Mourner

Grey... nothing by grey... three days since edge of the Mists and that was all that Ferin could see. Grey sky. Grey ground. Grey trees. Grey bodies that refused to decompose four years after the Day of Mourning. He hated the idea of coming here, but it was the only way to get the nest egg his grandparents left him in the old barn outside of Metrol. As he approached the dilapidated structure, he couldn't help but feel sad. Six generations of his family worked this farm and now all that was left was ruined field and a barn that would fall over in a strong wind.

It was then that Ferin heard the first howls coming from the barn. A high pitched one, like his little sister. A deep baritone of his uncle. And a warbling cry of his grandmother. Ferin realized that a dead legacy wasn't the only thing left behind.

Mourners

CR 3

XP: 800

Neutral Medium Undead

Init: +2; Senses: Darkvision 60'; Perception +7

Aura: Aura of Doom (10', Will DC 14, shaken)

DEFENSE:

AC: 15, Touch 12, Flat-Footed 13 (+2 Dex, +3 natural)

HP: 26 (4d8+8)

Fort: +3; Ref: +2; Will: +6

Immune: undead traits

OFFENSE:

Speed: Fly 50 ft. (good)

Melee: 2 claws +5 (1d6+2 plus Will DC: 14 or 1d6 Wisdom damage)

Space: 5 ft.; Reach: 5 ft.

STATISTICS:

Str 14, Dex 15, Con -, Int 10, Wis 10, Chr 15

Base Atk: +3; CMB: +5; CMD: 17

Feats: Alertness, Iron Will

Skills: Fly +11, Intimidate +9, Perception +7, Sense Motive +2, Stealth +9

Languages: Common

SPECIAL ABILITIES:

Aura of Doom (Su): Any creature within 10 feet of a mourner must make a Will save, DC 14, or be shaken for as long as they are within 10 feet of the mourner. If the save is successful, the creature is immune to that particular mourner's aura of doom for 24 hours. Creatures with a region of origin of Cyre (not to be confused with the Mournland) take a -2 penalty to this save. The saving throw DC is Charisma based.

Wail of Anguish (Su): A mourner can emit a howl of unending terror as a standard action that does not provoke. Any creature within 60 feet that can hear the mourner must make a Will save, DC 14, or be frightened for 1d4 rounds. A mourner must wait 1d4 rounds between uses of this ability. It is considered a sonic, mind-affecting fear effect. The saving throw DC is Charisma based.

Wisdom Damage (Su): The claws of a mourner deal 1d6 Wisdom damage (Will save DC 14 negates) in addition to the normal damage for claws of its size. This Wisdom damage is considered a negative energy effect and can be negated as such. If a mourner kills a creature with a region of origin of Cyre (not to be confused with the Mournland) by this Wisdom damage, that creature becomes an uncontrolled mourner in 1 minute. If the creature is later raised, reincarnated or resurrected, the associated mourner is immediately destroyed. This is a Charisma based effect.

ECOLOGY:

Environment: The Mournland

Organization: Solitary or haunt (2-5)

Treasure: None (incidental)

Role: Combat

Source: FN, pg. 90

Mourners are the poor souls that were killed on the Day of Mourning. Their bodies, while corporeal, are constantly coated in a thick grey misted that hangs over them like a funeral shroud. While they tend to haunt the places that they associated with while they were alive, the destruction of Cyre left much of the landscape altered and many buildings in a state of ruin. They often announce their presence with their wails long before coming out of hiding and once they have successfully struck a particular individual with their claws, they rarely switch targets until the first target is killed. Rumors state that those from Cyre are the first to be targeted by Mourners, but whether or not this is true is unconfirmed.

While mourners are intelligent enough for tactics, they rarely make use of it. If a mourner can be correctly identified and addressed by the name they had in life, they will immediately stop hostilities and engage in conversation, but they do not give any clues to their identity themselves.