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| Sric_Tyran_Rinfaf07-26-06, 02:32 AM | This will be my first foray into creature making I would like to know what you guys think of these. My first one will be the bloodletter deamon of khorne. Let me know what you think of it. Bloodletter of Khorne Medium Outsider (Chaotic, Extraplanar, Evil) hit die:7d8+28(60 hp) initiative:+4 speed:30ft (6 squares) armor class: 25(+2 Dex, +13 natrual), touch 12, flat-footed 23 base attack/grapple: +7/+11 attack: axe of khorne +11 (d12+6, 20x3) full attack: 2 axe of khorne +11/+7 (d12+6, 20x3) space/reach:5ft. special attacks: All attacks ignore all armor values except for magical or enchanted armor. special qualities: Deamon instability/ immune to eletricity and poison/ resitance to cold 10, fire 10, cold 10/ telepathy saves: Fort+9, Ref+7, Will+9 abilities: STR-18, DEX-14, CON-18, INT-10, WIS-18,CHA-14 skills: Intimidate+12, Search+10, Spot+14, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+14, Tumble+12 feats: power attack, cleave, greater cleave environment: a chaotic evil aligned plane organization: 3-5 bloodletter challenge rating: treasure: none alignment: chaotic evil advancement: - level adjustment: - The beast before you is blood red from head to toe. In it's hands is a giant axe almost as big as you. Despite it's size it moves fast and begins it's attack This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it summoner but not before bringing more of it's kind here. The bloodletter is a most horrific beast caring only to kill all thouse in it's way wheter they be good or bad. deamonic instability: Because the bloodletter is not of this realm it's form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken. If the test is failed the deamon loses it's concentration and is forced back to it's own realm along with all of it's equipment, it is considered dead. |
| Doom_Linnorm07-26-06, 05:28 AM | Why call the thread 40k creatures? Don't you just mean warhammer or are you gonne stat out creatures with machine guns? Still though, nice job on the bloodletter but I think its instability will dismiss it a bit to fast, becouse right not after about 21 damage it has 50% of being dismissed. Thats less than half of its whopping near 70 hp. Perhaps it should be more along the lines of a will save against its suffered damage-18. Ofcourse thats just my 2 cents. Great creature and keep it up. Are you gonne do bloodhounds aswell? :D Also I would like to add I think the bottom lines of your sig are nothing short of brilliant. |
| dok07-26-06, 10:31 AM | I'll state up front that I'm not familiar with the source material. However, you've got plenty of errors in the stat block. hit die:7d8+20(76 hp) 1.) Monsters use average hit points per Hit Die, unless otherwise noted. 7 * 4.5 = 31. 2.) Monsters recieve a number of bonus hit points equal to their Constitution modifier times their hit dice. This creature's Constitution modifier is +0, so it would have 7d8+0 hit dice, not 7d8+20. Hit Dice: 7d8 (31 hp) base attack/grapple: +4/+8 An Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType)has a Base Attack Bonus equal to it's racial HD total. So this should be Base Attack/Grapple: +7/+11 attack: axe of khorne +8 (2d12+2) Attack bonus should be Base Attack (+7) plus Strength modifier (+4) plus size modifier (+0) plus any feats or magic (+0) = +11. Unless the "axe of Khorne" is a natural weapon growing out of this creature's body, it should follow the rules for existing weapons (http://www.d20srd.org/srd/equipment/weapons.htm#weaponDescriptions). A medium-sized battle-axe deals 1d8 points of damage as a base, while a Greataxe would deal 1d12. In either case, the critical hit information is different from the default "20/x2", so it should be listed as well. Creatures using weapons add their Strength modifier to damage, or one and a half times their strength modifier for using a two-handed weapon, so the final result would be either Attack: Axe of Khorne +11 (1d8+4, 20/x3) (if the axe is a one-handed weapon or Attack: Axe of Khorne +11 (1d12+6, 20/x3) (if the axe is a greataxe) full attack: 2 axe of khorne +8 (2d12+2) More errors. If a creature is a.) using a manufactured weapon and b.) has a Base Attack Bonus over +5, then they may take multiple attacks; they gain additional attacks, at a cumulative -5 modifier to each additional attack, for every five points of BAB they have over +5. So, if we assume the 'axe of khorne' is a greataxe: Full Attack: Axe of Khorne +11/+6 (1d12+6, 20/x3) special attacks: all attacks halve the armor value of any armor magical or otherwise While this is technically possible, it's a pretty lousy special ability, and not worded very well. Is this a feature of the creature, or of its weapon? Look at the wording of the weapon ability Brilliant Energy (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#brilliantEnergy) or the Bebilith's 'rend armor' (http://www.d20srd.org/srd/monsters/demon.htm#bebilith) special ability. saves: Fort+6, Ref+6, Will+11 Outsiders have all Good base saving throws. Good saving throws are equal to the creature's HD/2, +2; so it's base saves are all +5. Fortitude is modified by the Constitution bonus (+0); so it should be Fortitude +5 Reflex is modified by Dexterity (+2), for Reflex +7 Will is modified by Wisdom (+4) for Will +9 skills: Intimidate+4, Search+2, Spot+2 Outsiders (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) recieve 8 skill points plus intelligence modifier (+0) per Hit Die (x7), with triple skill points at the 1st HD. (for a total of 8 x 10 = 80 skill points) The easy way to handle this is that this creature should have 8 skills, at 10 ranks each before ability score modifiers. feats: power attack, cleave All creatures with an intelligence score recieve 1 feat for every 3 HD they have, plus one additional feat at the first HD. So this creature should have three feats, but it only has two. deamonic istability: Because the bloodletter is not of this realm it's form is in flux and it must maintain it's focus if it wants to stay here. If the bloodletter recieves any damage it must make a will save plus the amount of damage done. If the test is failed the deamon loses it's concentration and is forced back to it's own realm it is considered dead. Worded badly. I think you meant that it must roll a Will saving throw, with a DC equal to the damage taken. |
| Sric_Tyran_Rinfaf07-26-06, 02:45 PM | Thanks for the input the stats for it will be changing over time. Also as I said earlier this is my first foray into monster making so I expeted to have a few mistakes present. Also as for having machine gun toting units I actually was. However because those units are so powerful I was mainly planning on having them as a BBEG in the campaign. I still would like to know what kind of cr this creature would have. |
| Sric_Tyran_Rinfaf07-26-06, 06:43 PM | here is the next 40k deamon the paguebearer Plaguebearer Medium Outsider (Chaotic, Extraplanar, Evil) Hit Die: 7d8+28(60 hp) Initiative: +4 Speed: 30ft (6 squares) Armor Class: 30(+2 Dex, +18 natural) touch 12, flat-footed 28 Base Attack/Grapple: +7/+11 Attack: plague sword +11 (2d6+6, 19-20/x2) Full Attack: plague sword +11/+7 (2d6+6, 19-20/x2) Space Reach: 5ft Special Attacks: If the Plaguebearer causes damage the target must make a fort save with a DC equal to amount of damage. If the save is failed then the target takes an extra D6 points of damage. The wound becomes infected with nurgle's rot in 1D4+2 minuets. A heal spell or remove poision spell will keep this from happening. Special Qualities: Deamonic instability/ Nurgle's rot/ immune to eletricity and poison/ resitance to cold 10, fire 10, cold 10/ telepathy Saves: Fort+9, Ref+7, Will+9 Abilities: Str-14, Dex-14, Con-18, Int-10, Wis-18, Cha-10 Skills: Intimidate+12, Search+10, Spot+14, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+14, Tumble+12 Feats: power attack, cleave, greater cleave Environment: a chaotic evil aligned plane Organization: 3-5 Plaguebearer's Challeng Rating: Treasure: none Alignment: always chaotic evil Advancement:- Level Adjustment:- The thing before you appeares to be a green humanoid. It's body appears to be rotting away before your eyes. On it's head protrudes a single large horm and a single sickly looking eyes stares at you. Just being close to it makes you feel nauseous in fact you see one of your friends fall over and began puking. Your friend falls over and lesions and sores appear all over him. He then rises back up but all life seems to have left his eyes. The Beast that caused this and your new zombified friend attack. This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it's summoner but not before bringing more of it's kind here. The plaugebearer at first glance appears to be undead but thanks to the gifts of Nurgle it is very much alive. deamonic instability: Because the plaguebearer is not of this realm it's form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken. If the test is failed the deamon loses it's concentration and is forced back to it's own realm along with all of it's equipment, it is considered dead. nurgle's rot: Any creature that gets within 30ft. of a creature with this ability must make a fort save at DC 35. If the save is failed they take D8+4 damage and take D6 points of damage each turn untill cured with a remove posion spell, potion, or similar ways. If a character dies due to nurgle' rot it comes back to life as a zombie with the nurgle's rot ability. |
| Sric_Tyran_Rinfaf07-27-06, 10:40 AM | :bump: |
| Wargamer07-27-06, 11:19 AM | I think your Bloodletter ignoring armour is a tad extreme. A much better idea would be to have it permanently in Rage. The Axe, given that it is essentially the personified fury of a Blood God, can afford to cause a lot of pain. Maybe count it as a Large Greataxe? As for the Plaguebearer... you call that Nurgle's Rot!? I don't know how familiar you are with Chaos (and I'd guess you're pretty new to 40K...), but Nurgle's Rot turns the victim into a Plaguebearer. I've got the original rules somewhere, it's brutal! As such, May I suggest the following: Any creature infected with Nurgles Rot takes an immediate Fortitude Save (DC 30). If failed, they lose D8 points of Constitution, and lose conciousness for 2D4 minutes. The second Fortitude Save (DC 30) is taken one minute later. If failed, they remain unconcious for 2D4 Days, and begin to transform into a Plaguebearer. The transformation takes approximately two weeks. The symptoms start slowly; puss-filled boils, weeping sores, bloodshot eyes... harmless stuff. These should form in the first few days. Then the character's throat inflates and the lungs fill with phlegm. They cannot carry heavy loads as they become exhausted too quickly. Next, their bones twist and distort, crippling them. They can no-longer run. Their eyes begin to weep puss and become bloodshot, giving them a -4 to all Spot checks, Ranged Attacks, and anything else that needs sight. After this, they begin to emit a festering stink, and a cloud of flies forms around them. They gain the foul stench of a Troglodyte, and the flies buzzing around them gives anyone within 5ft a -1 penalty to all attacks and skill checks which require concentration. Finally, as their death draws near, Nurgle claims them as its own. The Mark of Nurgle forms upon their puckered, festering flesh, and their eyes melt together into a single, cyclopian Orb. Their face rots away to a skin-draped skull. By the next morning, they shall be dead, and their soul enters Nurgle's realm as a Plaugebearer. Only a Wish or Miracle can cure Nurgle's Rot. |
| Horus_Sungod07-27-06, 03:41 PM | Well, in Warhammer 40k, the plagues lauched by Nurgle during the 13th crusade turned people into plague zombies, not demons. They are like D&D outsiders and are created from the negative feelings of the mortal races. (especially the pink skins :) ) I think the Nurgle Rot ability should be more powerful, it is from a divine origin. Also, Bloodletters could have a gore attack, because they have horns at least as big as a minautor. Good news, at least the Bloodthirster already has stats (read:Balor ;) ) Godd luck with your project, and Death to the False Emperor!!! |
| Sric_Tyran_Rinfaf07-27-06, 09:55 PM | To answer wargamer's earlier question I actually have been playing 40k for about 2 years now. However I do not play chaos but Tyranids so I am not entierly clear on nurgle' rot abitlity I most likely will make it a little more powerful soon. |
| Sric_Tyran_Rinfaf07-28-06, 04:31 PM | :bump: |
| utilitarian07-28-06, 05:17 PM | Case in point, you appear to be working with the more general Chaos beings from the Warhammer universe. While I realize you play 40k (and I do as well) it might make more sense to look at these in terms of Warhammer Fantasy. Incidently, for the Lord of Change you might as well just use a Chaos Beast *grin* |
| Khael07-28-06, 06:12 PM | Case in point, you appear to be working with the more general Chaos beings from the Warhammer universe. While I realize you play 40k (and I do as well) it might make more sense to look at these in terms of Warhammer Fantasy. Incidently, for the Lord of Change you might as well just use a Chaos Beast *grin* Meh, Chaos daemons don't change that much. (In fact if you ever played the 2nd editions of each that is very much true, both games used the same statlines...) In fact about the only extra thing you'd get out of WH chaos is chaos warriors (though a vile feat or two on a fighter would probably do), since D&D has beastmen already (though not in the same style). One thing I dislike here though is the instability. I much prefer demons of the old rules, and so I close with this: Juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut, juggernaut!!! (Its something about a monster with rules that literally let it push tanks over...assuming it didn't rip straight though) |
| Lord_Bahamut07-29-06, 12:54 AM | I don't play 40k, but one of my friends does so I'm sorta-not-really familiar with some of the creatures. You should make some onf the Tyranid beasties. By what my friend told me, they have insane armor, both on the inside and out, and they never tire. Talk about a PKer! |
| Sric_Tyran_Rinfaf07-29-06, 03:11 AM | I actually play tyranids and have extensive knoledge of there rules and background info. However with the campaign I am planning on running is about the chaos gods infilrtating the D&D universe and attempt to take over. That is why I am just doing the deamons for now at least. Just a side not nice name I had actually named my nid army and my strongest unit after Bahamut. |
| TheDanishCartoonist07-29-06, 08:59 AM | Don't forget, demons have 5+ invulnerables:D DR 10/magic and good, maybe? Can't wait to see power armor and bolters:P |
| Charlie_PFC07-29-06, 01:54 PM | First of, nice builds and great idea too. I think though that the initiative modifiers are wrong. Shouldn't a DEX score of 14 give an initiative +2 modifier? If youve got an extra feat left for the Bloodletter,why not give it improved initiative to bump it up to +6? Just a thought, pehaps a bit picky. |
| Lord_Bahamut07-29-06, 01:56 PM | Originally posted by Sric_Tyran_Rinfaf Just a side not nice name I had actually named my nid army and my strongest unit after Bahamut. That's because Bahamut can OWN YOU ALL! |
| Slayer_507-29-06, 09:36 PM | I have been working on the same thing! Just my 2 cents. I treated Daemonic Aura as 50% Miss chance unless you have a magic weapon. Making Chaos Daemons is alot easier/better if you use the second ed codex. Works better with D&D. Everything with Fear or Terror I give Frightful presence to. For Khorne Daemons, I gave the Adamantine Body feat to, even though they aren't warforged, and nixed their Daemonic Aura. |
| Freefall07-30-06, 02:53 AM | Just commenting on the Bloodletter: I think their daemonic aura would be well represented by Damage Reduction, and they really should have it anyway (most outsiders in D&D do). Given Khorne's hatred of magic, they should also be given an above average Spell Resistance. Finally, I agree that having them bypass armor is a bit much and I don't really understand the reasoning. Putting them in a permanent state of rage makes much more sense (aren't they constantly Frenzied in WH?) Oh, and as a daemon they are immune to psychology in the WH game. I don't know if making them immune to mind-affecting effects would be the answer to this, but maybe immunity to some effects, and possibly Iron Will as a bonus feat. Something like that. BTW, why is their Wisdom score so high? |
| Khael07-30-06, 05:17 AM | Finally, I agree that having them bypass armor is a bit much and I don't really understand the reasoning. Putting them in a permanent state of rage makes much more sense (aren't they constantly Frenzied in WH?) BTW, why is their Wisdom score so high? 1)It because the OP is using WH40K stats as his base, and Bloodletters there, by way of the huge axes they use, give no armour saves. 2)My guess to bump up the statlines since bloodletters are strong-willed (read:insane as hell). |
| Freefall07-30-06, 04:45 PM | 1)It because the OP is using WH40K stats as his base, and Bloodletters there, by way of the huge axes they use, give no armour saves. Ah. I was going off Fantasy Battle and assumed they were basically the same. Still, allowances have to be made for the fact that the games are set up differently and are balanced differently. In Warhammer, as far as I can figure, they often go with the idea that if something is really really devastating then armor provides negligible protection, so you ignore it (this is why Nightgoblin Fanatics ignore armor saves too). D&D doesn't really have a precedent for this. Armor protects against just about any physical attack. Bypassing it means using a Brilliant Energy or Incorporeal attack. I just think a transition to D&D would be a bit smoother using the existing mechanics and not creating completely new abilities unless absolutely necessary (Nurgle's Rot needs to be a new disease, of course, but should also follow normal D&D mechanics for how diseases work, like incubation period and all that stuff). |
| Sric_Tyran_Rinfaf07-30-06, 05:37 PM | Here is the next deamon the Horror Horror Medium Outsider (Chaotic, Extraplanar, Evil) Hit Die: 7d8(31 hp) Initiative: -2 Speed: 10ft (2 squares) Armor Class: 28 (+4 Dex, +14 natural) 14 touch, 24 flat-footed Base Attack/Grapple: +7/+11 Attack: claw +11 meele (1d6+5) Full Attack: 2 claw +11 meele (1d6+5) bite +7 (1d6+2) Space Reach: 5ft. Special Attacks: The horror must make a ranged touch attack. It has two shots at a range of 50ft and does D4+2 fire damage. It can be cast 5 times/day. Special Qualities: Deamonic instability/ immune to electricity and poison/ resistance to cold 10, fire 10, cold 10/ telepathy/ +2 bonus on the to hit roll for ranged attacks Saves: Fort+5, Ref+9, Will+9 Abilities: Str-14, Dex-18, Con-10, Wis-18, Int-10, Cha-10 Skills: Intimidate+10, Search+10, Spot+14, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+14, Tumble+14 Feats: combat casting, combat reflexes, dodge Environment: a chaotic evil aligned plane Organization: 3-5 Horrors or group (1-2 Flamers, 3-5 Horrors) Challenge Rating: Treasure: none Alignment: always chaotic evil Advancement:- Level Adjustment:- The creature before you is quite strange indeed. It's head look like a birds but with no feathers. It arms end in what appear to be hollow tubes. It has no legs and it's body seems to extend to the ground. Despite it's lack of legs it is still capable of movement. The creatures around it are stanger in that they do have legs but also have an extra arm. It even seemed that at times another one of it's kind seemed to be trying to come out of it's mouth. That one however would merly merge back with the origanl and it would repeat. The strange creatures then commenced there attack while you were destracted by how strange they appeared. This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it summoner but not before bringing more of it's kind here. The Horror is a servent of Tzeentch and can be quite deadly when backed up by it's larger breathren the Flamer. Deamonic instability: Because the Horror is not of this realm its form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken. If the test is failed the deamon loses its concentration and is forced back to its own realm along with all of its equipment, it is considered dead. Flamer: The Flamer usually accompanies a horror. It has the same stats as the horror except for a few alterations. Flamer Large Outsider (Chaotic, Extraplanar, Evil) bite +11 meele (1d6+2) 2 bite +11/+7 meele (1d6+2) Flamers can use a spell like ability called Doombolt. It functions similar to magic missle in that it auto hits. However it gets three shots instead of just one. The attack does D4+3 points of damage. It can be cast 5 times/day. |
| Golem01107-30-06, 05:39 PM | Hmm... very nice... Gonna do daemonettes? They're really disturbing, some chaos guy I played against had them cavorting amongst my dead... wasted a whole turn with that... :yuck: One bad, though. You say those are the stats for the flamer, and then reference them as those for the horror at the bottom. |
| Sric_Tyran_Rinfaf07-30-06, 06:17 PM | Ya sorry about that I started to write those stats for the flamer and then realized that the horror should be put first just forgot to change that. Yes the deamonette's are going to be made they are the next one in line. |
| Sric_Tyran_Rinfaf07-31-06, 07:12 PM | :bump: |
| Sric_Tyran_Rinfaf08-02-06, 05:06 PM | Here is the last of the four deamons the deamonette Deamonette Medium Outsider (Chaotic, Extraplanar, Evil) Hit Die: 7d8(31 hp) Initiative: +4 Speed: 30ft Armor Class: 28 (+4 Dex, +14 natural) 14 touch, 24 flat-footed Base Attack/Grapple: +7/+11 Attack: Claw +11 meele (1d6+5) Full Attack: 2 Claw +11 meele (1d6+5) bite +7 (1d6+2) Space Reach: 5ft Special Attacks: If a critical hit is rolled then the damage is not lowered due to damage reduction. However if a magical effect would reduce the amount of damage taken then reduce as normal. Special Qualities: Deamon instability/ immune to eletricity and poison/ resitance to cold 10, fire 10, cold 10/ telepathy/ seductive allure Saves: Fort-5, Dex-7, Will-9 Abilities: Str-14, Dex-14, Con-10, Wis-18, Int-10, Cha-18 Skills: Intimidate+10, Search+10, Spot+10, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+10, Tumble+10 Feats: power attack, cleave, greater cleave Environment: A chaotic evil aligned plane Organization: 3-5 deamonettes Challenge Rating: Treasure: none Alignment: Always chaotic evil Advancement:- Level Adjustment:- The creature before you at first glance looks like an attractive topless female. However on closer inspection there are great differences. For instance her skin in a bluish tinge and horns grow from her head. Her arms stop being arms at the elbow and instead is replaced with long talons. You try to attack it but something stops you and that is all the creature was waiting for. It attacks with a flurry of blows rending through you with ease. This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it summoner but not before bringing more of it's kind here. The deamonette is a servent of slaneesh and the gift bestowed upon it give it interesting capabilities. Many have been enticed by it's unearthly beauty and then torn to pieces. Deamonic instability: Because the Plaguebearer is not of this realm its form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken. If the test is failed the deamon loses its concentration and is forced back to its own realm along with all of its equipment, it is considered dead. Seductive Allure: Due to gifts of slaneesh this deamon is attractive to most species despite the fact that it is not even of this world. If a close combat attack is made againts this deamon the attacker and deamon must make a will save plus it's charisma modifer. If the attackers score beats the deamons score then nothing happens however if the attackers score is equal to or lower than the deamons score the attack does no damage and the attacker is considered flat footed for the rest of the turn. |
| Sric_Tyran_Rinfaf08-03-06, 02:39 PM | There is one thing about these creatures I do not know yet. I need suggestions on the challenge rating for these beasts. |
| Sric_Tyran_Rinfaf08-04-06, 12:48 PM | :bump: |
| Sric_Tyran_Rinfaf08-06-06, 11:36 PM | I just recently tested these creatures againts a small party of 2 lv.2 characters and a lv.1. The bloodletters and plaguebeares only lost one of there no. and they only had three. The horror's however lost 2 of there no. before achiving victory. I never did get around to testing the deamonette's however. |