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| cwslyclgh04-19-04, 08:47 PM | wecome to the 91st installment of Monster of the week, as always I am interested in your feedback. Wes :) Death Guard Medium Undead Hit Dice: 4d12+3 (29 hp) Initiative: +5 Speed: 20ft. (in breastplate, 30ft. base) Armor Class: 20 (+2 natural, +1 dex, +5 breastplate, +2 heavy steel shield) Touch 11 Flat-Footed 19 Base Attack/Grapple: +2/+4 Attack: Longsword +4 melee (1d8+2, 19-20) or light crossbow +3 ranged (1d8, 19-20) Full Attack: Longsword +4 melee (1d8+2, 19-20) or light crossbow +3 ranged (1d8, 19-20) Space/Reach: 5ft./5ft. Special Attacks: none Special Qualities: Damage reduction 5/bludgeoning and magic, see invisible, darkvision 60ft. immune to cold, Undead traits Saves: Fort +1, Ref +2, Will +4 Abilities: Str 15, Dex 12, Con --, Int 8, Wis 11, Cha 2 Skills: Listen +7, Spot +7, Search +5 Feats: Improved Initiative, Toughness Environment: Any land Organization: Solitary, pair, or patrol (3-8) Challenge Rating: 3 Treasure: None (other then equipment carried) Alignment: Always Lawful Evil Advancement: 5-8 HD (Medium) Level Adjustment: -- Death guards are created by evil clerics and necromancers to be unswervingly loyal guardians of sensitive areas. A death guard looks much like any other animated skeleton save that the process leaves the bones of a death guard stained deep crimson, and the points of glowing light in the eye sockets are bright white. Death guards also tend to be better armed and armored then typical animated skeletons. A death guard can speak the language of its creator and any other languages it knew in life. The creation process leaves it unable to be disloyal to its creator but other wise free willed. Death guards are created from any medium sized humanoid skeleton by means of a create undead spell cast by a 12th or higher level caster in conjunction with an additional ceremony (which takes 3 hours directly before the create undead spell is cast, and requires the expenditure of 100 gp per HD of the death guard for rare urgents and other materials). COMBAT Death guards are capable in combat, being proficient with all simple and martial weapons, light and medium armors and all shields, the equipment in the stat block above is typical, but by no means exhaustive (Evil clerics for instance often arm death guards with the chosen weapon of their deity). Death guards are reasonably intelligent, and tend to fight together in an organized manner. They will try to soften foes up with missile fire first if it is possible. Characters who think they are facing yet more mindless skeletons are in for a surprise when they face a group of death guards. See Invisibility (Sp): This works as the spell of the same name cast by a 4th level sorcerer, except that it is constantly active. It can be dispelled, but the death guard can reactivate it again on its next turn as a free action. |
| cwslyclgh04-20-04, 01:52 PM | sorry it was a week late btw. |
| cwslyclgh04-21-04, 01:25 PM | don't all reply at once now.... |
| Sarig the Genie04-21-04, 03:17 PM | Looks rather good! But do they retain memory from their life etc? And why the see invisibility thingy? |
| cwslyclgh04-21-04, 03:27 PM | Thanks for the reply :) they probably have some twisted memories of thier past life... but it would be hazy and indistict at best. the see invisible thing is so that they make better guards. |
| Sarig the Genie04-21-04, 04:00 PM | Okay, makes sense with the memory thing. That way, they wont have class levels, or keep their original alignement. Good (: |
| cwslyclgh04-21-04, 07:50 PM | yeah, I think they work better as a standard monster then as a template (which I would have to make them if they kept thier class abilities and such). |
| cwslyclgh04-22-04, 04:42 PM | for those interetsed I will be posting 2 monsters (#92 and a bonus) because it is the one year aniverseray of my magic item of the week on the spells and magic board (There will also be a bonus MIotW).... Wes :) |