Evil / Undead Class : Lurking Terror
Most people fear things that goes bump in the night. Lurking terrors give greater reason to fear things that can't be heard.
These horrible monsters are the quintessential hunting undead, displaying great prowess with their special abilities and amazing powers of stealth.
Any undead creature with a modicum of stealth can become a lurking terror. Mohrgs, nightshades, vampires, wraiths, dread wraiths, and advanced ghasts commonly enter this prestige class.
NPC lurking terrors are more active than traditional undead, seeking out living prey rather than waiting for it to come to them. They can be found anywhere that darkness exists.
Requirements
To qualify to become a Lurking Terror, a character must fulfill all the following criteria:
- Race: Undead
- Skills: Hide 8 ranks, Move Silently 8 ranks.
- Special: If the character possesses the incorporeal subtype, it need not meet the Move Silently requirement.
Class Skills
The lurking terror's class skills are Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Search, and Spot.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the lurking terror prestige class.
Weapon and Armor Proficiency: Lurking terrors gain no proficiency with any weapons, armor, or shields.
Deathly Power (Ex): A lurking terror adds its class level to any save DCs for the extraordinary and supernatural special attacks possessed by an undead creature of its kind. This ability has no effect on the lurking terror's spells or spell-like abilities, nor on any special abilities gained from its non-undead kind (such as a vampiric medusa's petrifying gaze), feats, or class features (such as the assassin's death attack).
For example, a vampire that becomes a 1st-level lurking terror increases the DC of its dominate and energy drain special attack by 1. if the vampire were also a sorcerer with the Stunning Fist feat, neither its spell save DCs nor the save DC for its stunning attacks would be affected.
Improved Darkvision (Ex): At 2nd level, the effective distance of a lurking terror's darkvision improves to 90 feet (If the lurking terror doesn't already have darkvision, it gains darkvision out to 60 feet.)
Hide in Plain Sight (Ex): At 3rd level, a lurking terror can use the Hide skill even while being observed, as long as it has cover or concealment.
Lurking Terror | Hit Die: d12 | ||||
---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Deathly power |
2nd | +1 | +0 | +0 | +3 | Improved darkvision |
3rd | +2 | +1 | +1 | +3 | Hide in plain sight |
Source: Libris Mortis