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Please review this creature (Thundain players do not read)

 
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webhed

External


Since: Mar 22, 2005
Posts: 251



(Msg. 1) Posted: Wed Jan 24, 2007 11:18 pm
Post subject: Please review this creature (Thundain players do not read)
Archived from groups: rec>games>frp>dnd (more info?)

Can you all double-check the correctness and balanced-ness of the
following critter? Thanks in advance for feedback.


<...spoiler space provided so my players morals can have a moment to
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<name>
Many <name> generate a despair aura, which they use to freeze their
victims for a quick and easy slaying. They attack their designated
targets ruthlessly and efficiently and without fear. They will not
stop until they or their victim is dead.

<name> Traits: Most <name>s possesses the following traits (unless
otherwise noted in a creature's entry).

-Immunity to cold and poison.

-Resistance to electricity 10 and fire 10.

-See in Darkness (Su): Some <name>s can see perfectly in darkness of
any kind, even that created by a deeper darkness spell.

-Summon (Sp): Some <name>s share the ability to summon others of
their kind (the success chance and type of <name>s summoned are noted
in each creature's description).

-Telepathy.

Except when otherwise noted, <name>s speak Abyssal, Celestial, and
Draconic.

<specific-name>

Medium Outsider (Extraplanar, Incorporeal)
Hit Dice: 6d8+12 (39 hp)
Initiative: +9
Speed: Fly 50 ft. (perfect)
Armor Class: 20 (+5 Dex, +5 deflection) touch 20, flat-footed 15
BAB/Grapple: +6/--
Attack: Touch +11 melee (1d6 plus 1d6 Con drain)
Full Attack: Touch +11/+6 melee (1d6 plus 1d6 Con drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Con drain, despair, summon <name>
Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft.,
immunity to cold and poison, resistance to electricity 10 and fire 10,
see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +7, Ref +10, Will +7
Abilities: Str --, Dex 20, Con 15, Int 10, Wis 15, Cha 20
Skills: Hide +14, Intimidate +14, Knowledge (any one) +9, Listen +11,
Search +9, Sense Motive +11, Spot +11, Survival +11
Feats: Combat Reflexes, Improved Initiative, Track
Environment: A neutral-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
CR: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium)
Level Adjust: +6

<specific-name>s stand around 6 feet tall and appear as areas of smoky
darkness. They have a constantly shifting visage that takes the form
what their designated victim fears the most.

Combat
A <specific-name> is not particularly creative in battle. If its
victim is not frozen with despair upon first sight of the
<specific-name>, it will create darkness and attack its opponent
directly and mercilessly. It will use its incorporeality and teleport
and tracking abilities to hound its designated victim relentlessly.

Despair (Su): At the mere sight of a <specific-name>, its designated
victim or victims must succeed on a DC 18 Will save or be paralyzed
with fear for 1d4 rounds. Whether or not the save is successful, that
creature cannot be affected by the same <specific-name>'s despair
ability for 24 hours. The save DC is Charisma-based.

Constitution Drain (Su): Living creatures hit by a <specific-name>'s
incorporeal touch attack take 1d6 points of Constitution drain. On
each such successful attack, the <specific-name> gains 5 temporary hit
points.

Spell-Like Abilities: At will-deeper darkness, greater teleport (self
plus 50 pounds of objects only). Caster level 12th.

Summon <name> (Sp): Once per day a slayer can attempt to summon another
<specific-name> with a 35% chance of success. This ability is the
equivalent of a 3rd-level spell.

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lbeulmann

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Since: Mar 23, 2006
Posts: 76



(Msg. 2) Posted: Thu Jan 25, 2007 3:51 am
Post subject: Re: Please review this creature (Thundain players do not read) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>CR: 6
Make it CR 7 or even 8.
The abilities are quite powerful, as is the attack form and the aura.
Compare this creature to a standard Wraith. The more I think about it,
make it CR 8. Alternatively, you could add a vulnerability to make it a
CR 7. With a vulnerability added, I would give it a 10-12 HD (large)
advancement.
--
LB

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webhed

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Since: Mar 22, 2005
Posts: 251



(Msg. 3) Posted: Thu Jan 25, 2007 12:11 pm
Post subject: Re: Please review this creature (Thundain players do not read) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Anyone else have any comments or criticisms? And thanks g....RemoveThis@dsdata.it
for your comments.
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Woof

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Since: Feb 17, 2006
Posts: 189



(Msg. 4) Posted: Thu Jan 25, 2007 11:56 pm
Post subject: Re: Please review this creature (Thundain players do not read) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"webhed" <jreyst RemoveThis @gmail.com> wrote in message
news:1169709508.902127.25830@v33g2000cwv.googlegroups.com...
> Can you all double-check the correctness and balanced-ness of the
> following critter? Thanks in advance for feedback.
>
>
> <...spoiler space provided so my players morals can have a moment to
> set in...>
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
>
> <name>
> Many <name> generate a despair aura, which they use to freeze their
> victims for a quick and easy slaying. They attack their designated
> targets ruthlessly and efficiently and without fear. They will not
> stop until they or their victim is dead.
>
> <name> Traits: Most <name>s possesses the following traits (unless
> otherwise noted in a creature's entry).
>
> -Immunity to cold and poison.
>
> -Resistance to electricity 10 and fire 10.
>
> -See in Darkness (Su): Some <name>s can see perfectly in darkness of
> any kind, even that created by a deeper darkness spell.
>
> -Summon (Sp): Some <name>s share the ability to summon others of
> their kind (the success chance and type of <name>s summoned are noted
> in each creature's description).
>
> -Telepathy.
>
> Except when otherwise noted, <name>s speak Abyssal, Celestial, and
> Draconic.
>
> <specific-name>
>
> Medium Outsider (Extraplanar, Incorporeal)
> Hit Dice: 6d8+12 (39 hp)
> Initiative: +9
> Speed: Fly 50 ft. (perfect)
> Armor Class: 20 (+5 Dex, +5 deflection) touch 20, flat-footed 15
> BAB/Grapple: +6/--
> Attack: Touch +11 melee (1d6 plus 1d6 Con drain)
> Full Attack: Touch +11/+6 melee (1d6 plus 1d6 Con drain)
> Space/Reach: 5 ft./5 ft.
> Special Attacks: Con drain, despair, summon <name>
> Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft.,
> immunity to cold and poison, resistance to electricity 10 and fire 10,
> see in darkness, spell resistance 17, telepathy 100 ft.
> Saves: Fort +7, Ref +10, Will +7
> Abilities: Str --, Dex 20, Con 15, Int 10, Wis 15, Cha 20
> Skills: Hide +14, Intimidate +14, Knowledge (any one) +9, Listen +11,
> Search +9, Sense Motive +11, Spot +11, Survival +11
> Feats: Combat Reflexes, Improved Initiative, Track
> Environment: A neutral-aligned plane
> Organization: Solitary, pair, team (3-5), or squad (6-10)
> CR: 6
> Treasure: None
> Alignment: Always neutral
> Advancement: 7-12 HD (Medium)
> Level Adjust: +6
>
> <specific-name>s stand around 6 feet tall and appear as areas of smoky
> darkness. They have a constantly shifting visage that takes the form
> what their designated victim fears the most.
>
> Combat
> A <specific-name> is not particularly creative in battle. If its
> victim is not frozen with despair upon first sight of the
> <specific-name>, it will create darkness and attack its opponent
> directly and mercilessly. It will use its incorporeality and teleport
> and tracking abilities to hound its designated victim relentlessly.
>
> Despair (Su): At the mere sight of a <specific-name>, its designated
> victim or victims must succeed on a DC 18 Will save or be paralyzed
> with fear for 1d4 rounds. Whether or not the save is successful, that
> creature cannot be affected by the same <specific-name>'s despair
> ability for 24 hours. The save DC is Charisma-based.
>
> Constitution Drain (Su): Living creatures hit by a <specific-name>'s
> incorporeal touch attack take 1d6 points of Constitution drain. On
> each such successful attack, the <specific-name> gains 5 temporary hit
> points.
>
> Spell-Like Abilities: At will-deeper darkness, greater teleport (self
> plus 50 pounds of objects only). Caster level 12th.
>
> Summon <name> (Sp): Once per day a slayer can attempt to summon another
> <specific-name> with a 35% chance of success. This ability is the
> equivalent of a 3rd-level spell.
>

Given its many abilities, resistances, immunities, spell-like abilities, and
so on, I would think this would be a much higher HD critter.

Also, why should it speak Draconic if it's of no relation?
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webhed

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Since: Mar 22, 2005
Posts: 251



(Msg. 5) Posted: Mon Jan 29, 2007 9:33 am
Post subject: Re: Please review this creature (Thundain players do not read) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I'm looking for some more input on this creature. Specifically, does
it look right for CR6 and HD6? Do you think it compares fairly well
to Devils and Demons of similar CR/HD?
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