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| Svenry05-31-04, 04:12 PM | Fleeing denizens, from the plane these creatures originally appeared, often translated the name incorrectly to be the undead. Though, by appearance and manner, these creatures are often mistaken for the undead, their nature is quite unique. The name and trait that the fleeing creature's tried to convey meant those who would not die. Undying (subtype) Traits: (unless otherwise noted in the creature's entry) ~Abnormal Constitution (+20 on to base) ~These creatures are sometimes mistaken to be immune to mind and physical effects, much like the undead. They gain the ability Mettle (With successful Will or Fort save they are unaffected) ~Sometimes it seems the only way to kill an undying is to sever it to pieces. On Critical hits, an undying receives an additional amount of lethal damage equal to its Hit Die. The results of a critical attack are often visually gory, alerting the opponents of its weakness. ~Undying are fueled by negative energy. Negative energy can heal them, and Positive energy can hurt them. ~The Undying's body is in a constant state of death and reanimation, granting it unusual resilience. These creatures have a slow form of regeneration equal to their number of Hit Die + their Con modifier per day. They receive normal damage from critical hits. Also, they do not normally regrow severed limbs. ~Undying do not sleep or need sleep ~To kill an Undying you must drop their Hit Points to -10. Effects that would kill a normal creature, reduce the undying to -1. ~Undying who drop bellow 0 are not subject to bleeding out. ~Though they do not rest, they do gradually heal. Undying regain hit points at a rate of one point per hour. ~Due to their death like state, they can be turned or rebuked like undead, though if the check is high enough to kill the Undying creature, he is still only reduced to -1. Voodoo Pygmy Created from the unborn children of fallen enemy tribe’s members, the Voodoo Pygmy are vicious pets of evil priestesses. Standing only about a foot tall, the Voodoo Pygmy are grotesque leathery children, often adorn in crude tribal paints. They are mean spirited spiteful creatures that use the brush of the jungle to their advantage, hiding in trees to snipe with poison darts, hiding in brush to strike at ankles and stalking from undergrowth to wait for their enemies to sleep. Their ferocity is only undermined by their size. Tiny Humanoid Undying Hit Die: 1d8+8 (16) Init: 2 Speed: 30 AC: 14 (10+2 dex+2 size) BA/Grapple: 0 / -11 Attack + Full Attack: Bite +4 melee (1d3-3, min 1… so 1) or Dart +4 ranged (1d2) or Dagger +4 melee (1d2) Space / Reach: 5 ft / 0 ft Special Qualities: Undying Subtype Saves: Fort 8, Ref 5, Will 1 Abilities: Str 5, Dex 14, Con 27, Int 8, Wis 12, Cha 5 Skills: Climb 5 (uses Dex), hide 11 (1 rank + 8 size + 2 dex) Feats: Weapon Finesse Environment: Tropics CR: 1 / 2 Treasure: Double Goods Alignment: Often Chaotic Evil Advancement: By Character Level EL: (No Idea) Note: I did not automatically add poison to weapons. This is because this is the generic Voodoo Pygmy. If they were under control of a priestess, they’d likely receive a certain amount of poison for their darts and daggers. |
| ieattrollsforbreakfast05-31-04, 04:17 PM | Just incase you dont see it in the sticky: Originally posted by WizO_Snark If you have an original, never before published creature you would like to submit to the Knowledge Arcana Creature Feature, please feel free to email me at WizOSnark@aol.com. |
| Svenry06-01-04, 01:05 AM | C'mon, I really liked this idea. No one has a comment? It's a creature subtype that makes something pretty much undead without giving it the thousands of immunities and funky extras the undead have. Instead of immunity to mind effects and fortitude saves, they get mettle (A little more dynamic). Instead of no con, which implies no resilience, they get tons of con, which makes them hard to kill (as undead should be). To kill one of these things you need to shoot them in a vital spot (like a zombie getting hit in the head). As a subtype, you can have undead plants, animals, humanoids or aberations. I just thought it was neat, and I was hoping to get some feedback. The only thing I've thought about changing is the abnormal constitution down to +10, instead of the twenty. |