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| R.M.G.C.L.F.05-01-07, 12:59 AM | Drekavak Tiny/Small Undead (Shapeshifter) HD:1d12+3(9hp) Initiative:+4 Speed: 30ft, climb 40ft/40ft, burrow 20ft AC: (+2 size, +4 dex, +2 natural(spindle)/+1size, +3 dex, +2 natural(beast)) BAB/Grapple:+0/-5 Attacks: 2 claws+6 melee (spindle form), Bite+4 melee, 2 claws-1 melee Damage: Claw 1d6-3/ bite 1d8+1, claw 1d4 Face/Reach: 5ft by 5ft/10ft (spindle) 5ft by 5ft/5ft (beast) Special Attacks: alternate form, crying yell, frightful presence (spindle form only) Special Qualities: undead weaknesses, uncanny persistance, undead traits, light sensitivity, darkvision 120ft Abilities:Str4,Dex18,Con-,Int2,Wis12,Cha3(spindle)/Str12,Dex15,Con-,Int2,Wis12,Cha3(beast) Saves: Fort+3,Ref+4, Will+3 Skills: spot+2, listen+2, wilderness lore+2, hide+13 Feats: Toughness, weapon finesse(B), run(b), ability focus(frightful presence)(b), ability focus (crying yell) (b) _________________________ Environment: Cold forests, mountains, and hills Organization: Solitary or pack (2-6) CR:1? Alignment: Always True Neutral Treasure: sentimental only (a few old baby's toys, torn blanket, maybe a burial coin or marble trinket) Advancement: None The drekavac in its beast form looks just that. A snarling, shiney-eyed animal of nebulous description, maybe cat or fox or feral dog, spare and nasty. In its truer, spindle-form. the drekavac is strange and grotesque to behold, looking like something stepped out of an icicle reflection or a funhouse mirror. It has a tiny humanoid body, but stretched thin to proportions such as to be unrecognizable, always at least six to nine feet in height and no more than two inches at its thickest point. Drekavacs are undead risen from the body murdered or abused infant. They wander about at night, crying and screaming, mourning the life that they did not have a chance to experience. Drekavacs are tempramental and unpredictable. Some of them are murderously hostile towards their parents, or towards living people in general. Others show a confused, single-minded love and devotion for ancestors that spurned them, often pursuing them without understanding the fear and revulsion they cause. On the whole, the tend to be more tragic and meloncholy than hostile or dangerous, but there are exceptions, and most people encountering an unliving grotesquery or a glowing-eyed animal will attack first and ask questions later. Combat: drekavacs are infants at heart, and are quick to wrath but quick to flee. They have no pain or understanding of mortality, but at the first hint of a weapon specifically geared towards undead weaknesses (disrupt undead, bright light) they flee. Sometimes they only flee until their opponent leaves the range of darkvision, and then forget that this well-armed foe exists and attack them again. Frightful Presence(ex): creatures 1hd or less within sight of a drekavac must make a will save dc:10(cha-based, +2 racial bonus to dc) or become shaken for the duration of the encounter. Alternate Form(su): under the light of the moon the drekavac can change between its horrific spindle-shape and its nebulous animal form. In its animal form it takes a knowledge(nature) check dc:15 to identify as a counterfit creature, and a knowledge(religion) check dc:17 or knowledge(local) check dc:13 will identify it as a rekavac and reveal the general nature of its being (undead baby, changes form). The drekavac's spindle-shape is its true form, and due to the occult nature of its disguise, it still use's its spindle-shape ability scores for determining saving throws and skill checks in either guise. Crying Yell(su): the drekavac's scream makes the mortal heart break and the blood freeze. Creatures within three miles of the drekavac must make a will save dc:15 (wisdom-based, +2 racial bonus to dc) or become shaken for two rounds upon hearing it's cry. A creature that successfully saves is immune to the ensuing fear effect at a distance for the rest of the day. Those within 90ft also take 2 sonic damage and must make another will save at the same dc or become lost in grief (treat as dazed plus loss of dex mod to AC and -1 moral penalty to AC) for one round. The drekavac can unleash a scream during the initiative pre-combat round and once every other round as a swift action therafter. This is a mind-affecting, sonic, emotion effect. Undead Weaknesses(su): A drekavac cannot cross running water of its own accord or enter a place of worship. It cannot enter sacred or profane grounds. A holy symbol can frighten or discourage it, but only if it recognizes the symbol from life. Drekavacs are terribly afraid of dogs. They will not come within sight of true dogs, and they are treated as shaken in the presence of any dog-like creatures (shadow mastiff, tomb jackals, and the like). Drekavacs are only inconvenienced by the sunlight, but will stay in dark places resting and avoid going out during day hours even in shady areas. It cannot use natural healing when any direct sunlight is touching it. Light Sensitivity(ex): drekavac are dazzled within a radius of bright light. Uncanny persistance(ex): all of the intense life-force of a newly born babe is concentrated in a drekavac in the form of high-density toughness and negative energy. A drekavac recieves a +3 resistance bonus to fortitude saves, and heals while resting at a rate of 1hp per hour instead of per day. Dealing damage to a drekavac merely reduces it to 0hp as it becomes a semi-cohesive pulp of molten flesh and crushed bones. In this state it is disabled (treat as fatigued and dazzled). There is a 33% chance that it will be unable to pull together again and dissolves when sunlight touches it. If it is in beast shape, it will "play dead" for a few days until all its strength is recovered. In spindle-form, it will try to retreat and hide or keep fighting (equal chance). It can be fully be destroyed by consecrating the body, applying holy water, burying it on sacred ground, or cremating it. |
| R.M.G.C.L.F.05-01-07, 10:32 PM | Bump |
| Sudnji_cas05-03-07, 07:01 PM | Great creature, but it's Slavic not Nordic. I know since in my language drekavac means screamer. It is created from unborn infant in Serbian mythology, but it's probably different in original. Sorry for boring the heck out of you people please don't flame me :hides: |
| R.M.G.C.L.F.05-03-07, 08:18 PM | Thanks for correcting me. I don't know much about geography. >.>; |
| Velcro Zipper05-04-07, 04:49 AM | I like it, but I have a suggestion for the Crying Yell ability. Why not just say that the Crying Yell is an effect that a Drekavak can maintain round after round similar to a Harpy song? Also, the ability makes it seem a little tough for a CR 1 monster. It's quite possible a party of 1st level characters would be dead from sonic damage before ever even finding the source of the screaming. The save should be derived from some ability score of the monster. In most cases, the ability score is CHA. That would give this ability a save DC of 6 (10+1/2HD+CHA mod.) Given the creature's seeming "intense life-force," and obvious desire to preserve its own existence, I'd say you could conceivably raise its CHA to 10. That would make the Crying Yell DC 10. It's more likely a 1st level party could survive within 90ft. of the monster that way. |
| R.M.G.C.L.F.05-07-07, 01:26 AM | It's got a strong desire to live on one hand. On the other hand, however, it's a baby, and a spiritually taxed undead baby at that. I can't justify flavor-wise a vitally challenged infant as having a strong sense of self. I could reduce the save dc though. I just don't see ability derivation being an issue either way because it can't advance. I didn't want it screaming all the time, since it can inflict damage and, combined with its frightful presence, incapacitate. Thanks for the feedback. |
| Rerecros05-07-07, 01:57 AM | it's undead, yet it makes fortitude saves and has natural healing? |
| R.M.G.C.L.F.05-08-07, 01:31 AM | 1. All creatures have foritude saves. Undead are just immune to most things requiring fortitude saves (one key exception is Disintegrate) 2. Intelligent undead get natural healing when they rest (not the same as sleep). Those are the rules, damned if I know why or how it works. |
| Rerecros05-08-07, 01:44 AM | Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces. Features: An undead creature has the following features. 12-sided Hit Dice. Base attack bonus equal to 1/2 total Hit Dice (as wizard). Good Will saves. Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats. Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). No Constitution score. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Uses its Charisma modifier for Concentration checks. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. Undead do not breathe, eat, or sleep. it says that because mindless undead are to stupid to figure out when they are injured, inteligent undead can only heal through magic. |
| R.M.G.C.L.F.05-08-07, 01:48 AM | No, it doesn't. Other people have confirmed that intelligent undead get natural healing. You don't need to put down in the rules that mindless creatures don't know enough to cast inflict spells on themselves. unless the effect also works on objects Such as disintegrate and others. |
| preacher of nothing05-08-07, 07:01 PM | wow....this is soooo Lucifer Morningstar comic-book-esque. But sounds awesome ::thumbs up:: |
| Domriso05-08-07, 08:04 PM | Nice. This creature is sweet, in a creepy sort of way. I could see an atropal surrounded by an army of these things that it culled during its long, long existance. I agree that the screaming should have a DC related directly to its ability scores. you could give it a racial bonus to the DC to keep everything else the same. |
| R.M.G.C.L.F.05-12-07, 01:57 PM | Thank you for the feedback. :) I've given in and changed the scream to an ability-based dc. I'm glad that the meloncholy tone came across. |