Darkness and Light (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

01-03-07, 03:04 PM
First, the darkness...

Vile Corruption
Large Elemental (Evil)
Hit Dice 12d8+60 (114 hp)
Initiative +0
Speed 20'
AC 22 (-1 size, +10 natural +3 deflection), touch 12
Base Attack/Grapple +9/+21
Attack Slam +17 melee
Full Attack 2 slams +17 melee
Damage Slam 2d6+8 plus 3 vile
Space/Reach 10'/10'
Special Attacks Corrupt, noxious strike, smite good 2/day, touch of agony, vile strike
Special Qualities Aura of despair, DR 5/--, DR 10/good, dark blessing, dark mirror,
regeneration 5, SR 21, vile spell resistance
Saves Fort +19, Ref +9, Will +9
Abilities Str 27, Dex 10, Con 21, Int 6, Wis 11, Cha 17
Skills Hide +6, Move Silently +5
Feats Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack,
Weapon Focus (slam)
Environment Any
Organization Solitary
Challenge Rating 12?
Treasure None
Alignment Always evil (usually neutral)
Advancement 13-20 HD (Large), 21-30 HD (Huge), 31-36 HD (Gargantuan)
Level Adjustment --

It appears to be a vaguely man-shaped heap of soil eight feet high. Its surface is mottled black, gray and dull green, with painful-looking streaks of red like the veins of a poisoned man. Two red eyes glare malevolently out from the top, filled with incredible hatred.

Vile corruptions are elemental embodiments of purest evil, coherent misery and hatred given physical form. Similar to taint elementals (Heroes of Horror), vile corruptions arise spontaneously from the most heinous of acts. A disturbing facet of their existance is that mortals alone can generate the evil that births a vile corruption--fiends and other creatures of supernatural evil seem to lack this capacity. Sages theorize that only those beings with the potential for good are capable of the ultimate evil which forms the vile corruption.
Vile corruptions are loners at heart, but they pursue whatever ends enable them to wreak the greatest harm on the greatest number. Their entire existance is focused on evil for evil's sake, although they may allow themselves to be "used for the greater good" by misguided or deluded dictators. Vile corruptions will act in whatever way is necessary, whether that be cooperation with a cult or as lone marauders. They will even manipulate celestials, should their dull wits and the circumstances allow it.
The only exception is that vile corruptions never ally with others of thir kind. They avoid one another when possible; if forced into a confrontation, they fight to the death.
A typical vile corruption stands 10' tall and weighs 4,000 pounds.
Vile corruptions understand Common, Abyssal, Infernal and Draconic. They can speak Abyssal and Infernal, though they rarely do so.

Combat: Vile corruptions fight in order to bring pain and misery. They assault the weakest opponent first, preferring to disable foes in order to torture them to death later. If a foe manages to bypass the corruption's DR or SR, that foe will be targeted by the corruption as the most dangerous. Whenever possible, vile corruptions begin combat by closing off all means of escape in order to savor the lingering terror of their trapped opponents.
Aura of Despair (Su): A vile corruption radiates a palpable aura of anguish and hatred to a radius of 30'. Any creature that enters this aura must make a Will save (DC 21) or be shaken for the duration of the encounter. Those that succeed on this save are immune to the effect from that particular vile corruption for 24 hours.
The aura of despair is larger with larger vile corruptions. A Huge corruption's aura is 40' in radius, while the aura of a Gargantuan corruption is 50' in radius.
This is a mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial bonus.
Corrupt (Su): Once per day a vile corruption may cause a single object within 30' to simply fall into ruin. The exact effects vary: organic matter rots, metal rusts and corrodes, and stone becomes powdery and "rotten." Unattended nonmagical objects are affected automatically, but attended or magical items may make a DC 19 Fortitude save to resist the effect. Against living or undead creatures, this acts as a harm spell (caster level = vile corruption's HD). The save DC is Charisma-based.
Dark Blessing (Ex): A vile corruption applies its Charisma modifier as a bonus to all saves, and as a deflection bonus to AC.
Dark Mirror (Su): If a vile corruption is targeted by a spell with the Good descriptor which fails to penetrate its spell resistance, the energy of the spell is absorbed, twisted, and hurled back at the caster. The spell becomes an unholy blight, but with a save DC equal to that of the original spell. In all other respects, the spell is treated as being cast by the original caster. Area-effect spells cannot be absorbed in this manner.
Absorbing and returning a spell in this manner is not a action for the vile corruption; it is an automatic reaction.
Noxious Strike (Su): Three times per day a vile corruption may charge its slam attack with vile energies. This must be declared before the corruption attacks, and a miss wastes the attempt; a vile corruption can attempt a noxious strike only once per round. If the target takes damage, he must immediately make a Fortitude save (DC 24) or become nauseated by the palpable evil of the monster for 2d4 rounds. Neutral creatures (with regard to good and evil) gain a +4 bonus on this Fortitude save, while evil creatures are immune.
A vile corruption may not combine a noxious strike with a smite good, but it may use both powers in the same round on different attacks. The save DC is Constitution-based.
Regeneration (Ex): Damage from good-aligned weapons and spells with the Good descriptor deal normal damage to a vile corruption.
Smite Good (Su): Once per day per 5 Hit Dice (thus, 2/day for a typical vile corruption), a vile corruption may make a melee attack that is charged with evil power. If targeting a good-aligned opponent, the corruption gains an attack bonus equal to its Charisma modifier (usually +3) and a damage bonus equal to its Hit Dice (usually +12, maximum +20). If the attacked foe is not good, the smite is wasted. Vile corruptions usually save this power either as a desperation maneuver, or to remove a dangerous threat. It has the potential to slay far too quickly for their liking.
Touch of Agony (Su): Up to three times per day as a standard action, a vile corruption may make a special attack to inflict hideous, agonizing pain upon a single creature. This is a touch attack which deals no normal damage, but instead deals 1d4 points each of Strength and Dexterity damage, plus 1d4 points of subdual damage per Hit Die of the corruption (12d4 for a typical corruption). In addition, it inflicts pain sufficient to impose a -6 penalty on all the victim's attacks, saves and checks for 1 minute. A successful Fortitude save (DC 19) halves the ability damage and subdual damage, and reduces the penalty to -4.
Vile Spell Resistance (Su): Against spells with the Good descriptor, a vile corruption's spell resistance is 5 points higher than it usually is.
Vile Strike (Su): A vile corruption deals additional vile damage equal to its Charisma modifier on each slam attack.

And then, the light...

Exalt
Large Elemental (Good)
Hit Dice 12d8+48 (102 hp)
Initiative +6
Speed 50'
AC 22 (-1 size, +6 Dex, +4 natural, +3 deflection), touch 19, flat-footed 16
Base Attack/Grapple +9/+16
Attack Slam +14 melee
Full Attack 2 slams +14 melee
Damage Slam 2d6+3 plus 2d6 lightburn
Space/Reach 10'/10'
Special Attacks Infuse with light, lightburn strike, smite evil, touch of redemption
Special Qualities Aura of hope, balm touch, DR 5/--, DR 10/evil, divine grace, exalted
spell resistance, regeneration 5, shining mirror, SR 21
Saves Fort +13, Ref +17, Will +9
Abilities Str 16, Dex 22, Con 18, Int 6, Wis 11, Cha 17
Skills Spot +10, Listen +9
Feats Alertness, Combat Reflexes, Great Fortitude, Iron Will,
Weapon Finesse
Environment Any
Organization Solitary
Challenge Rating 12?
Treasure None
Alignment Always good (usually neutral)
Advancement 13-20 HD (Large), 21-30 HD (Huge), 31-36 HD (Gargantuan)
Level Adjustment --

The creature before you resembles a ten-foot-tall flame, white with hints of gold and silver, but it is too solid to be actual fire. Two blue eyes regard you from the top. The creature radiates no heat--instead, you seem to be filled with hope and calm in its presence.

Exalts are the holy counterparts to the hideous vile corruptions. As pure and benevolent as vile corruptions are twisted and sadistic, exalts embody all that is good, heroic, self-sacrificing and noble. Like their dark twins, exalts arise when a mortal (never a celestial) performs an act of exceptional heroism, self-sacrifice, and altruism. True to their birth, exalts seek to protect the innocent, minister to the needy, and defend all against the forces of darkness. They are completely ecumenical in their judgements--a begger would recieve just as much protection by an exalt as would a princess. If necessary, exalts willingly give their lives in the service of good, although they never do so lightly.
Unlike vile corruptions, exalts can and will work together for some greater goal; however, they are more often encountered individually. They will ally with anyone who can help them (or who they can help), but will not tolerate evil--not even the manipulation of evil for benign purposes. They oppose fiends, evil undead, evil fey, and their counterparts, the vile corruptions, with every fiber of their beings. They are more lenient towards mortals, believing that all but the most deranged mortals can, with time, learn to do good instead of evil. When forced to take a mortal's life, exalts genuinely grieve for the mortal, and will take steps to ensure that no one else (such as the victim's family) suffers due to their actions.
A typical exalt stands 10' tall and weighs 10 pounds--their bodies are mostly light and solidified divine fire.
Exalts understand Common, Celestial, Draconic and Elven, but are only able to speak in Celestial.

Combat: Exalts approach combat as an unpleasant necessity, best gotten over with as quickly and effeciently as possible. They take risks to themselves to end violence, accept surrenders whenever possible, and defend innocent bystanders with a single-mindedness that a paladin could envy. However, against irredeemably evil foes, they are as savage as the bonfires they resemble.
Aura of Hope (Su): An exalt radiates a palpable aura of hope, calm and optimism to a radius of 30'. All good-aligned creatures (and neutral creatures allied with the exalt) within the aura feel uplifted and encouraged, gaining a +2 morale bonus on attacks, checks and saves. This bonus is doubled (+4) on Will saves vs. mind-affecting effects.
The aura of hope is larger with larger exalts. A Huge exalt's aura is 40' in radius, while the aura of a Gargantuan exalt is 50' in radius.
This is a mind-affecting morale effect.
Balm touch (Sp): Up to three times per day an exalt can touch a willing creature and generate one of the following spell effects: cure critical wounds, neutralize poison, remove curse, remove disease, restoration. Caster level is equal to the exalt's Hit Dice. Since this effect does not affect unwilling targets, there is no saving throw.
Divine Grace (Ex): An exalt applies its Charisma modifier (usually +3) as a bonus on all saving throws, and as a deflection bonus to AC.
Exalted Spell Resistance (Su): Against spells with the Evil descriptor, an exalt's spell resistance is 5 points higher than it otherwise is.
Infuse with Light (Su): Once per day an exalt may fully restore a single object within 30' that has been damaged, whether by attack or simply the effects of time. This power affects even magical items, but does not restore charges; it has no effect on artifacts or objects that have been disintegrated. Against living or undead creatures, this acts as a heal spell (caster level = exalt's HD).
Lightburn Strike (Su): Composed of living flame, an exalt can deal additional damage with its slam attacks; this extra damage is a combination of fire, light, and pure holiness. A creature immune to fire or to holy damage takes only half the usual lightburn damage; one immune to both takes no lightburn damage. However, resistance (not immunity) offers no protection.
Regeneration (Ex): Evil-aligned weapons and spells with the Evil descriptor deal normal damage to an exalt.
Shining Mirror (Su): If an exalt is targeted by a spell with the Evil descriptor which fails to penetrate its spell resistance, the energy of the spell is absorbed, reshaped, and rechanneled. The magical energy instead heals the exalt and all creatures affected by its aura of hope of 2 hit points of damage per spell level. Area-effect spells cannot be absorbed in this manner.
Absorbing and returning a spell in this manner is not a action for the exalt; it is an automatic reaction.
This is a positive energy effect, which damages undead. Undead (and unwilling recipients) may halve the healing/damage with a DC 19 Will save; the save DC is Charisma-based.
Smite Evil (Su): Once per day per 5 Hit Dice (thus, 2/day for a typical exalt), an exalt may make a melee attack that is charged with holy power. If targeting an evil-aligned opponent, the exalt gains an attack bonus equal to its Charisma modifier (usually +3) and a damage bonus equal to its Hit Dice (usually +12, maximum +20). If the attacked foe is not evil, the smite is wasted. Exalts typically use this power against foes who wield evil powers against them in an effort to stop them as quickly as possible. However, an exalt will avoid using this power if it believes the enemy can be stopped without needless death.
Touch of Redemption (Su): Up to three times per day as a standard action, an exalt can make a special touch attack that infuses a single creature with the essence of holiness. Irredeemably evil creatures, including fiends, most undead, and creatures with the Evil subtype, take 1d6 points each of Strength, Constitution and Charisma damage and are stunned for 1 round by the influx of holy power; a successful Will save (DC 21) halves the ability damage and negates the stunning. Against other non-good creatures this power both dazes them for 2d4 rounds and offers them a chance to voluntarily become good. A creature that chooses to do so immediately recieves the benefits of an atonement spell. An unwilling creature may make a DC 21 Will save to reduce the dazing to 1 round. The save DC is Charisma-based and includes a +2 racial bonus.
JiCi

01-03-07, 05:40 PM
Pretty good overall, yet these monsters are more of a CR 12-13
Talisman

01-09-07, 06:29 PM
Done. I was basing them off the earth and fire elementals, respectively.