At first the advancing figures appear to be a collection of skeletons and zombies. Then, you notice the fluidity of their movements. One pirouettes. Another executes a graceful box step. Two more sashay around each other. They all keep time, clapping their grisly hands. It's horrifying, and yet somehow catchy. Your left foot starts tapping as you try to resist the lure of the monsters' deathly dance.
XP 400 DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) OFFENSE
Speed 30 ft.Melee 2 claws +3 (1d4+2) Special Attacks danse macabre STATISTICS
Str 14, Dex 16, Con --, Int 10, Wis 14, Cha 16 SPECIAL ABILITIES
Danse Macabre (Su)As a standard action, a danse macabre can attempt to inflict its namesake ability on a single humanoid or monstrous humanoid within 30 feet. The victim must make a DC 13 Will save or start to dance for up to 4 rounds. While dancing, the victim can take a single 5-foot step each round (a free action). The victim suffers a -4 penalty to Dexterity while dancing (since he's not in control of his body). The victim can speak normally, but cannot attempt any other actions except attempting to break the enchantment. On the victim's next turn only, he may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the victim dances for the entire duration. A danse macabre can use this ability 4 times per day. This is a mind-affecting compulsion. The save DC is Charisma-based. |