| Post/Author/DateTime | Post |
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| Naraboni12-22-03, 02:06 PM | I’ve made another lemigar. This is my first non-humanoid/humanlike creation, so your opinions would be welcome (as they always are). Ardar Large Lemigar (Good, Lawful) Hit Dice: 9d10+45 (94 hp) Initiative: +5 Speed: 10 feet (2 squares), 60 feet fly (average) AC: 25 (-1 Size, +1 Dex, +15 Natural) Flat-Footed 23, touch 10 Base Attack/Grapple: +9/+21 Attack: Sting +17 melee (1d6+8 plus poison) or talon +17 melee (2d8+8) or bite +17 melee (2d8+8) Full Attack: Sting +17 melee (1d6+8 plus poison) and bite +15 melee (2d8+8) and 2 wings +15 melee (1d8+4) and 2 talons +15 melee (2d8+8) Space Reach: 10 ft./5 ft. Special Attacks: Poison (holy) Special Qualities: Lemigar traits (found here (http://boards1.wizards.com/showthread.php?s=&threadid=152158)), Blindsight 180 ft, immunities, Detect Evil 180 ft, Telepathy 180 ft, DR 15/magic, Spell Resistance 19, Detect Magic Saves: Fort +11, Ref +7, Will +9 (+13 against enchantment) Abilities: Str 27, Dex 12, Con 20, Int 9, Wis 16, Cha 7 Skills: Concentration +17, Hide +13, Intimidate +10, Listen +15, Move Silently +13, Sense Motive +15, Spellcraft +11, Survival +15 Feats: Flyby Attack, Improved Initiative, Improved Natural Armor, Hover, Multiattack Enviroment: Mountains of Ara-co-tin/ Temperate Mountains Organization: Solitary, Pair, or Flight (3-6) Challenge Rating: 12 Treasure: None Alignment: Always lawful good Advancement: 10-14 HD (Huge), 15-27 HD (Gargantuan) Level Adjustment: - Looks: Think; big fat blind bird. Or; a wyvern, no feathers, fatter, really tough hide, and with the build of a gray render (no arms), just its black instead (not to good on describing without comparing with something. Perhaps not then either). An ardar (plural ardar) stands about 15 feet tall. It weighs about 2500 pounds. Ardar do not speak, though they can communicate telepathicly. It can also vocalize noises such as a loud hiss, or a deep throated growl. Combat Ardar are guardians of the Lemigar, and they live in the mountains west of the capitol of Ara-co-tin, which is called Lemigar (until I can come up with something better). Ardar never has any mercy for evil. If it is detected, then it is attacked. Non-magical attacks are very rarely lethal to ardar. Poison (Ex): Level drain, DC 21, initial and secondary damage 2d6 levels drained permanently. Each next sting (if the first was effective) drains 1d2 levels. DC to resist is three points lower (18) if the target resisted the first sting. An ardar’s sting infuse its victim with holy power, which only affects evil beings. The save DC is constitution based and includes a +2 racial bonus. Blindsight (Ex): An ardar can ascertain all foes within 180 feet. Beyond that range it is considered blinded. Ardar are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. An ardar’s blindsight relies on keen hearing and scent. Also when it stands on the ground it can sense the vibrations made by foes (and fellas) also within 180 ft. Immunities: Ardar have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Detect Evil (Su): An Ardar can always Detect Evil that is within the range of its Blindsight (180 ft). Telepathy (Su): Ardar can communicate telepathically with creatures that speak Celestial or Common, provided they are within 180 feet. Detect Magic (Sp): At will, an ardar can use detect magic, as the spell. |
| Vanigo12-22-03, 05:37 PM | As I said in your other thread, it's probably a bad idea to make up a whole new creature type for these things. Just make them Outsiders (Native). |
| Naraboni12-23-03, 12:56 PM | I just wanted something a little diffirent than outsider. Them having only a d8 hit dice was one good reason that I made a new type. Maybe I will convert them back to outsiders. Is it against the rules to make a new type? |
| Vanigo12-23-03, 01:35 PM | Originally posted by Naraboni I just wanted something a little diffirent than outsider. Them having only a d8 hit dice was one good reason that I made a new type. Maybe I will convert them back to outsiders. Is it against the rules to make a new type? Almost nothing's against the rules when you're making stuff up, but sometimes things are bad ideas, or just more trouble than they're worth. If you want them to not have quite as many hit points, just lower their constitution or something. |