THIBODEAUX “TIB” LANDRY
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: Fly 40 ft. (perfect)
Armor Class: 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +5 melee (1d6 Strength damage)
Full Attack: Incorporeal touch +5 melee (1d6 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, create spawn, wrathful manifestation
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, unnatural persistence, suppressed spawn
Saves: Fort +2, Ref +4, Will +6
Abilities: Str —, Dex 14, Con —, Int 12, Wis 12, Cha 15
Skills: Hide +11, Listen +10, Search +10, Spot +10, Survival +10
Feats: Alertness, Dodge, Mobility
Environment: Ythéra Ruins
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Chaotic evil
Advancement: 7–9 HD (Medium)
Level Adjustment: —
Special Attacks:
Strength Damage (Su): Tib’s incorporeal touch deals 1d6 points of Strength damage to a living foe. A creature reduced to 0 Strength by Tib dies.
Create Spawn (Su): Any humanoid reduced to 0 Strength by Tib becomes a shadow under his control in 1d4 rounds (see suppressed spawn below).
Wrathful Manifestation (Su): Tib’s rage against the living intensifies his presence. When he successfully deals Strength damage, he gains a +2 bonus on attack rolls and a +1 deflection bonus to AC for 3 rounds (this effect stacks up to +6 attack and +3 AC). While this effect is active, his form becomes more defined and violent, his movements sharper and more aggressive.
Special Qualities:
Incorporeal Traits: Tib is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, or supernatural abilities. He has a 50% chance to ignore any damage from a corporeal source. He can pass through solid objects but must remain adjacent to the material plane.
Unnatural Persistence (Su): Tib cannot leave the Ythéra Ruins. If forced beyond their boundaries, he is drawn back within 1d4 rounds, reforming at a random location within the ruins.
Suppressed Spawn (Su): The unnatural magics saturating the Ythéra Ruins interfere with the normal propagation of shadows. Creatures slain by Tib within the ruins do not rise as shadows, despite his create spawn ability. This suppression occurs automatically and cannot be bypassed while within the ruins.
Tib is aware of this disruption. Each time a creature he slays fails to rise, his agitation intensifies. In the round immediately following such a kill, he gains a +2 bonus on attack rolls and damage (in addition to any bonuses from wrathful manifestation) but takes a –2 penalty to AC, as his movements become erratic and driven by mounting fury.
DESCRIPTION:
What remains of Thibodeaux Landry is a wavering silhouette of darkness, stretched thin and distorted as though pulled across an unseen surface. His outline is vaguely humanoid, but unstable, shifting at the edges like something trying to remember the shape it once held. His features are indistinct, though at times the impression of a face emerges—hollow-eyed, twisted in anger, and gone again in an instant.
He moves without sound, gliding through stone and air alike, often appearing just beyond the edge of perception before fully forming. When he strikes, his presence sharpens violently, his form becoming briefly solid enough to suggest the man he once was—a fighter standing his ground—before dissolving again into shadow.
In the dim spaces of the ruins, where light behaves incorrectly and shadows flicker without source, Tib is nearly indistinguishable from the environment itself until he chooses to act.
LORE:
Thibodeaux “Tib” Landry entered the Ythéra Ruins as a guide, a seasoned fighter who believed he understood the dangers of the bayou and the remnants buried within it. He did not die as his companions did, to visible traps or comprehensible forces. Whatever claimed him did so in a way that left no clear memory, no final moment he can grasp.
That absence has become the core of his torment.
Tib remembers loss. He remembers Lucien’s sudden death, Mireille’s twisted end, and the growing dread of the ruins themselves. But when he reaches for the moment of his own death, there is nothing—no sound, no pain, no cause. Just a break in memory where he ceases to be alive. This void has festered into a constant, consuming anger, directed not at a single source, but at existence itself.
Now bound to the ruins, Tib lashes out at anything living that enters his domain. He does not stalk with patience or cunning; he erupts into violence, driven by the need to make others feel the loss and confusion that defines his own end. The ogres under Mère Varelle’s control have crossed his path more than once, and at least two have been drained and left as withered husks where they fell—yet none rise again. This failure enrages him further, a constant reminder that even in undeath, something has been denied to him.
Though mindless in his fury, there are fleeting moments where something of the man remains—hesitation before striking, a pause when confronted with familiar voices or tones. These moments never last. The anger always returns, stronger, washing away what little remains of Thibodeaux Landry.

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