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| Sric_Tyran_Rinfaf12-07-06, 10:23 PM | I have been working on getting some Deamons from 40k and putting them into D&D. I have the majority of there stats done except for one last part. I am not entierly sure what kind of challenge rating to give each of these creatures. So since this board aided me in there creation it should only be fair that I should ask for your help again for determining challenge rating. Here is the first of four the Bloodletter Bloodletter of Khorne Medium Outsider (Chaotic, Extraplanar, Evil) hit die:7d8+28(60 hp) initiative:+4 speed:50ft (10 squares) armor class: 22(+2 Dex, +10 natural), touch 12, flat-footed 20 base attack/grapple: +7/+11 attack: axe of Khorne +11 (d12+6, 20x3) full attack: axe of Khorne +11/+7 (d12+6, 20x3) space/reach:5ft. Special attacks: Power weapon special qualities: Daemonic instability; immune to electricity and poison; resistance to cold 10, fire 10, cold 10; telepathy; Dr 5/good saves: Fort+9, Ref+7, Will+9 abilities: STR-18, DEX-14, CON-18, INT-10, WIS-18,CHA-14 skills: Intimidate+12, Search+10, Spot+14, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+14, Tumble+12 feats: power attack, cleave, greater cleave environment: a chaotic evil aligned plane organization: 3-5 bloodletter challenge rating: treasure: none alignment: always chaotic evil advancement: - level adjustment: - The beast before you is blood red from head to toe. In its hands is a giant axe almost as big as you. Despite its size it moves fast and begins its attack This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it summoner but not before bringing more of it's kind here. The bloodletter is a most horrific beast caring only to kill all those in its way whether they are good or bad. Power Weapon: The axe carried by a Bloodletter is surging with strange energies. This allows the weapon to either pass through armor when it attacks. Because of this all Bloodletter attacks count as touch attacks. Deamonic instability: Because the Bloodletter is not of this realm its form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken plus 8. If the test is failed the deamon loses its concentration and is forced back to its own realm along with all of its equipment, it is considered dead. |
| Return of the Flumph12-08-06, 02:27 AM | I would say CR 4 or 5, but that instability makes it a lot easier. CR 3...but then the AC is too high. I have an idea. How about giving it damage reduction 5/good (or 5/+1 if you use the old system, like me). That way, I'd put it at a solid CR 5. |
| Sric_Tyran_Rinfaf12-08-06, 05:27 PM | sounds good I will make the adjustments soon untill then here is the next of four the Plaugebearer Plaguebearer of Nurgle Medium Outsider (Chaotic, Extraplanar, Evil) Hit Die: 7d8+28(60 hp) Initiative: +4 Speed: 50ft (10 squares) Armor Class: 24(+2 Dex, +12 natural) touch 12, flat-footed 22 Base Attack/Grapple: +7/+11 Attack: plague sword +11 (2d6+6, 19-20/x2) Full Attack: plague sword +11/+7 (2d6+6, 19-20/x2) Space Reach: 5ft Special Attacks: Plague Sword Special Qualities: Deamonic instability/ Nurgle's rot/ immune to electricity and poison/ resistance to cold 10, fire 10, cold 10/ telepathy Saves: Fort+9, Ref+7, Will+9 Abilities: Str-14, Dex-14, Con-18, Int-10, Wis-18, Cha-10 Skills: Intimidate+12, Search+10, Spot+14, Knowledge(religion)+10, Knowledge(the plains)+10, Listen+14, Tumble+12 Feats: power attack, cleave, greater cleave Environment: a chaotic evil aligned plane Organization: 3-5 Plaguebearer's Challenge Rating: Treasure: none Alignment: always chaotic evil Advancement:- Level Adjustment:- The thing before you appears to be a green humanoid. Its body appears to be rotting away before your eyes. On its head protrudes from its head and a single sickly looking eyes stare at you. Just being close to it makes you feel nauseous in fact you see one of your friends fall over and began puking. Your friend falls over and lesions and sores appear all over him. HE then rises back up but all life seems to have left his eyes. The Beast that caused this and your new zombified friend attack. This beast is not of this universe and only managed to arrive via a summoning that went horribly wrong during the casting. This breach brought this creature here and it killed it summoner but not before bringing more of it's kind here. The Plaguebearer at first glance appears to be undead but thanks to the gifts of Nurgle it is very much alive. Plague Sword: The weapons carried by a Plaguebearer are coated in many toxins, viruses, bacteria and other contagions. Because of this if the Plaguebearer causes damage the target must make a fort save with a DC equal to amount of damage plus 8. If the save is failed then the target takes extra D6 points of damage. The wound becomes infected with nurgle's rot in 1D4+2 rounds. A heal spell or remove poison spell will keep this from happening. Deamonic instability: Because the Plaguebearer is not of this realm its form is in flux and it must maintain it's focus if it wants to stay here. If it takes damage it must roll a Will saving throw, with a DC equal to the damage taken plus 8. If the test is failed the deamon loses its concentration and is forced back to its own realm along with all of its equipment, it is considered dead. Nurgle’s rot: Any creature that gets within 30ft. of a creature with this ability must make a fort save at DC 25. If the save is failed they take D6+4 damage and take D4 point of damage each turn until cured with a remove poison spell, potion, or similar ways. If a character dies due to nurgle' rot it comes back to life as a zombie with the nurgle's rot ability. |
| Sric_Tyran_Rinfaf12-10-06, 02:40 PM | :bump: |