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| R.M.G.C.L.F.04-04-06, 02:36 AM | Dour'led Medium Undead HD:6d12+12(51hp) Init:-2 AC:17(+3 natural, +5 dodge, -1dex) BAB:+3/+8 Attacks: Slam+9, Claw+3 (+3 racial morale bonus to attack rolls and +2 to damage rolls when striking gnomes) Damage: Slam 1d12+5, claw 1d8+2 Face/Reach: 5ft by 5ft/10ft Special Attacks: bloodchill, Cold Gaze, Frightful Presence Special Qualities: Repel Traps, Stubborn Tenacity, DR5/Slashing, DR10/+1, Darkvision 60ft, Light Sensitivity, Light Vulnerability, Turn Resistance+3, scent, Strangle Song and Laughter Abilities:Str21,Dex8,Con-,Int6,Wis14,Cha17 Saves: Fort+4, Ref+1, Will+7 Skills: Search+4, Sense Motive+5, Intimidate+6 (+5 racial bonus to intimidate) Feats: Ability Focus (cold gaze), skill focus(search), iron will _______________________ Climate/Terrain: Any land Organization: Solitary CR:4 Alignment: Often Lawful Evil Treasure: 1/5th coins, Standard items, 50% goods Advancement: 7-14HD(medium) The dour'led is a twisted parody of a living creature. Its face is split and torn by a bitter snarl, its fist a side of frozen beef, its left hand warped into a flesh-raking claw, its colorless dark-dripping flesh worn and chiseled with bitterness. Its eyes burn with bitter resent and rage. Dour'led are spiteful undead entities, powered by bitterness, vindictive feelings, and a painful sense of irony. They rise from innocents slain by particularly malicious pranks and those who died of heart attacks brought on by surprise or shock. Frightful Presence(ex): creatures seeing a dour'led must make a will save dc:17 (unless they have higher hit dice than it) or be shaken, those with 3 or fewer hit dice are frightened instead. Bloodchill(su): a creature hit by a dour'led's slam attack takes 1d6 cold damage and must make a fortitude save dc:16 or take 2 str damage. Cold Gaze(su): a creature hit by a dour'led's gaze attack must make a will save dc:19 or lose all morale bonus spells on it that have a caster level less than the dour'led's hit dice and is depressed (treat as fatigued) for one round. Light Vulnerability(ex): each minute spent in bright light or each hour spent in full light a dour'led must make a fortitude save dc:10+minutes/hours spent in light or take 1d8 light damage. It naturally takes double damage from attacks dealing light damage (such as searing light or a lantern archon's light rays). Repel Traps(su): a dour'led is unharmed by all manner of traps thanks to a magical field. The traps swing inward on themselves, and are destroyed (magical traps get a fortitude save to avoid this). If they are within sight of the trap-maker, then she/he/it suffers the negative effects of the trap. Stubborn Tenacity: a dour'led recieves its wisdom bonus as a bonus to hp and fortitude saves. Strangle Song And Laughter(su): any sonic effects have a 33% chance of failure within 30ft of a dour'led. Effects dependent on music have a 50% chance, and those on laughter a 97% chance. |
| R.M.G.C.L.F.04-06-06, 06:58 PM | Bump |
| Lord_Canius04-06-06, 09:06 PM | Stubborn Tenacity: a dour'led recieves its wisdom bonus as a bonus to hp and will saves. All creatures get wisdom bonus to will saves, so that ability is semi-redundant. Maybe give it wisdom bonus to all saves? Other than that, I've got no prob with this. Looks pretty good! :thumbsup: |
| R.M.G.C.L.F.04-06-06, 09:28 PM | >.o Sorry. I meant "Fortitude". |