| Post/Author/DateTime | Post |
|---|---|
| Steelcrystal02-09-04, 12:47 PM | Hey all. This creature is based on something I found in one of the Sword and Sorcery dungeon crawl modules. I'm trying to bring it into scale for 3.5, as the original was created in 3.0. Also making slight modifications to make it more appropriate for my campaign world. At this point I'm mostly just curious if you think the CR is appropriate for the given capabilities of the creature. Black Skeleton Medium Undead Hit Dice: 6d12 (42 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 20 (+6 natural, +4 Dex) Base Attack/Grapple:+5/+5 Attack: Rapier +9 melee (1d6/18-20 x2, plus strength drain) or claw +9 melee (1d4, plus strength drain) Full Attack: Rapier +7 melee (1d6/18-20 x2, plus strength drain) and claw +7 melee (1d4, plus strength drain) or 2 claws +7 melee (1d4, plus strength drain) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful presence, strength drain Special Qualities: Damage reduction 10/magic and bludgeoning, darkvision 60 ft., immunity to cold, turn resistance +4, undead traits Saves: Fort +2, Ref +7, Will +2 Abilities: Str 11, Dex 19, Con -, Int 13, Wis 10, Cha 14 Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7 Feats: Improved Initiative, Two-weapon Fighting, Weapon Finesse Environment: Any Organization: Solitary, pair, or gang (3-5) Challenge Rating: 5 Treasure: Standard Alignment: Always Neutral Evil Advancement: - Level Adjustment: - This elven skeleton is jet-black, as if charred by some abyssal flame. You sense a cunning intellect behind the glowing red pinpoints of light that serve the abomination as eyes. It raises its rapier in a mocking salute, and as it moves toward you lets forth a dreadful shriek that pierces to the core of your soul. Black skeletons are the twisted remains of Solian elves who committed some grievous betrayal during their lives. The enormity of this unrepentant sin has left the soul of the unfortunate elf outside the mercy of Schanocei-Tha, doomed to roam the world as a twisted mockery of its former beauty and vitality. Unlike normal skeletons, the black skeletons (called the Forgotten in the elven tongue) are highly intelligent, their intellect intact so as to allow them to remember their sins in life. Black skeletons often haunt locations associated with their former betrayal, or places connected to people that played a role in their betrayal. They will sometimes be found in places of unholy power, or lost ruins of significance to elves. They hate living beings as much as any undead, but particularly elves, and if confronted by multiple foes will choose to strike the elven opponent whenever possible. Black skeletons speak common, elven, and infernal. Frightful Presence (Su): This ability makes the black skeleton’s very presence unsettling to foes. When a black skeleton shrieks, which is a free action, opponents within 60 feet must make a Will save (DC 15) or be stricken as per the fear spell for 5d6 rounds. Creatures of 7 HD or greater are not affected. Strength Drain (Su): Good-aligned creatures hit by a black skeleton must make a Will save (DC 14) or suffer 1d3 temporary Strength damage. |
| Krelios02-09-04, 01:22 PM | As a 6 HD creature, a CR 5 might seem a good place to start, but it should be higher because... 1) It's Undead, that template has it's own problems, but many more benefits. 2) It has special abilities that it can use at will or are always on. 3) It is faster than the PCs (I know there are exceptions). I would say more like CR 7 myself. |
| Steelcrystal02-09-04, 08:03 PM | Thank you for the imput Krelios. My only concern at such a high CR is that this creature would get minced very quickly, considering how low a number of hit points it has. Indeed it is fast, and the damage reduction is notable, but against a party of 7th level characters, this thing would be bone chips in a round or less. Any thoughts on this? Also, does anyone else have suggestions or insight, their own take on an appropriate CR? Honestly, I haven't built too many creatures from scratch, so I'm inexperienced at figuring this sort of thing out myself. |
| cwslyclgh02-09-04, 08:40 PM | I would go with a CR of 5 or 6 for this creature, but I would probably also reduce the Turn resistance to +2... as it stands now, a 5cr creature with TR of +4, a 5th level cleric basicaly has no chance of turning it...unless they have a real good charisma |