light vision, regeneration 5, rejuvenation, undead traits
Saves: Fort +2, Ref +6, Will +8
Abilities: Str -, Dex 19, Con -, Int 15, Wis 15, Cha 17
Skills: Intimidate +14, Listen +15, Search +13, Spot +15
Feats: Alertness, Dodge, Improved Initiative
Environment: High Moor of Denra-Lyr
Organization: Solitary, pair or flight (3-12)
Challenge Rating: 6
Advancement: 9-16 HD (Medium), 17-24 HD (Large)
Combat: Moorswraiths move to envelop opponents with their chill embrace as soon as possible, but they prefer prey who have been weakened by conditions on the High Moor. They do not fear opportunity attacks, relying on their incorporeal nature and their regeneration to protect them. Once latched onto an opponent they will stay with him until they have drained his Constitution to zero.
Chill Embrace (Su): A moorswraith can enfold its incorporeal body around a living creature and suck the heat from it. To do so, the moorswraith must first move into the same space as its opponent, drawing an attack of opportunity. As a standard action each round it can then draw heat from its opponent. The opponent must make a Fortitude DC 17 save or become fatigued. If the opponent is already fatigued he becomes exhausted. If the opponent is already exhausted he suffers 1d6 Constitution drain. The moorswraith gains 5 temporary hit points from each successful use of this ability. A moorswraith will move with an embraced opponent and may only be shaken off by either moving further in one round than the moorswraith is capable of, or with an Escape Artist DC 17 check. All DCs are Charisma-based.
Attacks against an embracing moorswraith that miss due to the incorporeal miss chance have a further 50% chance of striking the victim instead.
Chilling Touch (Ex): The incorporeal touch attack of a moorswraith causes 1d6 cold damage.
Regeneration (Ex): A moorswraith regenerates 5 hit points per round. Fire causes normal damage.
Rejuvenation (Su): A moorswraith reduced to 0 hit points is dispersed, but it will reform in the centre of the High Moor 24 hours later. No-one has yet determined how to prevent the moorswraiths from re-spawning like this, but it is likely to involve a difficult quest suitable for tough adventurers.
(c) 2008 The Creative Conclave.