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| ubermacht04-18-04, 05:38 PM | These are the base foot troops for brimstone, a twisted creature that is the result of undead combination of a devil and an efreeti. All of these creatures take some sort of sick pleasure in watching living flesh burn. They also fight and think with the intelligence as that of an animals except that they are unrelenting in their chase of prey. Arch-Viles however show a more developed intelligence and will take the time to set up prey into traps. They prefer lulling the quarry into a false sense of security then striking when the time is right. Note: are the CRs about right for these creatures? Flaming Skull Diminutive Undead, Fire HD: 1d12 (6 Hp) Initiative: +1 Speed: 40 fly (good) AC: 17 (+4 size, +2 Natural, +1 Dex) Attacks: Bite +1 Damage: Bite 1d2 plus 1d2 fire Face/Reach: 0ft Special Attacks: N/A Special Qualities: Undead, Fire Immunity, Explode, Dark vision 60 ft, Vulnerability to Cold Saves: Fort +0, Ref +3, Will +2 Abilities: Str 3, Dex 12, Con -, Int 2, Wis 10, Cha 1 Skills: No skills Feats: Weapon Finesse (Bite), Hover, Wingover, Flyby Attack **************************************** ************ Climate/Terrain: Any land or Underground Organization: Solitary, Swarm (2-10), Cloud (11-50) CR: 1 Treasure: None Alignment: Always Neutral Combat: Fly, bite, then you explode; it’s as simple as that... Explode (Ex): When a Flaming Skull is brought down to 0 Hp it explodes in a cloud of fire and bone. The explosion affects all creatures within 5ft of the skull. The damage is 1d4 Impact and 1d8 fire damage. This is the unholy unison of the negative energy plane and the elemental plane of fire. It is the animated head of one of the soldiers from a demonic army that met its fate on the quasi-elemental plane of ash. This malicious little beast looks like a human or hominoid skull with horns engulfed in flames. It’s mouth is lined with many rows of teeth like a shark. There are flames are continuously leaping out of its eye sockets and its mouth. The creature always looks as if it has some sort of twisted smile to its ‘face.’ The generally hover about 3 feet above the ground but however can reach higher distances but rarely choose to do so. They attack with a vicious bite and when destroyed explode in a puff of fire and bone. Flaming Skeleton Medium Undead, FireHD: 2d12 (13 Hp) Initiative: +5 Speed: 30 ft AC: 15 (+2 Natural, +1 Dex, +2 Heavy Steal Shield) Attacks: Claw, Fireblade +2 (19-20/x2) Damage: Claw (1d4 +1 plus 1d2 fire), Fireblade (1d6+1 fire) Face/Reach: 5ft by 5ft Special Attacks: N/A Special Qualities: Undead, Fire Immunity, Explode, Dr 5/Bludgeoning, Vulnerability to Cold Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con -, Int 8, Wis 11, Cha 8 Skills: No skills Feats: Improved Initiative **************************************** ************ Climate/Terrain: Any land or Underground Organization: Solitary, Squad (2-5 plus 1 Arch-Vile), Legion (6-20 plus 1d6 Arch-Viles) CR: 2 Treasure: None Alignment: Always Lawful Evil Combat: Explode (Ex): When a Flaming Skeleton is brought down to 0 Hp it explodes in a cloud of fire and bone. The explosion affects all creatures within 5ft of the Skeleton. The damage is 1d6 Impact and 1d10 fire damage. Fireblade (Ex): Instead of a regular blade the Flaming Skeleton uses its connection to the Elemental Plane of Fire to create a blade of fire. It cannot be sundered or quenched. However a disarm attack will cause the fireblade to dissipate then reform a round later. The blade does not work underwater. Similar to the Flaming Skull , this creature is the unholy unison of the negative energy plane and the elemental plane of fire. Except it is the entire body of one of the demonic foot soldiers. It looks like a regular skeleton except that it has large goat like horns and is burning form the eye sockets, torso and hands and feet. It attacks with a blade much like a scimitar except that it is made of fire. When a Flaming Skeleton is destroyed it explodes in a cloud of bone and fire. Arch-Vile Large Undead, Fire HD: 6d12 (42 Hp) Initiative: +6 Speed: 30 ft AC: 18 (-1 size, +4 Natural, +2 Dex, +2 unholy (See Combat) Attacks: Claw +5, Firestorm Damage: Claw (1d6 +4 plus 1d4 fire), Firestorm (2d6 fire) Face/Reach: 10ft by 5ft Special Attacks: Firestorm Special Qualities: Undead, Fire Immunity, Explode, Dr 5/Good, Cleric Spells /Rebuking (As cleric of hd/2), No Rest for the Wicked, Immolation, Vulnerability to Cold Saves: Fort +1, Ref +3, Will +7 Abilities: Str 18, Dex 14, Con -, Int 10, Wis 16, Cha 3 (16 for rebuking purposes) Skills: Knowledge(Religion) +10 , Spot +5, Listen +5 Feats: Improved Initiative, Toughness **************************************** ************ Climate/Terrain: Any land or Underground Organization: Squad (1 with 2-6 hit dice of other undead), Legion(2-6 with 7-25 hit dice of other undead) Army of the damned(7-20 with 25-200 hit dice of other undead) CR: 8 Treasure: None Alignment: Always Lawful Evil This is a gaunt 10 foot tall creature. It looks much like a large human engulfed in swirling black flames. The skin on this creatures body appears to have been pulled back tight. This is one of the most unholy of the unholy creatures, the Arch-Vile. An Arch-Vile is formed when a good cleric is sacrificed by fire while still alive, then resurrected as an undead. Its connection to the quasi-elemental plane of ash is great so much so that it can use its abilities to re-imbue unlife into most undead creatures. Combat: Firestorm (Ex): The Arch-Vile summons forth a column of fire and unholy might attacking one creature. 1d8 fire and 1d8 unholy reflex save half. Cleric Spells/Rebuking: The Arch-Vile casts spells and rebukes undead as per a cleric of its hd/2 with access to the domains of Fire, Death, and Evil. No Rest for the Wicked (Ex): In a column of fire and blood an Arch-Vile may recreate any undead creature within 120 ft. To do so it must spend a full round action per hit dice of the creature to resurrect it. An Arch-Vile may resurrect undead no great then twice its hid dice. Multiple Arch-Viles my work in unison to resurrect one creature. An Arch-Vile my not resurrect another Arch-Vile Immolation (Ex): The Arch-Vile is constantly covered in twisting unholy flames. Any non-magical weapon takes 1d6 damage when attacking the Arch-Vile weather it hit the arch vial or not. Explode (Ex): When an Arch-Vile is brought down to 0 Hp it explodes in a cloud of fire and bone. The explosion affects all creatures within 10ft of the Arch-Vile. The damage is 2d6 Impact and 4d6 fire damage. |
| R.M.G.C.L.F.04-18-04, 07:42 PM | I really think you should give these things at least a point of intelligence and higher charisma if you want them to be chaotic evil. Despite the "always neutral evil" part in the 3.5 skeleton and zombie templates, it is stupid and irrational to have a mindless, soulless creature have any alignment other than neutral. Technically the negative energy plane is an energy plane, not an elemental plane, although the two fall under the category of inner planes. The fusion of the elemental plane of fire and negative energy plane results in the quasielemental plane of ash. For these creatures, especially given their physical description, they would probably need some kind of organic medium to combine in. Maybe they could be the reanimated remains of demons that died in the plane of ash, or some similar explanation. |
| Korhal IV04-18-04, 08:09 PM | Why does the skull thingy have a negative HP modifier if it has no Con? |
| ubermacht04-18-04, 11:01 PM | Huh, never knew about the quasi-elemental plane of ash, but It does sound good for my purposes. Also I changed the hp thing for the Flaming Skull and gave all of the monsters a greater intelligence to show why their alignment is the way it is. Any other suggestions? |
| R.M.G.C.L.F.04-19-04, 06:32 AM | Maybe you should boost the charisma too for the alignment. I remember in MMII, they have two creatures of animal intelligence with alignment (usually chaotic neutral), called the chaos rock and the correllax, however both had above average charisma. I think the reasoning might have been that they could choose an aligned path because of a more complex personality and force of will. I also think you might want to give the skeleton more hit dice to distinguish it from the skull. |
| R.M.G.C.L.F.04-19-04, 06:33 AM | I also just thought of something, why are two lawful evil creatures (devil and efreet) employing chaotic undead? |
| ubermacht04-19-04, 09:59 AM | After looking up some things I have come to these conclusions, 1)Flaming Skeletons and Arch-Viles should be Lawful Evil (dumb mistake on my part) and their stats have been changed to express their intelligence and alignment, 2) Flaming Skulls should have no intelligence because they essentially think and act like a dumb (all be it undead) animal. |