Graa! Otu Update! Templated Creature! Work As Always!
Greenjacket Huge Vermin Hit Dice: 6d8+6 (33 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 40 ft. (good), climb 20 ft., swim 20 ft.
Armor Class: 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+15
Attack: Sting +5 melee (1d6+3 plus poison)
Full Attack: Sting +5 melee (1d6+3 plus poison) and bite +0 (1d6+1)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 13, Int –, Wis 14, Cha 2
Skills: Balance +11, Climb +11, Hide -1, Listen +6, Spot +10, Survival +2*, Swim +11
Feats: –
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 4
Advancement: 7–18 HD (Huge)
Level Adjustment: –
A thin but huge, bright green and black creature that resembles a mixture between a mosquito and a wasp flies through the mangroves.
The greenjacket is a frail vespid that more resembles a mosquito. It is striped green and black, with yellow dots on its forehead. Unlike many vespids, it is a solitary creature, and both the male and the female possess a stinger.
The greenjacket is well at home in the swamps, and even swims in the muddy waters in which it is born to ambush its prey.
Poison (Ex): Injury; Fortitude save DC 14; initial and secondary damage of 1d6 Con. The save DC is Constitution-based.
Skills: Greenjackets have a +4 racial bonus on Hide and Listen checks, and a +8 racial bonus on Balance, Climb, Spot, and Swim checks. A greenjacket can always choose to take 10 on a Climb check, even if rushed or threatened. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts
Sunday, June 17, 2007
Wednesday, May 23, 2007
Semi-Random Crunch - The Leornis
Well, would you look at that. I've got stuff that, more or less, only needs to be formatted, saved to be published quickly... and still nothing appears on here. :p
Simple concept here, turning a creature into a bird.
Leornis
Large Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Talon +6 melee (1d8+4)
Full Attack: 2 talons +6 melee (1d8+4) and bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 19, Dex 19, Con 13, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +6*, Jump +12, Listen +5, Move Silently +14, Spot +5**
Feats: Alertness, Run B, Stealthy
Environment: Warm plains
Organization: Solitary, pair, or flock (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large)
Level Adjustment: –
The creature pouncing out of hiding is a large bird with pale yellow feathers and a wicked beak. Its wings are small and probably cannot carry it aloft, but they are topped with sharp claws, though these are dwarfed by the talons on the creature's powerful legs. The creature's head is framed with several rows of large feathers spread backwards.
Leornithes are large flightless birds that hunt other animals for food. They are about nine feet high, and live in small flocks. When hunting in a flock, they often attack animals much larger than themselves, but alone or in pairs, they only attack smaller creatures and occasionally resort to scaring away smaller predators from their prey, or eat carrion.
Pounce (Ex): If a leornis charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leornis must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Leornithes have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **In areas of bright illumination, leornithes have a +4 circumstance bonus on Spot checks.
Simple concept here, turning a creature into a bird.
Leornis
Large Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Talon +6 melee (1d8+4)
Full Attack: 2 talons +6 melee (1d8+4) and bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 19, Dex 19, Con 13, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +6*, Jump +12, Listen +5, Move Silently +14, Spot +5**
Feats: Alertness, Run B, Stealthy
Environment: Warm plains
Organization: Solitary, pair, or flock (6–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large)
Level Adjustment: –
The creature pouncing out of hiding is a large bird with pale yellow feathers and a wicked beak. Its wings are small and probably cannot carry it aloft, but they are topped with sharp claws, though these are dwarfed by the talons on the creature's powerful legs. The creature's head is framed with several rows of large feathers spread backwards.
Leornithes are large flightless birds that hunt other animals for food. They are about nine feet high, and live in small flocks. When hunting in a flock, they often attack animals much larger than themselves, but alone or in pairs, they only attack smaller creatures and occasionally resort to scaring away smaller predators from their prey, or eat carrion.
Pounce (Ex): If a leornis charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leornis must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Leornithes have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **In areas of bright illumination, leornithes have a +4 circumstance bonus on Spot checks.
Monday, May 14, 2007
Semi-Random Crunch - The Ulhgra
Since I didn't exactly get anything updated in my prepared posts while I had no connection, here's the second templated monster. Again, no points for guessing the base creature. ;)
I'm also contemplating to post the manticore-touched template later.
Ulhgra
Medium Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 120 ft., light blindness, stonecunning
Saves: Fort +4, Ref +0, Will –1
Abilities: Str 17, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills: Handle Animal -1, Intimidate +3, Listen +2, Spot +2
Feats: Alertness
Environment: Underground
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +1
A powerfully-built orc clutches a seemingly well-kept falchion, sizing you up with a surprisingly bright expression.
Ulhgras are a powerful but rare subrace of orcs living almost solely underground and isolated. Sometimes claimed to be the original orc race that was displaced by the elves and dwarves, they are highly organized and as smart and perceptive as humans. They look down on their cousins and most other races, but have a grudging respect for those who can hold their own in battle. Many ulhgras keep slaves and animals for work, and the number of slaves an ulhgra can keep is a status symbol.
An ulhgra's hair usually is black. It has lupine ears and reddish eyes. They prefer wearing uniform colors that blend into the darkness of the underground world. Their equipment is well-kept. An adult male ulhgra is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. Ulhgras speak Orc and Common, and many know Goblin or Giant as well. The favored class of ulhgras is ranger.
Ulhgras use concealment and ambushes to great advantage to keep their low numbers from dwindling further, and are quite adept at organized assaults and misdirection. Ulhgras honor whatever rules of engagement are considered to be standard for their near neighbors if these neighbors strictly follow them as well, but are quick to exploit any lapses, real or perceived, as chances to break the status quo.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the ulhgra for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
Stonecunning (Ex): This ability grants the ulhgra a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An ulhgra that merely comes within 10 feet of unusual stonework can make a Search check as if it were actively searching, and it can use the Search skill to find stonework traps as a rogue can. An ulhgra with this ability can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up. The ulhgra has a sixth sense about stonework, an innate ability that it gets plenty of opportunity to practice and hone in its underground homes.
Skills: The ulhgra has a +4 racial bonus on Intimidate checks, and a +2 bonus on Handle Animal checks.
This ulhgra is a 1st level warrior. Its statistics before the racial adjustments were Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8.
I'm also contemplating to post the manticore-touched template later.
Ulhgra
Medium Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 120 ft., light blindness, stonecunning
Saves: Fort +4, Ref +0, Will –1
Abilities: Str 17, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills: Handle Animal -1, Intimidate +3, Listen +2, Spot +2
Feats: Alertness
Environment: Underground
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +1
A powerfully-built orc clutches a seemingly well-kept falchion, sizing you up with a surprisingly bright expression.
Ulhgras are a powerful but rare subrace of orcs living almost solely underground and isolated. Sometimes claimed to be the original orc race that was displaced by the elves and dwarves, they are highly organized and as smart and perceptive as humans. They look down on their cousins and most other races, but have a grudging respect for those who can hold their own in battle. Many ulhgras keep slaves and animals for work, and the number of slaves an ulhgra can keep is a status symbol.
An ulhgra's hair usually is black. It has lupine ears and reddish eyes. They prefer wearing uniform colors that blend into the darkness of the underground world. Their equipment is well-kept. An adult male ulhgra is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. Ulhgras speak Orc and Common, and many know Goblin or Giant as well. The favored class of ulhgras is ranger.
Ulhgras use concealment and ambushes to great advantage to keep their low numbers from dwindling further, and are quite adept at organized assaults and misdirection. Ulhgras honor whatever rules of engagement are considered to be standard for their near neighbors if these neighbors strictly follow them as well, but are quick to exploit any lapses, real or perceived, as chances to break the status quo.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the ulhgra for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
Stonecunning (Ex): This ability grants the ulhgra a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An ulhgra that merely comes within 10 feet of unusual stonework can make a Search check as if it were actively searching, and it can use the Search skill to find stonework traps as a rogue can. An ulhgra with this ability can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up. The ulhgra has a sixth sense about stonework, an innate ability that it gets plenty of opportunity to practice and hone in its underground homes.
Skills: The ulhgra has a +4 racial bonus on Intimidate checks, and a +2 bonus on Handle Animal checks.
This ulhgra is a 1st level warrior. Its statistics before the racial adjustments were Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8.
Sunday, May 06, 2007
Semi-Random Crunch - The Octocore
While I'm preparing some more substantial stuff to post, I'm posting some creatures created by homebrew templates of mine. No points given for guessing the base creature! :p And for the first instance, also no points given for guessing the ...er... inspiration. ;)
Octocore
Small Magical Beast (Aquatic, Augmented Animal)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0); or spike +5 ranged (1d4)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3); or spike +5 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spikes
Special Qualities: Darkvision, ink cloud, jet, low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or nettle (5 – 10)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3–6 HD (Medium)
Level Adjustment: —
A reddish octopus crawls along the beach. From its head, betweeen its eyes, eight long and thin spikes grow, seemingly easy to detach. Its arms are backed with barbs.
These sea creatures are relatively harmless, but like to annoy travelers at beaches and rivers by sniping at them from afar with their head spikes. They are however rather cowardly, and will attempt to escape if cornered. Unlike other octopuses, octocores are social creatures, and often form small “ambush” groups.
Improved Grab (Ex): To use this ability, an octocore must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Spikes: An octocore can shoot a single spike from its head as a standard action. This attack has a range of 120 feet with no range increment, dealing 1d4 points of damage plus 1/2 his Strength modifier. The octocore can launch only eight spikes in any 24-hour period.
Ink Cloud (Ex): An octocore can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octocore normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octocore can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octocore can change colors, giving it a +4 racial bonus on Hide checks.
An octocore also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.
An octocore has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Octocore
Small Magical Beast (Aquatic, Augmented Animal)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0); or spike +5 ranged (1d4)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3); or spike +5 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spikes
Special Qualities: Darkvision, ink cloud, jet, low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or nettle (5 – 10)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3–6 HD (Medium)
Level Adjustment: —
A reddish octopus crawls along the beach. From its head, betweeen its eyes, eight long and thin spikes grow, seemingly easy to detach. Its arms are backed with barbs.
These sea creatures are relatively harmless, but like to annoy travelers at beaches and rivers by sniping at them from afar with their head spikes. They are however rather cowardly, and will attempt to escape if cornered. Unlike other octopuses, octocores are social creatures, and often form small “ambush” groups.
Improved Grab (Ex): To use this ability, an octocore must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Spikes: An octocore can shoot a single spike from its head as a standard action. This attack has a range of 120 feet with no range increment, dealing 1d4 points of damage plus 1/2 his Strength modifier. The octocore can launch only eight spikes in any 24-hour period.
Ink Cloud (Ex): An octocore can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octocore normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octocore can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octocore can change colors, giving it a +4 racial bonus on Hide checks.
An octocore also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.
An octocore has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Saturday, September 23, 2006
It is always nice to see...
...when your creations are talked about. In two recent ENWorld threads, MoogleEmpMog talked about my Brainstealer Dragons, which appeared in Dragon #337.
Though as great as this is, there is a downside - the brainstealer dragons are so popular that they drowned out the other four monsters in the article: Illithocytes, Mind Worms, Nerve Swimmers and Ustilagors. Show them other brain nibblers some love!
Ewww I think that came out wrong.
Though as great as this is, there is a downside - the brainstealer dragons are so popular that they drowned out the other four monsters in the article: Illithocytes, Mind Worms, Nerve Swimmers and Ustilagors. Show them other brain nibblers some love!
Ewww I think that came out wrong.
Sunday, September 10, 2006
Otu's Monster Makeovers - The bodak
Inspired by Mike Mearls' Monster Makeover articles over at Wizards.com (namely the rust monster and the ogre mage, soon to be followed by the mind flayer), and previously posted on ENWorld, the bodak.
Old SRD stats:
BODAK
Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+5
Attack: Slam +6 melee (1d8+1)
Full Attack: Slam +6 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10–13 HD (Medium); 14–27 HD (Large)
Level Adjustment: —
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Death Gaze (Su): Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Bodaks are supposed to have been destroyed by the touch of absolute evil. They have a bit of a glass jaw if their Death Gaze doesn't kill their foes, and a DC of 15 isn't that hard to make. If it doesn't gain a benefit from the death gaze, it turns into something of a sitting duck, with little ability to do anything (a single slam for 1d8+1?! Come on!).
My re-interpretation comes from the angle that bodaks are destroyed by that touch of absolute evil - they effectively become the fingers of that absolute evil. First off, let's remove the death gaze, and replace it by something similar.
Presence of Absolute Evil (Su): The Bodak exudes an aura that hints at the darkness that created it and haunts any living creature near it. Every creature within 60 feet of the bodak suffer a -4 penalty to attack rolls, saving throws, skill checks, and ability checks.
Intensify Presence (Su): As a swift action, the bodak can intensify the aura for one round, increasing the penalties to -6. Good creatures in the area must make a Fortitude save (DC X) or be nauseated for 1d4+1 rounds. Once the bodak uses this ability, it cannot use it again for 5 rounds. The save DC is Charisma-based.
The Presence ability will almost always impact the fight, and can hit stronger if necessary. It can also be more powerful against good characters if intensified. However, now it doesn't really have a "kill" ability, and is still stuck with the measly 1d8+1. In fact, its very stats are a bit lacking, so I'll up them a bit. Now, for the kill ability, I'll return to the idea that bodaks are essentially "fingers" of the absolute evil.
Touch of Absolute Evil (Su): The touch and the natural attacks of a bodak transfer bone-chilling evil, capable of corrupting any foe to the bones. Any creature hit by a bodak must make a Fortitude save (DC X) or take 1 point of ability damage to all abilities. Evil creatures get a +2 circumstance bonus to this save. If any of the victim's ability scores drops to 0, it dies. 24 hours later, it rises as a bodak without its special attacks - it gains them after a week has passed since its creation. The save DC is Charisma-based.
Of course, this new bodak is no longer the silent ambusher, capable of killing the unsuspecting. It is more of an agent of evil, and as such should have different skills and feats, and a better speed. To round things out, I'll add an ability for better survivability (reducing the DR to compensate), and make a few more flavor tweaks (why resistance/immunity to fire/electricity if sunlight weakens it?). I feel the end result might easily be a CR 9, but that has to be determined by playtesting.
Semi-Final Stats:
BODAK
Medium Undead (Extraplanar, Evil)
Hit Dice: 9d12+9+27 (94 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: Slam +8 melee (2d6+3, touch of absolute evil)
Full Attack: Slam +8 melee (2d6+3, touch of absolute evil)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intensify Presence, Presence of Absolute Evil, Touch of Absolute Evil
Special Qualities: Damage reduction 5/good and cold iron, darkvision 60 ft., force into the world, immunity to cold, resistance to acid 10 and sonic 10, turn resistance +2, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 17, Dex 19, Con —, Int 8, Wis 12, Cha 16
Skills: Intimidate +15, Listen +13, Spot +13
Feats: Ability Focus (Touch of Absolute Evil), Improved Initiative, Improved Toughness, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or hand (2–5)
Challenge Rating: 9
Treasure: None
Alignment: Always evil (any)
Advancement: 10–13 HD (Medium); 14–27 HD (Large), or by class level
Level Adjustment: —
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Presence of Absolute Evil (Su): The Bodak exudes an aura that hints at the darkness that created it and haunts any living creature near it. Every creature within 60 feet of the bodak suffer a -4 penalty to attack rolls, skill checks, and ability checks.
Intensify Presence (Su): As a swift action, the bodak can intensify the aura for one round, increasing the penalties to -6. Good creatures in the area must make a Fortitude save (DC 17) or be nauseated for 1d4+1 rounds. Once the bodak uses this ability, it cannot use it again for 5 rounds. The save DC is Charisma-based.
Touch of Absolute Evil (Su): The touch and the natural attacks of a bodak transfer bone-chilling evil, capable of corrupting any foe to the bones. Any creature hit by a bodak must make a Fortitude save (DC 19) or take 1 point of ability damage to all abilities. Evil creatures get a +2 circumstance bonus to this save. If any of the victim's ability scores drops to 0, it dies. 24 hours later, it rises as a bodak without its special attacks - it gains them after a week has passed since its creation. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Force into the World (Ex): The bodak gets bonus hit points equal to its Hit Dice times its Charisma bonus (if any). It literally forces itself into the world by its sheer power of spirit.
Old SRD stats:
BODAK
Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+5
Attack: Slam +6 melee (1d8+1)
Full Attack: Slam +6 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10–13 HD (Medium); 14–27 HD (Large)
Level Adjustment: —
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Death Gaze (Su): Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Bodaks are supposed to have been destroyed by the touch of absolute evil. They have a bit of a glass jaw if their Death Gaze doesn't kill their foes, and a DC of 15 isn't that hard to make. If it doesn't gain a benefit from the death gaze, it turns into something of a sitting duck, with little ability to do anything (a single slam for 1d8+1?! Come on!).
My re-interpretation comes from the angle that bodaks are destroyed by that touch of absolute evil - they effectively become the fingers of that absolute evil. First off, let's remove the death gaze, and replace it by something similar.
Presence of Absolute Evil (Su): The Bodak exudes an aura that hints at the darkness that created it and haunts any living creature near it. Every creature within 60 feet of the bodak suffer a -4 penalty to attack rolls, saving throws, skill checks, and ability checks.
Intensify Presence (Su): As a swift action, the bodak can intensify the aura for one round, increasing the penalties to -6. Good creatures in the area must make a Fortitude save (DC X) or be nauseated for 1d4+1 rounds. Once the bodak uses this ability, it cannot use it again for 5 rounds. The save DC is Charisma-based.
The Presence ability will almost always impact the fight, and can hit stronger if necessary. It can also be more powerful against good characters if intensified. However, now it doesn't really have a "kill" ability, and is still stuck with the measly 1d8+1. In fact, its very stats are a bit lacking, so I'll up them a bit. Now, for the kill ability, I'll return to the idea that bodaks are essentially "fingers" of the absolute evil.
Touch of Absolute Evil (Su): The touch and the natural attacks of a bodak transfer bone-chilling evil, capable of corrupting any foe to the bones. Any creature hit by a bodak must make a Fortitude save (DC X) or take 1 point of ability damage to all abilities. Evil creatures get a +2 circumstance bonus to this save. If any of the victim's ability scores drops to 0, it dies. 24 hours later, it rises as a bodak without its special attacks - it gains them after a week has passed since its creation. The save DC is Charisma-based.
Of course, this new bodak is no longer the silent ambusher, capable of killing the unsuspecting. It is more of an agent of evil, and as such should have different skills and feats, and a better speed. To round things out, I'll add an ability for better survivability (reducing the DR to compensate), and make a few more flavor tweaks (why resistance/immunity to fire/electricity if sunlight weakens it?). I feel the end result might easily be a CR 9, but that has to be determined by playtesting.
Semi-Final Stats:
BODAK
Medium Undead (Extraplanar, Evil)
Hit Dice: 9d12+9+27 (94 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: Slam +8 melee (2d6+3, touch of absolute evil)
Full Attack: Slam +8 melee (2d6+3, touch of absolute evil)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intensify Presence, Presence of Absolute Evil, Touch of Absolute Evil
Special Qualities: Damage reduction 5/good and cold iron, darkvision 60 ft., force into the world, immunity to cold, resistance to acid 10 and sonic 10, turn resistance +2, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 17, Dex 19, Con —, Int 8, Wis 12, Cha 16
Skills: Intimidate +15, Listen +13, Spot +13
Feats: Ability Focus (Touch of Absolute Evil), Improved Initiative, Improved Toughness, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or hand (2–5)
Challenge Rating: 9
Treasure: None
Alignment: Always evil (any)
Advancement: 10–13 HD (Medium); 14–27 HD (Large), or by class level
Level Adjustment: —
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Presence of Absolute Evil (Su): The Bodak exudes an aura that hints at the darkness that created it and haunts any living creature near it. Every creature within 60 feet of the bodak suffer a -4 penalty to attack rolls, skill checks, and ability checks.
Intensify Presence (Su): As a swift action, the bodak can intensify the aura for one round, increasing the penalties to -6. Good creatures in the area must make a Fortitude save (DC 17) or be nauseated for 1d4+1 rounds. Once the bodak uses this ability, it cannot use it again for 5 rounds. The save DC is Charisma-based.
Touch of Absolute Evil (Su): The touch and the natural attacks of a bodak transfer bone-chilling evil, capable of corrupting any foe to the bones. Any creature hit by a bodak must make a Fortitude save (DC 19) or take 1 point of ability damage to all abilities. Evil creatures get a +2 circumstance bonus to this save. If any of the victim's ability scores drops to 0, it dies. 24 hours later, it rises as a bodak without its special attacks - it gains them after a week has passed since its creation. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Force into the World (Ex): The bodak gets bonus hit points equal to its Hit Dice times its Charisma bonus (if any). It literally forces itself into the world by its sheer power of spirit.
Friday, May 12, 2006
WotC Update - Design and Development
WotC has posted a new Design and Development column, based on monster concepts. For those wanting to tae a more active part, we can post the concept for the You Craft the Creature aberration.
Also of note is the MM 4 excerpt of the Redspawn Arcaniss, also known as the Burning Ones of Tiamat.
My contribution is as follows:
Also of note is the MM 4 excerpt of the Redspawn Arcaniss, also known as the Burning Ones of Tiamat.
My contribution is as follows:
This creature, twice as tall as a man, seems vaguely humanoid at first glance, but its pale green features and limbs shift in impossible ways, and sometimes seem to disconnect from the body. Its skin vaguely resembles moss and fungi.
As a mastermind, this creature tends to remain just out of melee reach, instead letting its minions work for it. When it does take active roles, it is usually a disruptor of spellcasters, thanks to its wild magic aura.
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