D&D 3e (3.0/3.5) Rules
by Ogre Bane
Hit Dice: 10d12 (65 hp)
This monster appears to be a small humanoid dressed in wild clothing consisting of bones, fur and different types of skins-including human skin. Its body appears to be skeletal and it lacks any skin or flesh. It carries with it a long blow gun and a small staff with the skull of an animal on the top. The creature constantly jumps up and down, never able to stay still.
Fetish Shamans look just like regular Fetish, except that they carry small sticks topped with small animal skulls. They also carry many remains of humanoids on them, such as fingers, toes and teeth. Fetish Shamans also carry around their necks small stone pendants. Only shammans are found with these necklaces. The shamans also have a horrible smell that comes from their ever-rotting corpses.
A Fetish Shaman cannot speak (it lacks a tongue), but it can use telepathy to communicate with any being that has a language. Shamans also can use telepathy to communicate with their Warrior brethren.
Fetish shamans usually remain far outside melee range, using their spells to wreck havoc on their enemies. When they are forced into melee or they run out of darts and spells, they use another powerful attack, their shaman sticks. When struck with the shaman stick, the victim must make a fortitude save (DC 19) or lose 1d4 levels. The shaman stick is incorporeal, meaning that it ignores an AC bonus from armor. Only shamans may use these weapons. Fetish shamans always attack clerics or priests or paladins (in that order) first. This save is Charisma based.
Fetish Shamans cast spells as 9th level sorcerers, with bonus spells from their high Charisma.
Shammns also use the same type of poison (Injury Fortitude DC 19. Primary and secondary damage 1d4 Con) on their blow darts that the Fetish Warriors use.
Also, Fetish Shamans can cast Burning Hands (as a 9th level sorcerer) once per day. This is not used in the shamman's spells it can cast per day.
Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed.Most undead have darkvision with a range of 60 feet. Undead can not be raised.
Fetish Shammans can only be harmed by magical bludgeoning weapons. They have a natural spell resistance and they seem to be harder for clerics to turn.
Shammans are also immune to any Fire based attack. They do NOT receive double damage from cold based attacks.
Fetish Shammans used to be smaller relatives of Dwarves that pre-dated the Cataclysm. The shammans were the clerics and religious leaders of the clans. After the cataclysm, they were all wiped out. They rose centuries later to protect their homes from all other races.
Fetish Shammans, like all undead, do not serve a purpose in society. They run small camps of other Fetish and lesser undead. They seem to be the leaders of most undead in jungle and marsh regions.
There is no known method of how to summon a Fetish Shamman or raise one.
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