Class DnD Monsters Undead: Displacer Beast [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

04-07-06, 02:02 AM
Dark Mirage
Large Undead
HD:6d12(39hp)
Init:+1
Speed:40ft, Fly 20ft(perfect, supernatural)
AC:17 (-1sie,+3dex,+5 natural)
BAB/Grapple:+3/+9
Attacks: 2 tentacles+4 melee, bite+2 melee
Damage: Tentacle 1d6+2, bite 1d8+1 plus strength damage
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Strength Damage, Frightful Presence, Breath Weapon
Special Qualities: Cold Resistance 15, Light Vulnerability, DR10/+1, displacement, darkvision 90ft, low-light vision, light sensitivity, diet dependent
Saves: Fort+2, Ref+2, Will+5
Abilities:Str14,Dex17,Con-,Int5,Wis10,Cha6
Skills: Hide+4, Spot+5, Listen+4, Move Silently+8
Feats: Stealthy, Alertness, Multiattack
_________________________________
Environment: Temperate hills and forests
Organization: Solitary, pair, or glower (2-5 plus 1-4 undead shadows)
CR:5?
Alignment: Usually Lawful Evil
Treasure: no coins, 25% goods, 33% items
Advancement: 7-10HD(large), 11-19HD(Huge)

A dark mirage is a yellow-lined shadowy thing, a muted photo-negative of a displacer beast.

Sometimes when a displacer beast is slain with necromantic magic, killed under a blue moon, mobbed by undead creatures, murdered with corpse portions or buried in a mass grave, etc. their soul may retain a shadowy vestige of the body, continuing on the earthly realm. These beasts show all of the predatory malice they did in life, with a new craving needed to sustain this unliving existance. Some say that their illusionary powers and quasi-corporeal nature give them a link to undead shadows.

Combat:

Strength Damage(su): a creature hit by a dark mirage's bite attack must make a fortitude save dc:18 (+2 racial bonus to DC, DC dex-based) as the spectral jaws rip out a chunk of ectoplasmic essence or take 2 points of temporary strength damage.

Frightful Presence(ex): whenever a dark mirage does something threatening, such as hiss, attack, wave its tentacles, etc., creatures within 90ft that possess no more than 6HD must make a will save dc:13 (+2 racial DC bonus) or become shaken. Those with 3HD or less are frightened, those with 1HD are panicked.

Breath Weapon(su): 50ft line of death-shadow, reflex save dc:15 (str-based) negates. This deals 3d6 negative energy damage and 1d4 temporary constitution damage.

Displacement(su): As per spell, constantly active.

Light Sensitivity(ex): dazzled within bright light

light vulnerability(ex): prolonged exposure to light is harmful, takes 1d8 damage per minute in bright light or hour in normal full light. Takes double damage form all light-based attacks (such as Searing Light spell or a lantern archon's light rays).

Diet Dependent(ex): a dark mirage has diet dependent (livers). See libris mortis for details.
pileobone

04-07-06, 10:47 AM
Cool! Are you gonna be making non-standard undead versions of a lot of classics? I'd like to see them if you do.

Couple questions:
Strength Damage(su): a creature hit by a dark mirage's bite attack must make a fortitude save dc:18 (+2 racial bonus to DC, DC dex-based) as the spectral jaws rip out a chunk of ectoplasmic essence or take 2 points of temporary strength damage.
Any particular reason you made this Dex-based? I though Fortitude saves like that where normally based on Undead's Cha.

Diet Dependent(ex): a dark mirage has diet dependent (livers). See libris mortis for details.
Why livers? Really, just curious.

I would probably put this guy somewhere around....2 or 3 higher CR than a normal displacer beast? Sound good?
Talisman

04-07-06, 11:12 AM
I suppose there's no point trying to talk you into using 3.5 space/reach and DR... ;)

murdered with corpse portions

:rofl: This probably wasn't what you meant...but I just got a mental picture of a horde of zombies bludgeoning a displacer beast to death with severed arms and legs.

Strength Damage(su): a creature hit by a dark mirage's bite attack must make a fortitude save dc:18 (+2 racial bonus to DC, DC dex-based) as the spectral jaws rip out a chunk of ectoplasmic essence or take 2 points of temporary strength damage.

As pileobone says, why is this Dex-based? Ought to be Cha.

Breath Weapon(su): 50ft line of death-shadow, reflex save dc:15 (str-based) negates. This deals 3d6 negative energy damage and 1d4 temporary constitution damage.

Reflex negates? Odd; usually Reflex halves the damage and negates secondary effects (Con damage). Also, negative energy damage is usually opposed by a Will save. This is fine, it's just unusual.

light vulnerability(ex): prolonged exposure to light is harmful, takes 1d8 damage per minute in bright light or hour in normal full light. Takes double damage form all light-based attacks (such as Searing Light spell or a lantern archon's light rays).

Perhaps you should define "bright light?" A daylight spell? A light spell? A torch?

Very cool and atmospheric; me likey.
R.M.G.C.L.F.

04-07-06, 03:42 PM
Cool! Are you gonna be making non-standard undead versions of a lot of classics? I'd like to see them if you do.
Definately. Why do you think I put it in the title? I've already got dog, Worg, and displacer beast, and Blink Dogs will be coming up next, and then some.

Couple questions:

Any particular reason you made this Dex-based? I though Fortitude saves like that where normally based on Undead's Cha.
Normally all supernatural abilities are charisma based, and a few like breath weapons are con-based. In this case, I made a vague hint with the ripping and twisting of jaws that this creature sort of removes a chunk of ectoplasm which connects life energy to musculature tissue, thus dealing strength damage. However, that is the cover-up explanation, the primary reason I did this was because I wanted the DC higher and dex seemed best. >>;

Why livers? Really, just curious.
Like blood, flesh, brains, and hearts, the liver is a vital organ. It contains most of the body's nutrients, produces and controlls a ton of substances, removes toxins, etc. Thus it is symbolically a concentration of all that is nourishing and vital in a living creature, and a nice visual of the creature figuratively consuming a person's life essence.

I would probably put this guy somewhere around....2 or 3 higher CR than a normal displacer beast? Sound good? Hmm. I shall see. It took a hit from the lowered BAB and strength.
R.M.G.C.L.F.

04-07-06, 03:55 PM
I suppose there's no point trying to talk you into using 3.5 space/reach and DR... ;)
I'm afraid that I will not be implementing the "everything in the world is square" rule and swiss-army-weapons until the elemental plane of fire freezes over, and maybe not then. :P ;)

murdered with corpse portions

:rofl: This probably wasn't what you meant...but I just got a mental picture of a horde of zombies bludgeoning a displacer beast to death with severed arms and legs. Oddly enough, that is >>exactly<< what I meant. Of course, the visuals I had in mind were more along the lines of stabbed with a bone knife or somesuch.

Strength Damage(su): a creature hit by a dark mirage's bite attack must make a fortitude save dc:18 (+2 racial bonus to DC, DC dex-based) as the spectral jaws rip out a chunk of ectoplasmic essence or take 2 points of temporary strength damage.

As pileobone says, why is this Dex-based? Ought to be Cha. As previously mentioned, this task involves not just slurping some life mojo out, but physicaly biting off some of the spiritual substance which grants locomotive force to the body via precision work with quasi-corporeal fangs. I admit it is a bit of a stretch though. >>;

Breath Weapon(su): 50ft line of death-shadow, reflex save dc:15 (str-based) negates. This deals 3d6 negative energy damage and 1d4 temporary constitution damage.

Reflex negates? Odd; usually Reflex halves the damage and negates secondary effects (Con damage). Also, negative energy damage is usually opposed by a Will save. This is fine, it's just unusual.
I've always been personally a bit miffed by the idea that it is physically impossible to dodge a 5ft wide stream of harmful attack unless you are a rogue or took up certain feets. As for the negative energy thing, that's only because the examples you've seen (inflict spells) have already established physical contact. If you don't get poked by the glowing black hand of the cleric, you don't need to fight it off at all.

light vulnerability(ex): prolonged exposure to light is harmful, takes 1d8 damage per minute in bright light or hour in normal full light. Takes double damage form all light-based attacks (such as Searing Light spell or a lantern archon's light rays).

Perhaps you should define "bright light?" A daylight spell? A light spell? A torch?

There exist five (four really) levels of illumination in dungeons and dragons.
Absolute Darkness: Self explanatory.
Not exactly absolute darkness: Glowing red eyes, glowing symbol, glow of magic, etc. In game this is indistinguishable from absolute darkness and of negligable effect unless you're playing a Call of Cthulhu crossover and you happen to come up against a caller in the darkness.
Shadowy: moderate illumination, gives 50% concealment. Light from a candle, edge of a torch, see through with low-light vision fine.
Normal: Flourescent lighting, indirect sun, cloudy day, light spell, etc. Bright enough for everybody to see okay, but not bright enough to incur penalties on drow, orcs, and other light-sensitive individuals.
Bright: Bright illumination. Full sunlight, Daylight spell, etc. Doesn't harm the sight of most people, but dazzles orcs and kobolds and blinds drow for six seconds at sudden exposure.


Very cool and atmospheric; me likey.

Thank you. ^_^
pileobone

04-07-06, 04:26 PM
the primary reason I did this was because I wanted the DC higher
Aha! I knew it! The truth is revealed. Good enough reason for me though. :)
ChimericPhase

04-08-06, 01:38 AM
Because I just had to:


http://img86.imageshack.us/img86/3523/displacer1xg.jpg
R.M.G.C.L.F.

04-08-06, 09:38 AM
^___^

Why thank you!