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| Wall12-23-06, 08:28 PM | A rush a stagnant air hit the adventurers head-on as they opened the old, iron door. The dungeon so far had been relatively boring, as well as old and musty. Covering their noses, the three of them quietly slipped into the room. Nathan, a young warrior, went in first with torch held above his head to illuminate the otherwise pitch-black dungeon. Following him was Jordan, a humble cleric of Heironeous, and Barrend, a barbarian from the north. “I hate these dungeons,” Barrend grumbled. “Nothing natural lives here.” “That’s why we’re here,” the cleric shrugged. “We clear it out, the city comes in and turns it into a new prison; Shame, really. I bet there’s plenty of history down here.” Nathan placed a hand in front of his companions, motioning towards the area of the small room that his torch was illuminating. Strewn across the ground were the decaying corpses of dozens of humanoid creatures, some of them still fresh. Jordan covered his mouth to hold back some vomit, and Barrend just scowled. Nathan took a step farther, and the torchlight fell across a single man, slouched against the back wall. His hair was long and dirty, and it looked like he had been here for a while. But what was most surprising, as that the man was still breathing! Nathan slowly moved across the room, avoiding stepping on as many corpses as he could. “Hey, buddy!” Nathan called. “You all right?” No answer. “Hey, buddy!” Nathan called again. “Buddy!” Nathan stopped a few feet short of the man, staring down. “Breathing was a trick of the light, maybe?” Barrend said. “He seems pretty dead to me.” Jordan scrunched his brow. “Whddya say, Nathan?” Nathan said nothing, but began to unsheathe his sword. “Nathan?” Pseudo Corpse Size/Type: Medium Aberration Hit Dice: 8d8+32 Initiative: -1 Speed: 5 feet (1 square) Armor Class: 23 (-5 Dex, +10 Natural, +4 Insight, +4 Deflection) Base Attack/Grapple: +6/+1 Attack: -- Full Attack: -- Space/Reach: 5 ft by 5ft/5ft Special Attacks: Possession, Degenerate Host, Psionics Special Qualities: Dead Likeness, Damage Reduction 10/-, Regeneration 5 Saves: Fort +8 Ref -3 Will +12 Abilities: Str 1 Dex 1 Con 18 Int 14 Wis 20 Cha 20 Skills: Bluff +16, Concentration +15, Hide +6, Listen +18, Move Silently +6, Spot +18 Feats: Alertness, Great Fortitude, Iron Will Environment: Any Underground Organization: Solitary or Group (1 + 1-4 zombies) Challenge Rating: ? Treasure: Standard Alignment: Often Chaotic Neutral Advancement: 9HD+ (Medium) Level Adjustment: ? It is unknown how or why pseudo corpses came into being, but it is known that they are a considerable threat to sub-surface creatures. They derive their name from the fact that they resemble unmoving human corpses, but it is merely a charade. When any creature comes near to a pseudo corpse, they attempt to possess the creature, causing the creature’s body to decay for the beast's own sustenance. Pseudo corpses understand all languages, but can only speak through controlled creatures. Dead Likeness (Ex): A pseudo-corpse so resembles a simple dead body that another creature must succeed on a DC30 Spot check to notice that the creature is actually alive. Possession (Su): As a standard action, a pseudo corpse can force a bit of its own life essence into a creature within 10 feet, in an attempt to take control. The creature must succeed on a Will Save (DC 22) or be affected as though by a Dominate Monster spell. The pseudo corpse can speak through the controlled creature, and the controlled creature uses its own skills or the pseudo corpse’s skills, whichever are higher. The control can be severed by killing the pseudo corpse. A pseudo corpse can control a number of creatures at any one time equal to its Charisma bonus. The link can expand an infinite distance, except across planar boundaries. The save DC is Charisma based. This is not a mind-affecting ability. Degenerate Host (Su): Any creature controlled by the pseudo corpse automatically takes 1 point of Con damage each round. Once the creature reaches 0 Constitution, it dies, and the link is broken. Any creature that dies due to this is raised as a zombie 1d4 rounds later. A pseudo corpse can control a number of HD of zombies equal to twice his HD. Psionics (Sp): The pseudo corpse can use the following spell-like abilities at will: Detect Thoughts (DC16), Telekinesis (DC20). The DCs are Charisma-based. Regeneration: Fire and Acid deal normal damage to a pseudo corpse. |
| TheCrawlingSpleen12-24-06, 02:19 AM | The fluff suggests that the creature is capable of leaping out of its current host and into a new one without being seen. This would suggest that the pseudo-corpse has no solid, physical body. If this is the case, the creature should probably have the "incorporeal" subtype. Just my :twocents: :) |
| Lazzmaniandevil12-24-06, 09:17 AM | First, let me say that I really like this creature. I find the general concept fun and original and I'll sur try to find a place in my campaign for it. However, I have a few points that I would like clarified: - Does it really need ranks in move silently and hide ? If it is immobile, how can it hide and how can it move silently ? You could also see the problem the other way and ask if it really need to be immobile. Personnally, I would add a 5ft speed, just so it can place itself in a strategic position. - With its low dex and low str, I would also add the zombie "Single Actions Only" characteristic - Just my personnal opinion of course, but I find it a little hard to believe that a creature that pretty much does nothing other than lying down waiting for prey could be so intelligent. I suppose that you wanted it to have more skill points, but I'm not sure why it needs so many skills. I have already mentionned hide and move silently and I wonder how did it acquire such knowledge about religion and arcane. The other 4 skills I can see why it has them, but you could still lower the intelligence and add racial bonuses. It would make more sense to me. - In regards to the previous poster's comments, I would leave the creature corporeal, simply because making it incorporeal would give away the fact that it is not a real corpse (unless you make its appearence an illusion or a manifestation). I don't see the creature as capable of leaping out of its current host since the way I read it, the original corpse is the creature's real body, not a host. However the fact that the possession is not mind-affecting (implying it is a physical possession) and the fact that you talk about a host might lead some to perceive it the way the previous poster did. I would rephrase the possession ability that "As a standard action, a small portion of the pseudo corpse's essence (or spirit) leaps out at the target, in a attempt to take control..." - The last problem I could possibly see is with the identification: I don't like the idea of a PC recognizing it as an aberration with a simple DC18 knowledge check. Like the gargoyle's freeze ability, I think it should have some ability stating that it requires a DCxx spot check to notice enough details to realise it is not a corpse. Only after that should a PC be allowed its knowledge check. As for the CR, it is really hard to tell as the actual challenge will depend on how many PCs get possessed. It would probably need playtesting, but I would try placing it a level where a high will save character would have a 50/50 chance of failing its DC22 will save. That would be around level 7 (+5 base save, +4 wis bonus, +2 iron will or item = +11 will save). So I would place it around CR7, but I'm not really sure. At that level, a group of low-wisdom fighters and rogues might have a lot of trouble. |
| Wall12-24-06, 10:44 AM | First, let me say that I really like this creature. I find the general concept fun and original and I'll sur try to find a place in my campaign for it. However, I have a few points that I would like clarified: Thanks! If you use it, I'd love to hear how the encounter turns out. Now let's look at those points. - Does it really need ranks in move silently and hide ? If it is immobile, how can it hide and how can it move silently ? You could also see the problem the other way and ask if it really need to be immobile. Personnally, I would add a 5ft speed, just so it can place itself in a strategic position. It can hide by... um... If I can recall my original idea, that was to show its capability to blend in with the surrounding corpses. Might also be disguise, though. Of course, the spot check you mention later miht nullify this entirely. The other reason was that it could use said skills through a host (as the ability description states). So it could possess the barbarian, have him sneak up and murder a couple of other party members, and scare the rest of them outta' their wits. I was thinking about the speed thing. It would either suggest that they grow like plants (spores fluttering on the wind) or that they reproduce in some other asexual manner... and mechanically, it makes it sorta... I don't know, but I'll throw in a land speed. 5 feet should work. - With its low dex and low str, I would also add the zombie "Single Actions Only" characteristic Perhaps. The possessed host would still retain its full round of actions, though. Something I'll consider. - Just my personnal opinion of course, but I find it a little hard to believe that a creature that pretty much does nothing other than lying down waiting for prey could be so intelligent. Granted. I suppose that you wanted it to have more skill points, but I'm not sure why it needs so many skills. I have already mentionned hide and move silently and I wonder how did it acquire such knowledge about religion and arcane. The other 4 skills I can see why it has them, but you could still lower the intelligence and add racial bonuses. It would make more sense to me. I wasn't really going for so many skills, actually. And the knowledges were just filler, really. I'll go lower that. Thanks for pointing it out! - In regards to the previous poster's comments, I would leave the creature corporeal, simply because making it incorporeal would give away the fact that it is not a real corpse (unless you make its appearence an illusion or a manifestation). I don't see the creature as capable of leaping out of its current host since the way I read it, the original corpse is the creature's real body, not a host. However the fact that the possession is not mind-affecting (implying it is a physical possession) and the fact that you talk about a host might lead some to perceive it the way the previous poster did. I would rephrase the possession ability that "As a standard action, a small portion of the pseudo corpse's essence (or spirit) leaps out at the target, in a attempt to take control..." Noted. And you are correct: the scraggly fellow slouched against he wall is its real body. - The last problem I could possibly see is with the identification: I don't like the idea of a PC recognizing it as an aberration with a simple DC18 knowledge check. Like the gargoyle's freeze ability, I think it should have some ability stating that it requires a DCxx spot check to notice enough details to realise it is not a corpse. Only after that should a PC be allowed its knowledge check. Perhaps a spot check versus an opposed disguise check. Although I suppose a spot versus a straight number works. How's DC30 sound? As for the CR, it is really hard to tell as the actual challenge will depend on how many PCs get possessed. It would probably need playtesting, but I would try placing it a level where a high will save character would have a 50/50 chance of failing its DC22 will save. That would be around level 7 (+5 base save, +4 wis bonus, +2 iron will or item = +11 will save). So I would place it around CR7, but I'm not really sure. At that level, a group of low-wisdom fighters and rogues might have a lot of trouble. Also noted. My current group is level 7... I can throw it at them and see what happens. One of them is a druid, so he should be fine. |
| Wall12-24-06, 08:40 PM | Wow, 82 views, 2 responses. Eh, I suppose beggars can't be choosers. Thanks for the replies I did recieve, though! |