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| Incenjucar06-29-03, 02:51 PM | ___ Death’s Horseman Gargantuan Construct Hit Dice: 30d12 (186 hp) Initiative: +0 Speed: 60 ft. AC: 26 (-4 size, +20 natural), touch 8, flat-footed 26 Base Attack/Grapple: +22/+51 Attack: Bite +27 melee or claw +27 melee or slam +27 melee or scythe +28 melee Full Attack: Bite +27 and 2 claws +22 and 1 slam +22 and scythe +23 or scythe +27/+22/+17/+12 Damage: Bite 3d6+20, claws 2d8+7, slam 2d6+7, scythe 4d6+21 Face/Reach: 20 ft./15 ft. (20 ft. with scythe) Special Attacks: Earthquake Stomp, Trample, Improved Grab, Swallow Whole, Energy Drain, Drain Essence Special Qualities: Construct traits, SR 41, DR 10/good, energy vulnerability (holy, good, positive), Protective Cavity, Bloody Scythe Saves: Fort +10, Ref +10, Will +10 Abilities: Str 37, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills: - Feats: - Climate/Terrain: Climate/Terrain Organization: Solitary Challenge Rating: ? Treasure: - Alignment: Always neutral evil Quick reflection of concept. Description. Languages known. Combat Description of combat tactics. Earthquake Stomp (Su): Once every five rounds, as a full round action, a Death’s horseman can stomp the ground, producing an effect similar to an Earthquake spell cast by a 14th level cleric. It is immune to its own Earthquake, but not to others. Trample (Ex): A Death’s horseman can trample large-sized or smaller creatures for 3d12+13 damage. Opponents who do not make attacks of opportunity against the Death’s horseman can attempt a Reflex save (DC 38) for half damage. Improved Grab (Ex): If a Death’s horseman hits an opponent size large or smaller with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +51). If it gets a hold, and has room in its interior, it can swallow the opponent whole as a free action. Swallow Whole (Ex): If a Death’s horseman has successfully grappled an opponent with its bite attack, has room in its interior, and the opponent is size Large or smaller, it swallows them whole as a free action. Once inside, the opponent is subject to the Death‘s horseman‘s energy drain and drain essence attacks. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the interior (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Death’s horseman’s interior can hold can only hold one opponent at a time, of size Large or smaller. Energy Drain (Su): A Death’s horseman can drain the life force from any creature caught within its interior. For every round of captivity, the captive foe gains one negative level, and the Death’s horseman heals 10 damage. A victim who dies by the Death’s horseman’s energy drain, but is not made victim to its drain Essence ability, rises as a wight in 2d4 rounds of being released from the Death‘s horseman‘s interior. The Death’s horseman can elect to halt its energy drain before killing its opponent, if commanded to do so. The DC for recovering lost levels is a Fort save at DC 21 Drain Essence (Su): After slaying an opponent with Energy Drain, that opponent’s essence is further fed upon, acting as a damage buffer for the Death’s horseman. For every HD that the creature possessed prior to being drained and slain, the Death’s horseman can ignore 5 damage, snuffing out the slain opponent’s HD instead. If the victim’s HD fall below 1, they are absorbed entirely, flesh and spirit, leaving room for a new victim in the Death’s horseman’s interior. An absorbed victim cannot be brought back through any magic short of a Limited Wish, Wish or Miracle, or divine intervention. Construct Traits: Energy Vulnerability: Because of their necromantic and evil nature, a Death’s horseman takes 50% more damage from any spell or effect composed of good, holy, or positive energy. Healing spells do full damage, as if the Death’s horseman was an undead. Protective Cavity: At their upper torso, a Death‘s horseman has a fleshy body cavity where a neck would normally be. This cavity can contain up to a size Large creature, and usually houses the Death‘s horseman‘s controller. Anyone held in the cavity gains 9/10 cover, as the flesh contorts to cover their entire body, except where needed for spell casting, missile-weapon use, etc. The protective cavity can also ‘swallow’ the occupant, providing full cover, at the expense of the caster’s ability to act. Air is provided by lung-like pockets in the folds of flesh, enough for a size large creature to survive on for ten hours before it must be gathered from the atmosphere. Bloody Scythe: A colossal scythe +1, that counts as evil and unholy for purposes of spell interaction and damage reduction. This twisted weapon, complete with thorns on the handle, and a blood stain on the blade, disappears within one round of the Death’s horseman’s destruction, leaving only a muddy paste of ashes and blood behind. I'll throw in the flavor text later, but, basically, the thing looks more or less like a giant centaur skeleton laced with pulsating flesh, with its head jammed down in its humanoid torso's gut, hooves up front, draconic claws in back, lashing clubbed tail, and an extra pair of arms below the normal humanoid ones, about where the legs would be, with the arm bones seperated and serrated, almost in a mantis-like fashion. Seeing as this is the most complex monster I've ever made with 3e, so any advice on CR (I'm hoping this is non-epic.. and pretty sure it is, but I bow to your wisdom). Thoughts and such are welcome. |