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| R.M.G.C.L.F.04-07-06, 12:26 AM | Glen Worg Medium Undead HD:4d12(26hp) Init:+1 Speed: 50ft, Fly 20ft(poor, supernatural) AC:13(+1dex,+2natural) BAB/Grapple:+2/+8 Attacks: Bite+8 melee Damage: 1d6+6 plus wither flesh Face/Reach: 5ft by 5ft/5ft Special Attacks: Trip, wither flesh, unsettling presence Special Qualities: DR5/Slashing, Darkvision 90ft, Low-Light Vision, Light Blindness, Undead Traits, Scent, Soul Scent, Windfoot, ghostglow, diet dependent Saves: Fort+3, Ref+2, Will+5 Abilities:Str21,Dex13,Con-,Int6,Wis12,Cha8 Skills: Hide+3, Listen+5, Spot+5, Move Silently+3, Survival+2, Intimidate+4(+1 racial bonus to listen, move silently, and spot, +2 racial bonus to hide, +5 enhancement bonus to hide and move silently checks on moonlit nights (su), +3 racial bonus to intimidate checks) Feats: Track, Alertness, Great Fortitude(B), ability focus(wither flesh)(B), ability focus(unsettling presence)(B) _______________________________________ Environment: Temperate Plains, Hills and Forests Organization: Solitary, Pair, Pack (6-11), or Vengance (2-5 plus 3-9 ghost hounds) CR:3 Alignment: Usually Neutral Good Treasure: 1/10th coins, 50% goods, 50% items Advancement: 5-8HD(medium), 9-14HD(large) Glen Worgs have white flesh with a thin translucent fur. They have dark green eyes that absorb depths of light and shine with benevolent intellect. The creature leaves a trail of green glowing pawprints in its wake, and seems to move with an unreal gait, like a stop-motion-animation creature. Glen worgs are the undead counterparts to worgs. These creatures embody the crisp sense of righteousness that grows in the absense of the original mind and spirit. Their main drive is to bring punishment upon the evil lupines in this world, and doing so has earned them fear and emnity among the living kin of worgs, winter wolves, werewolves, and the like. Combat: Trip: As wolf Wither Flesh(su): when a glen worg hits with a bite attack, the living creature bitten must make a fortitude save dc:15 (wis-based) or take 2d4 wilting damage and 2 temporary strength damage. This heals the glen worg by 1d6hp (excess gained as temporary hp). Diet Dependent(ex): a glen worg has a diet dependence on bones and (see libris mortis for details on diet dependent). Ghostglow(ex): a glen worg's glowing body sheds the same light as a candle. Light Blindness(ex): sudden exposure to bright light blinds a glen worg for 1 round. They suffer a -1 penalty to attack rolls, skill checks, and saving throws in such a bright light. Unsettling Presence(su): wolves, dogs, worgs, and all canine and lupine creatures within sight of a glen worg must make a will save dc:17 (wisdom based, +2 racial bonus to DC) or become frightened. Soul Scent(su): so long as it retains its scent ability, a glen worg can sniff out creatures as if by a Detect Evil spell. It can tell the difference between living, dead, and undead creatures automatically. Windfoot(su): a glen worg leaves no trail (as if by Pass without Trace) and can pass through any entrance that would allow a moderate draft of wind as if by a dimension door spell. |
| Talisman04-07-06, 11:16 AM | This is cool; I like the concept of good-aligned, evil-hunting undead wolves. Nice description. Wither Flesh(su): when a glen worg hits with a bite attack, the living creature bitten must make a fortitude save dc:13 (will-based) or take 2d4 wilting damage and 2 temporary strength damage. This heals the glen worg by 1d6hp (excess gained as temporary hp). "Wilting damage?" Also, shouldn't the save DC be "Wis" based, not "Will" based? Unsettling Presence(su): wolves, dogs, worgs, and all canine and lupine creatures within sight of a glen worg must make a will save dc:13 (wisdom based) or become frightened. DC 13 isn't much once you're past 3rd level. Maybe, even on a failed save, those affected are shaken? Windfoot(su): a glen worg leaves no trail (as if by Pass without Trace) and can pass through any entrance that would allow a moderate draft of wind as if by a dimension door spell. Cool. |
| R.M.G.C.L.F.04-07-06, 03:36 PM | This is cool; I like the concept of good-aligned, evil-hunting undead wolves. Nice description. Thank you. ^_^ Wither Flesh(su): when a glen worg hits with a bite attack, the living creature bitten must make a fortitude save dc:13 (will-based) or take 2d4 wilting damage and 2 temporary strength damage. This heals the glen worg by 1d6hp (excess gained as temporary hp). "Wilting damage?" Also, shouldn't the save DC be "Wis" based, not "Will" based? Wilting damage, IE the same type of damage dealt by a horrid wilting spell. There are no core creatures with resistance or immunity to it, but I plan on incorporating it as one of the unsung damage types. Unsettling Presence(su): wolves, dogs, worgs, and all canine and lupine creatures within sight of a glen worg must make a will save dc:13 (wisdom based) or become frightened. DC 13 isn't much once you're past 3rd level. Maybe, even on a failed save, those affected are shaken? Hm. =/ How do you suppose I could up that to make it a significant value? Windfoot(su): a glen worg leaves no trail (as if by Pass without Trace) and can pass through any entrance that would allow a moderate draft of wind as if by a dimension door spell. Cool.Thank you ^^ |
| Talisman04-10-06, 04:38 PM | Quote: Unsettling Presence(su): wolves, dogs, worgs, and all canine and lupine creatures within sight of a glen worg must make a will save dc:13 (wisdom based) or become frightened. DC 13 isn't much once you're past 3rd level. Maybe, even on a failed save, those affected are shaken? Hm. =/ How do you suppose I could up that to make it a significant value? Well, base DC is obviously 10 + 1/2 HD + Wis mod. This ought to be Cha-based; its a supernatural form of intimidation...and their Cha is lousy. No problem; crank up the ol' Charisma. Undead (aside from skeletons and zombies) typically have a decent Cha, and realistically, all it wiull do here is power the Unsettling Presence ability. Also, Ability Focus (unsettling presence) as a bonus feat buffs it by +2. And finally, there are the all-purpose racial DC bonuses. I'm not suggesting you skyrocket the DC here, but it's a cool effect and I think at DC 13 negates it doesn't do much. Also, I like the "shaken on a successful save" mechanic; it reinforces the idea that, even if they're not running scared, evil canines are unnerved by this thing...which is, after all, sort of their nemesis. |
| R.M.G.C.L.F.04-10-06, 06:28 PM | I'm afraid I have a stallwart opposition to upping the charisma. As a general rule I object to high-charisma undead. Most undead, in my theory, have high charismas only because they had strong force of personality/mystic strength in the first place which was needed to rise from the dead. In general becoming undead involves a dislocation of the soul and puts the person in a dream-like state of mind, and this involves penalties to charisma and wisdom. You can still think as sharply, but both your mentally interactive powers are subdued, you're not as in touch with the world. I can sort of rationalize it being wisdom based as a kind of passive radiation of fear instead of a manifestation of presence: something that leaks out of it and into the bones of canine critters to chill their marrow and quicken their hearts. It doesn't depend on it being active and threatening: its mere existance bleeds terror. I will take your advice on ways to up it. For some reason ability focus as a bonus feat never occured to me. |