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| Twisted Nail07-07-05, 01:32 PM | Cherub of Adramalech *updated* -------------------------- Small monstrous humanoid (Evil) HD: 1d8+5 (9 hp) Initiative: +2 Speed: 10ft, fly 40ft (average) AC: 13 (+1 size, +2 dex), touch 13, flat-footed 11 Base attack/grapple: +1/-3 Attack: Bite +2 melee (1d6), or shortbow +4 ranged (1d4) Full attack: Bite +1 melee (1d6+1), 2 claws -3 melee (1d4+1) Space/reach: 5ft/5ft Special attacks: Shriek Special qualities: Darkvision 60ft, vulnerable to insult Saves: +1 will, +2 fort, +4 ref Abilities: str11, dex15, con14, int10, wis8, cha11 Skills: Hide +3, Intimidate +3, Listen +1, Move silently +3, Spot+2, knowledge (the planes)+3 Feats: Toughness Alignment: Lawful Evil Organisation: Cluster (2-5), Mob (6-11), or Hail (11-25) CR:2 This fiendish servant of the fallen celestial Adramalech appears as an overgrown human baby, well fed, carrying nothing but a loincloth, a quiver and a shortbow. It's eyes have a malicious red gleam, and it's jaw can distend to thrice it's normal opening to reveal razor-sharp teeth and a bestial bite. Shriek: Twice per day, the Cherub can emit a high-pitched shriek that strikes fear into the hearts of all who hear it. All within 60 feet (except other Cherubs) are affected and must succeed at a DC12 will save or be paralyzed with fear for 2d4 rounds. They need not see the Cherub emitting the shriek in order to be affected. A creature that succeeds it's save cannot be affected again by the same Cherub's shriek for 24 hours. The shriek is a mind-affecting fear effect. Vulnerable to insult: Although in possession of an augmented mindset and strengthened by otherwordly powers, the Cherub still remains, in essence, a child. It cannot stand being scolded or insulted for it's size/posture or other things. Against at least a full round of insulting/scolding/etc, it must succeed at a DC13 will save or immediatly implode into a screaming blood-red flash, obviously resulting in death. Once saved, the Cherub is immune for further insulting for 24 hours, from any source. Creatures can try to succeed at a DC 15 knowledge (the planes) or any other check that could supply relevant information regarding this weakness(DM's discretion). ------------------- Does this fit the target CR more or less? All comments appreciated. |
| Great Cthulhu07-08-05, 11:06 AM | The CR seems alright, but maybe CR 3 might be good. -inhales- THIS MONSTER IS SO AWESOME!! I can't even put it into words. I'm sorry, but there is something that stands out beyond every monster out there. It has the seems evil. (Because it is.) But it isn't just evil because you say that it is. You can tell that it's evil. The vulnerability to insults is a great idea as well. -exhales- I like this monster, and I hope that you put it in the archives for future reference. |
| eggplantm07-08-05, 12:29 PM | Just wondering why this creature not made as an outsider? It even describes it as being fiendish and the servant of a fallen outsider. |
| eggplantm07-08-05, 12:44 PM | Some of the creature's stats need corrections. The grapple bonus should be -3 (-4 size +1 bab) The bite attack should read: Bite +2 melee (+1 size +1 BAB) 1d6 (no bonus to damage as there is no bonus from strength. Shortbow should be +4 ranged (+1 size, +2 dex, +1 BAB) Claws should be -3 melee as this is a secondary attack (-5) and do 1d4 damage (no bonus to damage as there is no strength bonus and if there was it would be halved as a secondary attack) Saves should be: Fort +2 (Con, monst. humanoids have poor fort saves) Ref +4 (+2 dex and +2 for monst. humanoid) Will +1 (-1 Wisdom and +2 for monst. humanoid) Changing the type to outsider will give you all good saves. Skill points: I count your monster as having 15 skill points not counting the bonuses from abilities or the +4 hide bonus from being small. As a monstrous humanoid with no Intelligence bonus, it should have only 8 skill points starting out. Changing it to an oustider will give you 32 skill points. You could also slap on the evil subtype and maybe some DR 5/good or silver. I think CR 2 is pretty good for this guy as the paralyzation is rough but the creature is very fragile. If played very well, I could see giving this thing a CR 3. I can imagine several of them flying in to shriek just above the player's heads. You might think of limiting the number of times the cherub can shriek per day. What is this thing's alignment? It is a unique creature with an interesting idea and design. I'd like to see a revision of it sometime with a little more background. |
| Twisted Nail07-08-05, 01:53 PM | Thanks for the feedback, I've updated the stats. First off, this creature is not an outsider becouse it has spent millenia in torpor on the material plane, enough to make it so native that his outsider status is completely revoked. (Also, it doesn't get much more Monstrous Humanoid than a fat, shrieking fanged & flying baby) Adramalech was a proud celestial that was obsessed with building a structure that was so powerful that it could hold hordes of demons or devils at bay for weeks. His dream was eventually realized as an enormous floating tower, manned with thousands of clerics and mages, magical defenses, flying battleships and much more. His overconfidence however, brought him down. As soon as the structure was finished, he led it into battle without permission. It slew more fiends in a single day than in a whole year, until the demons opened a series of portals to the material plane inside the construction, shredding the tower. On that day, millenia ago, the sky was lit by a blazing structure, breaking up into multiple pieces and crashing down upon the surface with tremendous force. Adramalech became isolated on the material plane because the higher celestial powers denied him a way back as a punishment for his vanity. And so, Adramalech slowly grew insane and depraved in the remains of the top of the tower, wich lies until this day high in a mountain range. Recently however, he discovered a way to bring back power to his fortress and reunite the parts. If he could succeed in this, the structure's power could bring him back to the celestial planes and allow him to exact his revenge. The Cherubs were Adramalech's personal and unique servants. They have been reincarnated in forms that are both evil to the core and viciously loyal. Becouse Adramalech believes that strong structure is the foundation of power, the Cherubs are lawful evil. That's it for now, I'm working on a second kind of Cherub. |
| Twisted Nail07-10-05, 05:10 AM | :bump: |
| VampiricBloodlustNemesis07-14-05, 02:14 PM | Nail, excellent work, I love it. As a side note--- I am working on a campaign centered on the Blood War and would like to know if you would be interested in helping me out wth some interesting new monsters such as this one..... thanks Nemesis |
| VampiricBloodlustNemesis07-15-05, 11:39 AM | Hey Nail, I hope you dont mind, I used the little beast as the children of fallen celestials in my blood war campaign--- though they are named Cherubs of Anguish, have the ability to "Shriek" 3/day and are a CR 3 monster. Thanks a lot for the interesting twist. |
| Twisted Nail07-15-05, 11:52 AM | No problem, go ahead. I'm a bit short on time but I'm willing to help you out sometime. |
| VampiricBloodlustNemesis07-15-05, 12:04 PM | THANK YOU SO MUCH. anything you can come up with, im looking for "children" of the blood war, such as fallen celestials, templated creatures, WHATEVER psychotic-freakish thing you can make! lol thanks again. |
| VampiricBloodlustNemesis07-15-05, 12:05 PM | Also I would appreciate new demon lords, arch devils, etc. |
| Callahan07-15-05, 11:07 PM | First off, this creature is not an outsider becouse it has spent millenia in torpor on the material plane that would make it a Native Outsider. |
| Twisted Nail07-16-05, 05:37 AM | I've thought of that, but I felt monstrous humanoid just fit better. Plus, It's really been an eternity since they arrived on the material plane and Adramalech plans to make this plane his realm. It works, imo. |
| VampiricBloodlustNemesis07-16-05, 01:08 PM | Nail, once again, thanks--- I know I've told you many times by now but I enjoyed those little bastards a lot ! lol anyway, any stats you can create or anyone else you know may contribute would be greatly appreciated. REMEMBER : This is for the Blood War ---- Make some twisted ****! |
| Twisted Nail07-17-05, 12:57 PM | Alright, this thing isn't 100% finished and still needs some tweaking, but I thought I'd throw it on already because you are nearly begging :) It's from my personal campaign, the background might follow in the future when I have some more spare time. All comments appreciated. Crow of Deukalion -------------------- Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 14d8+70 (138hp) Initiative: +6 Speed: 30ft, fly 60ft (good) Armor Class: 26 (-1 size, +6 Dex, +11 natural) Touch 15, flat-footed 20 Base Attack/Grapple: +14/+24 Attack: 2 Claws +19 melee (1d10+6) and 2 wings +14 melee (3d6+3) and bite +14 melee (4d6+3) Space/Reach: 10ft/15ft Special Attacks: Dark Omen, Cursed Wound, Spell-like abilities, Wicked Beak, Piercing Gaze Special Qualities: Damage reduction 10/good, darkvision 120ft, immunity to acid and poison, resistance to cold and electricity 10, regeneration 6, See in Darkness, Spell resistance 30, Link with Master, Telepathy. Saves: Fort+14, Ref+15, Will+18 Abilities: Str22, Dex22, Con20, Int25, Wis24, Cha20 Skills: Bluff +23, Climb +10, Concentration +23, Diplomacy +22, Disguise +9, Intimidate +25, Jump +20, Knowledge (Arcana, The planes, Religion, Nature) +22, Listen +23, Move Silently +23, Hide +23, Search +25, Sense Motive +28, Spellcraft +25, Spot +27, Survival +28 Feats: Alertness, Cleave, Combat Reflexes, Power Attack, Combat Expertise, Iron Will Languages: Common, Infernal, Celestial, Draconic, Auran. Organisation: Solitary, See-All (2), Crusade (3-5) Challenge Rating: 16 Alignment: Lawful Evil The sight of this mighty servant of Deukalion soaring above causes horrible fear and panic. It appears as a combination of a muscular man and a giant crow. It is covered in gleaming feathers, and a pair of sharp eyes above a wicked beak constantly glance It’s surroundings. Massive claws adorn It’s hands and feet, and a thick mane of long feathers sprouts from behind the head. Dark Omen: The Crow’s arrival is predicted by a sudden drop in temperature. Clouds form in the skies and cast long shadows on the world below while releasing a sharp wind. This tell-tale sign chills to the bone. Creatures within a radius of 1000ft are subject to the effect. A creature that succeeds on a DC20 Will save resists the Omen’s frightful effects and remains immune to it for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. A Crow is immune to the Dark Omen of another Crow. Cursed Wound: Wounds created by the immense beak and claws of the Crow are extraordinary deep and painful, causing continuous blood loss (2hp per round) and inducing a feverish, shivering cold to the unfortunate victim. The wound does not heal naturally and the bleeding can only be stopped by a DC20 heal check, a cure spell, or a heal spell. Spell-like Abilities: At will – cone of cold (DC22), ice storm (DC21), dispel magic (DC20), magic circle against good, lightning bolt (DC20), discern lies, detect good, caster level 15th. Wicked Beak: The beak of the Crow is so devilishly sharp and cruel that it deals an extra 2d6 points of piercing and slashing damage. Piercing Gaze: The gaze of the Crow is so supernaturally unnerving and captivating that all who look upon it must succeed on a DC16 Will save or take a -2 penalty on attack and damage rolls for 1d4 rounds. In addition, the gaze is so powerful that is literally pierces - the target suffers an automatic 1d6 points of piercing damage each round he captures the gaze. See in Darkness: The Crow can see perfectly in darkness of any kind, magical or otherwise. Link with Master: The Crow always maintains an empathic link with Deukalion, no matter how far (even interplanar) he is or the circumstances. Through the link, he can also request support in the form of 1d2+1 extra Crows if his master deems it necessary. Telepathy: The Crow can communicate telepathically with any intelligent being within 500ft, even if it speaks a different language |
| VampiricBloodlustNemesis07-17-05, 05:11 PM | WOW....just...wow...I LOVE IT ! keep em coming any time you want time dont matter as this will be a long running campaign, and be assured you'll recieve full credit for mutilating my PC's with these beasts! I changed the name to meet my own "homebrewed" style but kept everything else the same. |
| VampiricBloodlustNemesis07-19-05, 10:40 AM | for the love of D&D someone speak to me about this ! lol thanks a bunch people who are collaborating on this, you're help will be mentioned in the campaign and I will make some honorary NPCs based off of whoever is helping on this. |
| thasis07-19-05, 08:18 PM | I say CR1. Doesn't seem that powerful. Other then that, good job :D |
| Kain Scion of Balance07-20-05, 09:25 AM | Twisted Nail, have you thought about giving your fallen celestial statistics or have you already? And what was he before his fall, angel, archon, asura, eladrin, or guardinal? Or is your fallen celestial too important to you that you're afraid someone might steal it and make it their own, if that's the case i can totally understand that. |
| Twisted Nail07-22-05, 03:05 PM | He was an Archon. His stats are half complete as I don't have a lot of time at my disposal. |