The Dark Hunt
Large Undead (Fire) Hit Dice: 10d12 (65 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 17 (–1 size, +5 Dex, +3 natural), touch 14, ﬂat-footed 12 Base Attack/Grapple: +5/+10 Attack: Touch +9 melee (2d6 cold plus 1d6 Cha drain) Full Attack: Touch +9 melee (2d6 cold plus 1d6 Cha drain) Space/Reach: 10 ft./10 ft. Special Attacks: Charisma drain Special Qualities: Darkvision 60 ft., elemental turning vulnerability, frostﬁre shield, immunity to ﬁre, inescapable craving, undead traits, vulnerability to cold Saves: Fort +3, Ref +8, Will +7 Abilities: Str 12, Dex 21, Con —, Int 11, Wis 11, Cha 17 Skills: Jump +26, Listen +13, Move Silently +18, Spot +13 Feats: Dodge, Mobility, Spring Attack, Weapon Finesse Environment: Any Organization: Solitary, pair, or gang (3–5) Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 11–20 HD (Large); 16–30 HD (Huge) Level Adjustment: +4 Exp:
Charisma Drain (Su): Living creatures hit by a cinderspawn’s touch attack must make a DC 18 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the ﬁre subtype take a –4 penalty on this save.) When a cinderspawn drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains. These temporary hit points last for up to 1 hour. The save DC is Charisma-based.
Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn ﬁre creatures gains a +2 bonus on turning checks to turn a cinderspawn. A character who can rebuke undead and also rebuke ﬁ re creatures gains a +2 bonus on turning checks to rebuke a cinderspawn.
Frostﬁre Shield (Su): Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat.