Famoous NPC thread [Archive] - Wizards Community

Post/Author/DateTimePost
MasonMurdoc

03-01-07, 08:17 AM
I never realy got why the D20 Modern forums had one an this one didn't

So I thought I'd make this so people can put up famous NPCs
This means characters from books films and games

Note: The NPC need be from a fantasy nook/film/game/other
As long as it is useable an can fit into a D&D session
ie. Cloud Strife, Batman

To start things off...

PYRAMID HEAD
Medium Outsider
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 21 (+1 Dex, +7 natural, +3 great iron helmet), touch 11, flat-footed 20
Base Attack/Grapple: +8/+15
Attack: Great knife +16 melee (4d6+10, 19-20/x3)
Full Attack: Great knife +16/+11 melee (4d6+10, 19-20/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with great knife)
Special Attacks: Fearful aura
Special Qualities: Damage reduction 10/-, darkvision 60 ft., eerie manifestation, light-source attraction,
low-light vision, outsider traits, radio interference
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 25, Dex 13, Con 19, Int 10, Wis 12, Cha 16
Skills: Climb +12*, Craft (weaponsmithing) +8, Intimidate +11, Jump +12*, Knowledge (arcana) +7, (the
planes) +10, (religion) +7, Listen +9, Search +8, Sense Motive +9, Spot +9
Feats: Blind-Fight, Power Attack, Weapon Focus (Great Knife)
Challenge Rating: 8
Alignment: Always Lawful Evil
Environment: Any Silent Hill Otherworld
Organization: Solitary or with 1-2 mannequins
Advancement: 9-12 HD (Medium), 13-15 HD
(Large)
Sanity Loss: 0/1d10

Suddenly there is a sound, metallic and ominous, like un-oiled machinery. It seems to come simultaneously from within and without the walls around you. Then you see what must be a tall man, his muscles ropy as writhing serpents, clad in a butcher's apron made from stitched flesh.
His features are obscured by an enormous, dangerously sharp triangular helmet, which covers his
entire head. In one hand he drags a cumbersome knife of outrageous proportions, while in the other he is grasping what might be the ankle of some unfortunate being, torn and bloodied beyond recognition.

Pyramid Heads are feared outsiders, considered demons or devils by some, drawn to haunted places where the boundaries between the planes are thinnest, to act as guardians and punishers. They often pursue and terrorize individuals, who are unconsciously in need of the redemptive benefits provided through struggling with these beings. A typical Pyramid Head
stands somewhere between 7 and 9 feet tall, and weighs usually around 230 to 280 pounds. Its
equipment is difficult for other beings to carry and wield, and is more suited for Large-size or greater humanoids.
Pyramid Heads are not known to speak, and their ultimate goals often remain known only to
them, and to whatever alien powers employ them.

COMBAT
A Pyramid Head stalks its prey slowly but inexorably, rarely rushing to get anywhere, but dealing devastating attacks when it arrives. It is a methodical combatant, delivering far more concentrated power than finesse. It fights primarily with a great knife of its own creation, but a few have been seen with dangerously long spears, which seem to be ritualistic in nature, and have a dual purpose (see below). For reasons known only to Pyramid Heads and the Elder Beings
who control them, these creatures sometimes become distracted from battle and simply wander
away, using their eerie manifestation ability to eventually disappear. Likewise, when a Pyramid
Head is reduced to zero or fewer hit points, it is not destroyed or dropped. Instead, the creature
disappears, to menace its targets at a more advantageous time. The only true destruction of a Pyramid Head ever witnessed was a suicide. The creatures have been known to fall upon their own weapons (usually their ritualistic spears), when they sensed their time was up, or their mission over.

Fearful Aura (Su): Pyramid Head constantly radiates an aura of supernatural fear. Any living creature coming within 30 feet of Pyramid Head must succeed at a DC 17 Will save or become frightened for 1d4 rounds (see glossary, page 309 of the Player's Handbook). If the save is
successful, the subject is shaken for 1 round (see glossary, page 312). Creatures with 6 or more Hit Dice are immune to this effect. The Will save DC is Charisma-based.

Eerie Manifestation (Ex): Pyramid Head may manifest itself from thin air into an open area. This
process requires 1d4 rounds, during which time Pyramid Head cannot move from the spot in which it is manifesting. While manifesting, Pyramid Head is considered incorporeal for the
purposes of attacks made against it (see glossary, page 309 of the Player's Handbook). Pyramid
Head may act immediately upon fully manifesting, and is not considered flat-footed for the
round. It may depart an area using the same means. Pyramid Head's fearful aura effect is considered in play from the time it begins its manifestation into an area.
Armor Check Penalty: *Pyramid Head's great iron helmet imposes a -2 armor check penalty on
its climb and jump rolls (factored into the statistics given).

NEW QUALITIES
Light-source Attraction (Ex): Silent Hill creatures are especially attracted to light. A creature with this quality can determine the location of the source of any currently active light (a switched-on flashlight or a lit candle) within 60 ft., even if that light is concealed from it fully, such as if the creature is blind or blinded, the light is behind a wall, or hooded as with a lantern.
Radio Interference (Ex): Some creatures in Silent Hill interfere with normal radio operation, generating static and weird noises in radio receivers. The effect is not limited to simple radios, and can also interfere with high-powered walkie-talkies, satellite phones, and cell phones. In
order to detect this interference, the device must have viable batteries and be switched on. Noise and static occur whenever such a device is carried to within 60 feet of a creature possessing this quality, becoming louder as the distance between the creature and the receiver
is reduced (the carrier need not be actively searching for a creature for this effect to function). After this effect is discovered and deduced for what it is, an investigator may attempt an Intelligence or Search check to use this phenomenon to try to pinpoint the positions of such creatures, even under adverse conditions, such as concealment from fog.
The DC for the check is 16 to pinpoint a single creature of 2 or fewer Hit Dice at a distance of 60
feet. Subtract 1 from the DC for every ten feet closer to the target the receiver is from 60 (DC
15 for 50 feet, 14 for 40 feet, etc.). Add +2 to the DC for each additional 2 Hit Dice the creature possesses and for each additional 2 Hit Dice of creatures with this quality within 60
feet of the receiver (round down), as the presence of more, or more powerful creatures, tends to create a cacophony of noise, making the pinpointing of an individual source more difficult. A
character may reroll one miss chance from concealment per round for attacks made against a successfully pinpointed creature. Pinpointing a creature is a move action that may be made
during a normal move (not while running or while taking a five-foot-step). An investigator taking
a full round to pinpoint gains a +2 circumstance bonus to the roll, but provokes an attack of
opportunity while he concentrates on the task.
Call of Cthulhu: The discovery of this phenomenon grants investigators +2 ranks in the Cthulhu
Mythos skill, reducing their maximum Sanity accordingly. If you are using that system, the GM may opt to allow a character’s Cthulhu Mythos skill to be applied to rolls to pinpoint a creature,
replacing Intelligence or Search rolls.

TABLE: RADIO-PINPOINTING SILENT HILL CREATURES
Proximity DC per 2 Hit Dice of creatures within 60 feet
to source 2 HD 4 HD 6 HD 8 HD 10 HD 12 HD
60 ft. 16 18 20 22 24 26
50 ft. 15 17 19 21 23 25
40 ft. 14 16 18 20 22 24
30 ft. 13 15 17 19 21 23
20 ft. 12 14 16 18 20 22
10 ft. 11 13 15 17 19 21

An investigator can not use this effect to conclusively determine the number or power level of the creatures in proximity to him, but can get a general idea of the danger he is in by the sound
and volume of the noise. The effect does not function through solid barriers (such as a wooden
door or brick wall), but does function through soft barriers (such as a curtain or hung sheet) and
through ventilated barriers (such as Venetian blinds or a chain-link fence). It can also work around corners, provided the corner in question is not obstructed by a solid object. Once a creature is completely destroyed (-10 hit points), its Hit Dice no longer affect the receiver.

He was stated by Bruunwald, not me
Domriso

03-01-07, 09:17 PM
So, only from already published material? That seems slightly annoying, as many characters are difficult to truly capture without bending the rules.
MasonMurdoc

03-05-07, 04:34 PM
As long as they work bended rules aren't that much of an issue