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| 645789008-09-05, 06:29 PM | Im going to create a really powerful mummy. Please her me out. Its gonna have 24 hit dice base as a mummy(large size) 3 levels of Tomb Guard and 3 levels of lurking terror(hit dice 30), 5 evolved undead templates, 2 swarm shifter templates. Cr 23 if im not mistaking. The trouble is it has few vulnerabilities... actually none. Im gonna give it a ring of fire inmunity(epic level handbook) and some armor. But the fight will occur in a volcano area (extreme heat) and in a manifest zone to Mabar(desecrate spell effect) so im thinking of giving the mummy a bonus to its Cr(maybe+2) What do you think? Mezherouk-Evolved (5) Swarm Shifter Mummy Large Undead (Shapechanger) 3rd Tomb Guard/3rd Lurking Terror Hit Dice: 24d12+3d12+3d12+3(198) Initiative: -1 Speed: 30ft Armor Class: 35(+17 natural, -1 dex, -1 size, +10 +2 platter) Touch: 8 Flat-footed: 35 Base Attack/Grapple: +20/+42(+15 on hit dice, +2 on lurking terror and +3 on Tomb Guard) Attack: Slam +37 melee (1d8+18) (cant use while holding greatsword) or +5 greatsword +41 melee (4d6+27 17-20x2) (a greatsword for huge creatures) Full Attack: Slam +37 melee (1d8+18) or +5 greatsword +41/36/31/26 melee (4d6+27 17-20x2) Space/Reach: 10ft/10ft Special Attacks: Despair, Mummy Rot, Spell-like abilities. Special Qualities: Damage reduction 5/--, Fast Healing 15, Darkvision 90ft, undead traits, vulnerability to fire (negated by ring of elemental immunity), immunity to turning, Hide in plain Sight, Deathly power, Power of the dead, Tomb sense, Swarm Form(sand and bats). Saves: Fortitude: +11 Reflex: +10 Will: +19 Abilities: Str-46(24 base mummy, +10 from evolved, +8 from large size plus 4 for hit dice increase) Dex-8 Con-_ Int-6 Wis-14 Cha-26(15 base mummy, +10 from evolved, +1 from hit dice increase) Skills: Hide +12, Listen +18, Move Silently +16, Spot +18 Feats: Toughness, Monkey Grip, Awesome Blow, Power Attack, Improved Bull Rush, Improved Critical(Greatsword), Martial Weapon Proficiency(Greatsword), Weapon Focus, Powerful Charge, Greater Powerful Charge, Combat Brute. Challenge Rating: 23(10 base, +5 evolved, +2 swarm shifter +6 undead prestige class levels) Treasure: Ring of elemental immunity, +2 full platter, +5 adamantine greatsword. Alignment: Neutral Evil Spell-like abilities: Save dc=Spell level +18. Cloudkill 2/day. Greater dispel Magic 3/day Deathly Power (Ex): A lurking terror adds its class level to any save Dcs for the extraordinary and supernatural special attacks possessed by an undead creature of its kind. This ability has no effect on the lurking terrors spells or spell-like abilities, not on any special abilities gained from its nonundead kind (such as a vampire medusa petrifying gaze), feats, or class features (such as an assassins death attacl). Improved Darkvision (Ex): At 2nd level, the effective distance of a lurking terrors darkvision improves to 90ft (if the lurking terror does not have darkvision, it gains darkvision out to 60ft). Hide in Plain Sight (Ex): At 3rd level, a lurking terror can use the hide skill even while being observed, as long as it has cover or concealment. Turn Immunity (Ex): As long as it is within the tomb, graveyard or similar resting place that it protects, a tomb warden is immune to turning and rebuking attempts. It can still be bolstered as normal. Tomb Sense (Su): While it is within the tomb, graveyard, or similar resting place it protects, a 2nd level or higher automaticly knows the precise location of all intruders within the tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effects extend to every portion of the tomb. Power of the Dead (Su): While it is within the tomb, graveyard, or similar resting place it protects, a 3rd level or higher tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effectiveness lasts for 10 minutes. Fast healing: As long as it has 1 hitpoint, this evolved mummy gains 15 hitpoints per round. Swarm Form (Su): This Swarm-shifter mummy can transform into either a swarm ofv undead bats, or a swarm of undead(don’t ask me) sand. When it does it (change into swarm from mummy form) gains thirty hit points. Changing is a standard action and the objects of the creature are absorbed and useless while transformed as alter self spell. When in swarm form it gains the special abilities of the swarm and hive mind. Hive mind (Ex): A swarm-shifter with this ability is immune to any spell that targets an specific number of creatures (including single target spell such as disintegrate), with the exception of the effects that bolster undead(he is immune to rebuke or turn by its tomb guard abilities). It can also be bolstered in swarm form. Mummy rot (Su): Dc 33 Will. Despair (Su): Dc 33 Fort. Sand Form: New Str-29(WOOT) Dex-18 Immune to weapon damage. Fly 60ft Perfect. Armor Class: Who cares? :S Damage 5d6 and Space 10ft. Bat Form; New Str-29(WOOT) Dex-18 Immune to weapon damage. Fly 40ft Good. Armor Class: Who cares? :S Damage 5d6 and Space 10ft. Wounding, Blindsense. |
| Charles Phipps08-09-05, 07:01 PM | Nice job, I'd hate to fight this thing. |
| 645789008-09-05, 07:03 PM | YAY!! But do you think i should improve its Cr considering that it is gonna be fought at a desecrated area(manifest zone to mabar) and inside a volcano(extreme heat, not much ground) and he is immune to fire? |
| Charles Phipps08-09-05, 07:04 PM | YAY!! But do you think i should improve its Cr considering that it is gonna be fought at a desecrated area(manifest zone to mabar) and inside a volcano(extreme heat, not much ground) and he is immune to fire? Those are independent of its CR actually. Sort of like fighting a goblin in a pit of lava if it has fire immunity. It's stupid not improving the CR. However, the Pcs should be scared and aware of the danger. |
| 645789008-09-05, 07:09 PM | I just hope they feel really brave... MUAHAHAHa. You see they will enter a room to get a xendrik script to make an eldritch machine. When they get in and near the altar-where the script is-the door shuts and the room of 40x40 will "fall" with a little rumbling sound, 200 feet, when it stops they will be inside the volcano, with lava pits all around and stuff. The mummy is in sand form covering the script. MUAHAHAHH they gonna hurt... MUAHAHAHA |