A monster pain! [Archive] - Wizards Community

Post/Author/DateTimePost
Ki'Anroth

07-12-05, 11:10 PM
here is a beastie that I made in my spare time for a campaign i shall be DMing soon. Is it any good? Is it too weak/strong? Please answer and help me make a memorable monster for my campaign. :D

Mecshann
Medium Aberration

Hit Dice:4D8
Initiative:+1
Speed: 40 ft. [8 squares], 50 ft. [when jumping]
Armour Class:16 [10 + 2 dex + 4 natural]
Base Attack/Grapple:+2/+3
Attack:Claw +4 melee [1D6 + 2]
Full Attack:2 claws +4 melee [1D6 +2 each] and bite +2 melee [1D4 +2]
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities
Special Qualities:Telepathy 100 ft., Blood components, Spell resistance, jumping
Saves:Fort +2, Ref +2, Will +7
Abilities:Str 11, Dex 14, Con 13, Int 16, Wis 12, Cha 14
Skills:Jump + 13, Spellcraft + 10, Bluff +9, Knowledge [arcana] +9
Feats:Spell-touched Leech Life, Improved natural armour
Environment:Magic rich planes
Organisation:Solitary
Challenge Rating:6
Treasure:Standard
Alignment:Usually chaotic neutral
Advancement:By character class
Level Adjustment: +4

Before you stands a tall, lithe and alien looking humanoid. The head is odd, with the nose above the eyes and ears. Also a horribly visible gum line and sharp set of teeth whispers the menace that this creature possesses. Its Long limbs end in vicious looking talons and a prismatic aura on the edge of sight surrounds it.

Mecshanni are creatures bread from the excess magic in the nexus regions of the world. They were once humanoid [so it is said] that basked in the magical energies in the area. The energy however was rich in necromantic and transmutational magics. Over time the humans became twisted and warped, turning into a kind or aberration. They are now a pure bread race, but there are few of them. They don’t reproduce. They instead steal magic and give it form. This is hard to achieve as due to the silver flame they are stuck in between the plains north of the Chemb and the nexus itself. Few sentient beings pass their nowadays. There are plenty of undead but when an undead is treated with the Mecshanni touch an undead child is born from the remains. This is unacceptable as the Mecshanni hate undead. The Mecshanni are now preparing for the day of reckoning when they will be set free from their loosely set prison to enslave the entire population to their will and defeat the undead menace.

Combat

Arcane reproduction: The Mecshann blasts some of its corrupted essence into the host creature, killing it. In a number of hours the host reawakens as a new Mecshann under the dominion of the creator.
When a Mecshann incapacitates an opponent using one of his spells or spell like abilities it can use a standard action to make an Int check against the opponent [DC = Opponents character level + Con modifier]. If this check is successful the fallen opponent dies automatically [and can’t be resurrected as its body is still occupied]. The body rises as one of the Mecshanni in 2D4 hours. It is under the control of the creator as though through the effects of the dominate spell [except it can be made to do anything]. A Mecshann can reproduce as many times as its constitution modifier.
Unlike a Negoi slave or an undead spawn the Mecshann can chose to let the creature have its own consciousness; meaning that it is NOT under the control of its “parent”. This ability can be used upon “birth or at any time there after. The only downside is that it can not be revoked. A victim that willingly becomes a Mecshann always retains its consciousness.

Spell – like abilities: At will - alter self, read thoughts, magic missile. 3/day – Dominate person, Vampiric touch, Fireball. 1/day – polymorph self, polymorph other.
1/week – power word stun. Caster levels equal Mecshanni hit dice. [DCs = 10 + half Mecshanns hit dice + Int modifier. DCs are intelligence based].
This is an example Mecshann spell like ability list. Spells of equal level may be chosen to replace those above. Once chosen the abilities may not be replaced.

Mecshanni Magic: A Mecshanns spell like abilities, spell resistance, telepathy and its ability to perform the rite of arcane reproduction are all only possible due to the magic it absorbs from its environment. A Mecshann need not study a magical source to absorb its power. A Mecshann absorbs magic through its teeth which are not made of enamel, dentine and pulp as most creatures are; instead it is made out of a magical organic compound that is as strong as steel and crystalline in appearance. A Mecshanns power is judged by the size and state of its teeth. If a Mecshann loses its teeth it can no longer absorb magic to fuel its abilities. A Mecshann can replace its teeth with a new set in about a year.
A Mecshann needs to absorb magic once every week to let its abilities function correctly. If it travels with a spellcasting class [or is of such a class itself] it counts as being constantly surrounded by magic. For each week that a Mecshann goes without reabsorbing power its ability usage digresses to a lesser state: It’s at will abilities become 3/day, its 3/day become 1/day, its 1/day become once per week and its 1/week become unusable. Its telepathy decreases by 20 ft. Its spell resistance gets an extra – 2 penalty and it becomes unable to perform arcane reproduction. For every additional week that magic is not absorbed the penalties accumulate [in the case of spell like abilities they go down another step].

Spell Resistance: Spell resistance equal to hit dice – 2.

Blood components: A Mecshann can choose to use 15 hit points to gain an additional se of one of its spell-like abilities [excluding power word stun].

Telepathy: A Mecshann can communicate telepathically with any creature within 60 ft.

Jumping: A Mecshanni gains a +4 bonus on all jump checks. Also for a number of rounds equal to its constitution modifier x its strength mod [min 1 round] it can jump around rather than walk. It gains +2 to armour and +10 ft. to speed. It can jump up to 15 ft in the air.

Statistics

-Abilities: Dex +4, Con +2, Int +6, Wis +2, Cha +4
-Medium size
-Base land speed: 40 ft. [50 when jumping]
-Special qualities: Special attacks, Spell like abilities, Mecshanni traits.
-+ 4 bonus to jump checks
-Racial hit dice: 4D8
-Racial skills: 5 [2 + int mod], all skill skills count as class skills for a Mecshann
-Feats: Monster levels give 2 feats
-Automatic languages: Common, Mecshanni, Bonus languages: Draconic, Dwarven, Elven.
-Level adjustment: +4
-Favoured class: sorcerer

Well? what do you think?