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| Talisman02-20-07, 02:09 PM | Asphyx Medium Undead (Air) Hit Dice 8d12 (52 hp) Initiative +4 Speed Fly 50' (perfect) AC 22 (+4 Dex, +4 natural, +4 deflection), touch 18, flat-footed 18 Base Attack/Grapple +4/+6 Attack Claw +8 melee or +8 ranged Full Attack 2 claws +8 melee or +8 ranged Damage Claw 1d8+2 Space/Reach 5'/5' Special Attacks Air claw, spell-like abilities, steal breath Special Qualities Air armor, air mastery, DR 5/bludgeoning, blindsense 30' Saves Fort +2, Ref +6, Will +7 Abilities Str 15, Dex 18, Con --, Int 12, Wis 13, Cha 17 Skills Concentration +14, Intimidate +14, Listen +12, Spot +12, Tumble +15 Feats Ability Focus (steal breath), Flyby Attack, Improved Flyby Attack Environment Any aboveground Organization Solitary Challenge Rating 8? Treasure Standard Alignment Usually chaotic evil Advancement 9-15 HD (Medium), 16-24 HD (Large) Level Adjustment -- The creature is slightly taller than a man, and from the waist up it is skeletal. At the waist its bones disappear, replaced by a swirling whirlwind of air and vapor. The wind picks up as it draws near, and strong winds seem to swirl about it. Asphyxes are the undead remains of power-mad individuals who were slain by mighty air magic. A wizard who summoned an elemental of air far beyond his power; a warlord bested by summoned elemental enemies, or a thief who died trying to rob the lord of the djinn might all return as asphyxes. In death, asphyxes have command of the forces of air, the very powers that were their downfall. Born from the souls of hateful and greedy folk, asphyxes seek to inflict their misery on others and, often, to complete whatever grandiose plots they originally failed to complete. A typical asphyx is 6'-7' tall and weighs 70 pounds. Asphyxes speak Common and Auran. Combat: Asphyxes prefer to fight from a distance, employing their steal breath power and using their spell-like abilities to control the battlefield. They do not fear close combat, but are canny enough to flee if the battle is going against them. Asphyxes who are ploting some grand scheme (as opposed to merely spreading destruction) will often accept surrenders and bargain instead of wantonly attacking, but their word can never be trusted. Air Armor (Su): At all times an asphyx is surrounded by swirling winds of gale strength, which actively push blows away from the asphyx. These winds grant the asphyx a +4 deflection bonus to AC and total immunity to any gas or fog attack. Air Claw (Su): As part of an attack or full attack, an asphyx can extend its bony claw up to 30' away from itself, connected by a tenuous strand of air and magic. Treat this as a ranged attack with a maximum range of 30' and no range increment. At the end of the attack the asphyx's claw automatically returns to its place on the creature's wrist. Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an asphyx. Spell-like Abilities: At will--fog cloud, gust of wind, wind wall; 3/day--control winds. Caster level 8th; save DC 13 + spell level. The save DCs are Charisma-based. Steal Breath (Su): As a standard action an asphyx can point at a single living, breathing creature within 30' and close one bony claw into a fist; the target must then make a DC 19 Fortitude save. On a success the target feels a momentary disruption in his breath, as if punched in the gut, but there is no other effect. On a failure, the victim's breath is mystically "caught" in the asphyx's closed fist, and the victim immediately begins to suffocate. The victim continues to suffocate until the asphyx releases his breath (a free action), moves more than 60' away, or is destroyed. A remove curse cast on the victim will also end the effect. The asphyx must keep one claw fisted in order to maintain this effect, negating one claw or air claw attack; an asphyx can therefore hold the stolen breath of up to two creatures simultaneously (although each requires a standard action to steal initally). The save DC is Charisma-based. |
| ank02-24-07, 11:22 PM | This looks like a good concept. Its claws can do some damage of course, and the ranged attacks only help, but I find that the main purpose is to steal people's breath. Now, I find the wording a little confusing...do you mean that the target would simply not be able to breath, or that he/she would be actually "sufficating" according to the DMG. If the former, I must find the creation lacking, for a PC can hold their breath for 2 rounds per point of constitution (min of 8 or so con. means 16 rounds before suffocation damage). If you intended the latter of the two options, it becomes more confusing. The suffocation rules state that the charecter falls unconcious immediately, has their hit points reduced to -1 the next round, and then dies in the third round. This creates a creature entirely devoted to the "save or die" concept. For example, an asphyx could take one standard action to capture one PC's breath and then the next turn it could capture another's. Taking its move action, it flys 30 feet into the air (within concentration range). Assuming it takes out spellcasters first, there is no one left to cast remove curse, no one to fly up and attack the creature, nobody to blast it out of the sky, and so the only feasible option becomes a ranged attack, probably arrows (unless you allow a knowledge arcana or similair check to let the PC's know about the range limit). The arrows may hit the first round. but are unlikely to kill the creature. Next round, it puts up a wind wall and the first pc dies. Projectiles now being useless, the asphynx goes relatively unchecked as it steals another pc's breath and the second pc dies. Assuming the other charecters run at this point, there will be a total of three dead automatically unless a DC 19 save is make in seven rounds. With a fly speed on 50', it could even catch up to another PC if it felt particularily evil. Im not exactly sure what to do for this, I need some time to think, perhaps you could clarify then what you meant by "they immediately begin to suffocate?":) |
| Talisman02-26-07, 03:28 PM | Well, I had intended the first of the two options you describe, but had forgotten about the "2 rounds per point of Con" rule (which seems a bit excessive...see how long you can hold your breath in real life!) This needs re-editing. The basic concept is, as you described, the asphyx swoops in, steals a breath or two, then flies out of melee range and laughs maniacally. I'm tempted to make it thus: when your breath is stolen, make a Fort save every round. On a success, you're gasping and puffing, but still functional. On a failure, you fall unconscious. On the next failed save, drop to -1 hp; and on the next, die. Low-Fort-save characters are kinda screwed, but at least they have a chance. Perhaps, every round the character's breath is trapped, they must make a Fort save or suffer Con damage? This makes it dangerous to everyone, but not absolutely lethal. |
| ank02-26-07, 10:44 PM | The main problem I was having with this was that if the charecter fails the save they are automatically unconcious and if their party member don't do anything they will die. It figured to me that they should get at least one chance to run away or kill the asphyx, but I suppose that would greatly reduce its power. Perhaps you should make it thus: "Each round, on the begining of the Asphyx's turn, charecters who have had their breath stolem must make a fortitude save equal to 15+1 per each successive save. This replicates the action of a charecter that is out of breath found in the back of the DMG, and works well I think with the flavor of "having the wind knocked ot of them" rather than instant suffocation (implying that somehow the creature reached into their blood and drained even the most remote bit of oxygen???). This is almost exactly what you were thinking, only I decreased the initial save a bit. this means that it is easier to avoid an instant death, but in the long run the Asphyx is capable of killing even those with the most prodigious fortitude save. |
| DebiHuman02-28-07, 11:32 AM | I'll leave the details for suffication to the two of you :) but I didn't understand why this monster has a trample attack at all. It has no legs and no feet -- just a swirling mass of air under its waist. I think it is an unnecessary attack that doesn't fit the nature of this creature (it already has claws and a breath stealing attack). Just my two cents. Debby |
| Dead_Weasel02-28-07, 07:16 PM | The Breathdrinker in MM2 (p39) has the same core gimmick and is much weaker, with a CR of 7, even though its save-or-die DC is only 2 points lower than the Asphyx's. Because it has an AC of 22, a high fly speed with perfect maneuverability, and at-will concealment spell-likes, I feel that you need to jack up the CR on this fellow; he's going to be mighty hard to pin down. |
| Talisman03-01-07, 02:20 PM | I didn't understand why this monster has a trample attack at all. It has no legs and no feet -- just a swirling mass of air under its waist. I think it is an unnecessary attack that doesn't fit the nature of this creature (it already has claws and a breath stealing attack). Just my two cents. Debby Well, I tossed in Trample because it's sort of like a whirlwind, and I can see an asphyx blasting over a Small-size character and battering them with its windy "legs" as it goes. However, as you pointed out, it's a relatively unimportant ability. I'll have to go over this guy a bit more, and will post an updated version ASAP. Thanks for the input! |
| ank03-02-07, 09:03 AM | I've been thinking about that trample also. You say that you wanted the "windy legs" to plow over "small" or smaller creatures with a reflex save of 16? Im just going to say that that's darned ineffective when you consider the following: the asphyx has relatively the same attack form manifest in a gust of wind spell at will that has a DC of 19 (cha based) to resist. |
| Talisman03-06-07, 02:42 PM | All right, try this. I dropped Trample, bumped the CR to 8, and re-worked the Steal Breath ability to be more like the Breathdrinker's. |
| Talisman03-16-07, 04:28 PM | :bump: |