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| Khudere05-03-04, 02:23 PM | Death Djinni Large Outsider (Evil, Death, Chaotic) Hit Dice: 16d8+48 (112 hp) Initiative: 7 (+4 Improved Initiative, +3 Dex) Speed: 50ft. 60ft flying (perfect) AC: 26 (+15 Natural, +2 Dex, -1 Size), Flatfooted: 24 Attacks: (+3) Scimitar of Death +27/+22/+17/+12 Damage: (+3) Scimitar of Death 1d8+13 (+5 Acid Damage, +8 Str) Face/Reach: 5ft by 5ft / 5ft. Special Attacks Damage Shield, Bone Armor, spell like abilities Special Qualities: Plane Shift, telepathy, immunities, superior low-light vision Saves: Fort +13, Ref +13, Will +12 Abilities: Str26, Dex17, Con16, Int12, Wis15, Cha15 Skills: Escape Artist +19, Concentration +19, Escape Artist +19, Intimidate +19, Listen +19, Move Silently +19, Sense Motive +19, Spellcraft +19, Spot +19 Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Weapon Focus (Scimitar) Climate/Terrain: Any land Organization: Solitary, or with underlings Challenge Rating: 15 Treasure: Double sandard coins, double standard goods; standard items Alignment: Always chaotic evil Advancement: -- Combat A Genie prefers to outmaneuver and outthink their foes. The Death Djinni will summon aid from the dead and use his spell like abilities to destroy the oposing force. Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creaturers, provided they all link hands with the genie. It is otherwise similar to the spell of the same name. Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language. Damage Shield (Su): When a genie creates the Damage Shield a bright circular bubble appears around himself. Creating the Damage Shield allows the genie to pick an attack that s/he would like to void. Each shield lasts for 1D4 minutes and can be created as a move equivalent, 2/day Bone Armor (Ex): Summoning pieces of bone around himself the genie creates an armor of bone which provides protection for a time. Bone Armor gives the genie a +5 Armor bonus which lasts for 1D4 minutes and can be casted 2/day Spell Like Abilities: 1/day -- Horrid Wilting; 2/day -- Control Undead, Power Word Stun, Summon MonsterVII; 3/day -- Acid Fog, Planar Binding, Summon Monster VI; 4/day -- Animate Dead, Magic Jar; 4/day -- Leomund's Secret Chest, Mordenkaine's Faithful Hound,, Summon Monster V, Wall of Iron, Wall of Stone; 4/day -- Contagion, Enervation, Fear, Leomund's Secure Shelter, Minor Creation, Solid Fog, Summon Monster IV; 4/day -- Gentle Repose, Halt Undead, Vampiric Touch, Flame Arrow, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III; 4/day -- Ghoul Touch, Scare, Sectral Hand, Fog Cloud, Glitterdust, Mef's Acid Arrow, Summon Monster II, Summon Swarm, Web; 4/day -- Ray of Enfeeblement, Mage Amor, Summon MonsterI, Obscuring Mist, Unseen Servant; 4/day -- Disrupt Undead, Ray of Frost 4/day, Summon Undead Guardian (lasts 1D8+1/genie level, rounds), summon Undead Guardian takes 1 full round to cast. 1/day, a djinni can assume gaseous form (as the spell) for up to 1 hour. All spells are casted as a level 15 wizard Undead Guardian Large Undead Hit Dice: 21d12 (126 hp) Initiative: -2 Speed: 25ft walking AC: 16 (+10 Natural, -4 Size) Attack: Claws +13/+8/+3 Damage: Claw 1d6+15 Saves: Fort +5, Ref, +9, Will +15 Abilities: Str30, Dex8, Con -- , Int 7, Wis 12, Cha 6 Special Attacks: Expedius Charge, Evil Gaze Special Qualities: Undead Expedius Charge (Ex): Alot like charge the Guardian can rush towards the target with a 60ft limit. When in reach the Undead Guardian may also attack that round. 1/day Evil Gaze (Su): Curse, 30ft, Wil save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. dispel evil or remove curse eliminates the effect. |
| Raymond_Luxury_Yacht05-03-04, 02:49 PM | 1. It should have d8 hit dice, not d10. 2. It should get four attacks with the scimitar. 3. It should have a +3 Dex modifier. 4. It should have 48 bonus hit points from its Con. 5. Saves should be: Fort +13, Ref +13, Will +12 6. Total attack with the scimitar should be +24/+19/+14/+9 7. Where does the acid damage come from? |
| Khudere05-03-04, 03:52 PM | 1. Ok 2. changed. 3. changed (didn't see that in initiative) 4. I thought it was 63... +3 con so 3X16=48+15 (size) = 63 5. how did you get the saves for the djinni? 6. -- 7. the acid damage is the damage off the death blade. It also has some other effects, but that was one of the main ones. And actually that was a miss print, it was only suposed to be +5, thanks for noticing that too :D |
| cwslyclgh05-03-04, 04:00 PM | only constructs get bonus HP based upon size. |
| def_mornahan05-03-04, 04:50 PM | Right. Since constructs don't get Constitution scores, they need more hp from somewhere, but everything with a Constitution score just uses that bonus. This is a neat idea for a monster...do you want to do a Life Djinni too? You have an 8 for Initiative even though the bonuses add up to 7... Attack rolls: +16 (BAB) +8 (Str) -1 (size) +3 (enhancement bonus to weapon) +1 (Weapon Focus) = +27 (/+22/+17/+12). Do you want to make the acid damage variable so it behaves more like flaming, shocking, etc. weapons? Also, if the scimitar is +3 and deals 5 points of acid damage, shouldn't it be dealing 1d8 + 16 (8 Str + 5 acid + 3 enhancement)? Saves: since he's an outsider, all his saves are good. For good saves, you start with 2, then add half the creature's HD, rounding down. Then you add the stat modifier (and any other modifiers, but for this creature it's just his stats). Since Dex and Con have +3 but Wisdom has only +2...voila. 2 + 16/2 + 3 (2) = 13 (Fort, Ref) or 12 (Will). Weak saves are just HD divided by 3, round down, plus modifiers. He has been shorted on skill points. He can max out 9 skills with 19 ranks, plus the stat modifier for the skill (because he's an outsider with Intelligence modifier +1). You have 9 skills that all have lower bonuses than he's entitled to. Plus you wrote Escape Artist twice... You could spread his points out, of course; just whatever you do, he's entitled to put 19 ranks in something if you want and he gets 19 * 9 = 90+81 = 171 ranks total. It would be nice to have specified which abilities are Extraordinary, Supernatural, and Spell-Like. I myself am not sure which I'd use for, say, Bone Shield. What exactly can the Damage Shield protect from? Is it a type of energy, or a type of physical attack, or what? What's this 'genie level' you mention? I'm confused. Just for flavor's sake, I'd nix 'disrupt undead' for something else...it seems like an ability he'd never use! |
| Khudere05-03-04, 05:06 PM | Ahh ok, thanks for the info on the HP. Thanks Def_Mornahan, I'am that much smarter now. I should re-read the entire DM, MM books :D I totally forgot to add the (ex), (su) and (sp) |
| def_mornahan05-03-04, 05:12 PM | It's a vicious hobby, this D&D, isn't it? :D |
| Khudere05-03-04, 05:43 PM | To answer your question about the light genie... I actually have 7 main genie types in my world, and then a master genie who controls any element he can get his hands on. This is my first real try on a genie, before i was just pulling numbers out of my asz for awhile. But since our campigne is growing over a year now, I'am starting to really work on making monsters legit. |