Death shriekers (long) [Archive] - Wizards Community

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Wyrd Bearer

07-25-05, 11:42 AM
Death shrieker

Death shriekers, or just shriekers as they are sometimes called, are the product of poor unfortunate creatures caught out in one of the Negative Energy Storms that frequent the world of Ambargaor. The creatures are blasted and pummled by the energy until their skin is flayed from their bodies but there is no sweet release of death. No, instead the creature skips death entirely and is instead turned immediately into a hideously disfigured undead filled with loathing towards the living. Death shriekers normally roam in packs in the Shadow Wastes but occasionally head towards more hospitable lands and assult the necropoli found there.

CREATING A DEATH SHRIEKER
“Death Shrieker” is an acquired template that can be added to any corporeal living creature (referred to hereafter as the base creature).

A death shrieker uses all the base creature’s statistics and abilities except as noted here.

Size and Type: Change base creature's type to Undead and it gains the augmented subtype. It retains any subtypes except for alignment subtypes and subtypes that indicate kind. Size is unchanged.

HD and Saves: Drop all HD gained from class levels (min 1) and raise all remaining HD to d12s. Recalculate saves for the Undead Creature

BAB: A shrieker has the same BAB as a wizard (bonus equal to half its HD)

Attacks: A death shrieker disdains to use weapons and gains a natural slam attack that it prefers to use. A death shrieker retains any natural attacks the base creature possessed but cannot employ any natural attacks that require the front two limbs the same time it does a slam attack.

Full attack: Same as above.

Damage: A death shrieker gains a slam attack that deals damage based on the creature's size. Also, any creature struck by a shrieker's slam take additional damage and effects as if they were struck with the shrieker's energy discharge special attack (see below). If the death shrieker already had a slam attack, use whichever does better damage.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A shrieker retains all the special attacks of the base creature and also gains the following special attack.

Energy Discharge (Su): 3 times per day, a shrieker can fire off a charged blast of negative energy that burns the target to its soul. It has a range of 100 ft and requires a ranged touch attack to hit. Living creatures struck by the discharge suffer from a variety of effects. First, they take 1d6 points of negative energy damage per every 2 HD the shrieker possesses (min 1d6). Living victims are stunned for one round and for every 5 points of damage dealt, the creature gains a negative level.

Against an unliving creature, the effects of the discharge is different. The discharge temporarily short-circuits the targets conncection to the Negative Energy Plane. The undead creature recieves no healing or damage from the blast but is instead stunned for a number of rounds equal to the shrieker's Cha modifier. After the stunning effect wears off, the victim undead behaves as if confused for 10 rounds. During the period of stunning and the subsequent confusion, any fast healing and DR does not function nor does any energy drain special attack the creature may possesses. Other special attacks and qualities may also be affected if the DM determines that they rely on negative energy to function.

This special attack has no effect on other death shriekers. This discharge is what makes a death shrieker feared by both the living and the undead. Lich scholars has been unable to figure out what makes the discharge so disruptive to all other creatures but they theorize that there is some force at work deep within the Shadow Wastes so malevolent that it can pervert negative energy itself.

Special Qualities: A death shrieker retains all the special qualities of the base creature and also gains the following.

Lifesense (Su): Fuctions as blindsight (120 ft) but only picks up living creatures. If you have Libris Mortis, replace this with the actual Lifesense feat.

Damage reduction (Ex): More powerful shriekers are capable of shrugging off damage in ways that would make barbarians jealous (see the table below).

Resistance to energy (Su): More powerful shriekers can tolerate damage dealt by fire and acid (see the table below).

Immunity to cold and electricity

Immunity to positive energy (Ex): A death shrieker is immune to damage caused by positive energy, be it from a dose of holy water to a heal spell.

Turning Immunity (Ex): A shrieker cannot be turned nor can it be controlled.

Create spawn (Su): A living creature that would be slain outright by the shrieker's discharge or is killed possesssing at least one negative level bestowed by the shrieker's discharge immediately becomes a shrieker itself. Treat the new shrieker as having full hit points but with no uses left of its discharge until 24 hours have passed. It is not under the control of its killer nor does it have any compulsion to obey it.

Shriek (Su): A death shrieker gets its name from the cacaphony of noise that the creature always makes. It is rare that a victim does not hear a shrieker coming and it is nearly impossible to not hear a pack of shriekers. Any being who can hear a shrieker must make a Will save or else become Frightened for 1 minute. The DC for the save is 10 + 1/2 the shrieker's HD (min 1) + the shrieker's Cha mod. This is a sonic, mind-affecting effect.

While undead are not directly affected by the creature's shriek, they are aware that their more vulnerable living brethren are and usually take steps to drive off or destroy any shriekers they find.

Undying Toughness (Ex): A shrieker gains Hp per HD equal to its Cha modifier.

Abilities: Str +6, Dex +2, Int always 3 (unless it would be lower normally), Wis -4, Cha +4. As an undead creature, a shrieker has no Con score.

Skills: A death shrieker retains the skills it knew in life (do not recalculate).

Environment: The Shadow Wastes

Challenge Rating: HD 3 or less, same as base creature +1; HD 4-7, same as base creature +2; HD 8 or more, base creature +4

Alignment: Always chaotic evil. Barely sentient, a shrieker invarily hates all other creatures and desires nothing more than to eradicate any creature it comes across. Unlike many undead though, it does not draw the line at the living. For some reason a death shrieker's hatred towards all forms of existence extends even to undead beings.

Advancement: Same as base creature or - if creature normally advances by character class

Level Adjustment: - (Not suitable for PC use)

Hit Dice; Resistance to energy; Damage Reduction
1–3 - —
4–7 5 5/magic
8–11 10 10/magic
12 or more 15 10/-
(If the base creature already has one or more of these special qualities, use the better value.)

Adaptation:
Death shriekers are specific to my homebrewed campain that takes place on the deathworld Ambargaor. If your world isn't a world that is barely more than a magically blasted wasteland that is erratically barraged with storms of perverted negative energy, then death shriekers may not fit in quite as well. I suggest that they don't travel in packs and there is probably no more than a few at a time. Rather than being created by being caught out in these storms, death shriekers on other worlds could have been the result of a horrible catastrophe in a necromancer's lair (damn meddling PC's) or the creations of some dread diety. Feel free to use these guys as you will.
Wyrd Bearer

07-25-05, 11:54 AM
Sample death shriekers...

BUGBEAR DEATH SHRIEKER
Medium Undead (Augmented Creature)
Hit Dice: 3d12+3 (23 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/+6
Attack: Slam melee +6 (1d6+5+Energy Discharge) or morning star +8 (1d8+5)
Full Attack: Morningstar +8 melee (1d8+50 and slam +2 melee (1d6+2+Energy Discharge)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy discharge
Special Qualities: Darkvision 60 ft., scent, Undead traits, Lifesense, Immunity to cold and electricity, Immune to positive energy, Immune to turning, Create spawn, Shriek, Undying Toughness
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 21, Dex 14, Con -, Int 3, Wis 6, Cha 13
Skills: Climb +6, Hide +5, Listen +2, Move Silently +7, Spot +2
Feats: Alertness, Weapon Focus (morningstar)
Environment: Shadow Wastes
Organization: Solitary, mob (2–4 assorted death shriekers), pack (6-11 assorted death shriekers), or cacaphony (12-22 assorted death shriekers)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: +1
Bugbear death shriekers understand Goblin and Common but they do not speak or make noise of any kind save for their continuous shrieking.

A horrific creature comes round from out behind a crystal growth. Its body bears the appearance of being struck by lightning multiple times but no normal lightning could have caused the horrendous flaying of the creature's skin that it shows. The creature's hair stands on end as if it were bearing a powerful electrical charge and the air around it crackles with power. Tiny purple bolts flicker across its sundered flesh. From the blasted armour that the creature still wears and the shape of its figure, it is apparent that it was once a bugbear but now is something much more malevolent. Shrieking with madness, it charges.

COMBAT
Bugbears normally prefer to ambush opponents whenever possible. However, this bugbear death shrieker roams the Shadow Wastes looking to destroy any other creature that it finds. It often blasts the first creature in range with its energy discharge then closes to beat it to a pulp with its fists. While it still carries the weapons it used in life, it favours its slam attack in combat.

A bugbear death shrieker has a +4 racial bonus on Move Silently checks.

Undead traits (Ex): An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
-No Constitution score.
-Darkvision out to 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Proficient with its natural weapons and any weapons listed in its entry.
-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
-Undead do not breathe, eat, or sleep.

Lifesense (Su): Fuctions as blindsight (120 ft) but only picks up living creatures. If you have Libris Mortis, replace this with the actual Lifesense feat.

Energy Discharge (Su): 3 times per day, a shrieker can fire off a charged blast of negative energy that burns the target to its soul. It has a range of 100 ft and requires a ranged touch attack to hit. Living creatures struck by the discharge suffer from a variety of effects. First, they take 1d6 points of negative energy damage per every 2 HD the shrieker possesses (min 1d6). Living victims are stunned for one round and for every 5 points of damage dealt, the creature gains a negative level.

Against an unliving creature, the effects of the discharge is different. The discharge temporarily short-circuits the targets conncection to the Negative Energy Plane. The undead creature recieves no healing or damage from the blast but is instead stunned for a number of rounds equal to the shrieker's Cha modifier. After the stunning effect wears off, the victim undead behaves as if confused for 10 rounds. During the period of stunning and the subsequent confusion, any fast healing and DR does not function nor does any energy drain special attack the creature may possesses. Other special attacks and qualities may also be affected if the DM determines that they rely on negative energy to function.

This special attack has no effect on other death shriekers. This discharge is what makes a death shrieker feared by both the living and the undead. Lich scholars has been unable to figure out what makes the discharge so disruptive to all other creatures but they theorize that there is some force at work deep within the Shadow Wastes so malevolent that it can pervert negative energy itself.

Immunity to positive energy (Ex): A death shrieker is immune to damage caused by positive energy, be it from a dose of holy water to a heal spell.

Turning Immunity (Ex): A shrieker cannot be turned nor can it be controlled.

Create spawn (Su): A living creature that would be slain outright by the shrieker's discharge or is killed possesssing at least one negative level bestowed by the shrieker's discharge immediately becomes a shrieker itself. Treat the new shrieker as having full hit points but with no uses left of its discharge until 24 hours have passed. It is not under the control of its killer nor does it have any compulsion to obey it.

Shriek (Su): A death shrieker gets its name from the cacaphony of noise that the creature always makes. It is rare that a victim does not hear a shrieker coming and it is nearly impossible to not hear a pack of shriekers. Any being who can hear a shrieker must make a Will save or else become Frightened for 1 minute. The DC for the save is 10 + 1/2 the shrieker's HD (min 1) + the shrieker's Cha mod. This is a sonic, mind-affecting effect.

While undead are not directly affected by the creature's shriek, they are aware that their more vulnerable living brethren are and usually take steps to drive off or destroy any shriekers they find.

Undying Toughness (Ex): A shrieker gains Hp per HD equal to its Cha modifier.



DIRE BEAR DEATH SHRIEKER
Large Undead (Augmented)
Hit Dice: 12d12+24 (102 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+23
Attack: Claw +19 melee (2d4+13) or Slam +18 melee (1d8+13+Energy Discharge)
Full Attack: 2 claws +19 melee (2d4+13) and bite +13 melee (2d8+6) or slam +18 melee (1d8+13+Energy Discharge) and bite +13 melee (2d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, Energy Discharge
Special Qualities: Low-light vision, scent, Undead traits, Lifesense, Immunity to cold and electricity, Immune to positive energy, Immune to turning, Create spawn, Shriek, Resistance to Energy 15, DR 10/-, Undying Toughness
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 37, Dex 15, Con -, Int 2, Wis 6, Cha 14
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Environment: Shadow Wastes
Organization: Solitary, pair, mob (2-4 assorted shriekers), pack (6-11 assorted shriekers), or cacaphony (12-22 assorted shriekers)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 13–16 HD (Large); 17–36 HD (Huge)
Level Adjustment: —

This lumbering creature looks as if it were struck multiple times by lightning. Now obviously undead, tiny bolts of purple energy crackle and pop as they skitter across its blasted and torn hide. Pure malevolence shines in its eyes as it cackles and shrieks in madness and rage.

This omnivorous dire bear once did not bother creatures that try to avoid it, but ever since it was caught in a Negative Energy Storm, it has become a death shrieker. It actively pursues all creatures and will not hesitate to rip apart anything that it catches.
A typical dire bear death shrieker is 12 feet long and weighs as much as 8,000 pounds.

Combat
A dire bear death shrieker attacks by tearing at opponents with its claws or bludgens it to death with its slam attack. Using its energy discharge is almost accidental; it lacks the intelligence to regularly use it as part of its normal hunt.

Improved Grab (Ex): To use this ability, a dire bear death shrieker must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Undead traits (Ex): An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
-No Constitution score.
-Darkvision out to 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Proficient with its natural weapons and weapons listed in its entry.
-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
-Undead do not breathe, eat, or sleep.

Lifesense (Su): Fuctions as blindsight (120ft) but only picks up living creatures. If you have Libris Mortis, replace this with the actual Lifesense feat.

Energy Discharge (Su): 3 times per day, a shrieker can fire off a charged blast of negative energy that burns the target to its soul. It has a range of 100 ft and requires a ranged touch attack to hit. Living creatures struck by the discharge suffer from a variety of effects. First, they take 1d6 points of negative energy damage per every 2 HD the shrieker possesses (min 1d6). Living victims are stunned for one round and for every 5 points of damage dealt, the creature gains a negative level.

Against an unliving creature, the effects of the discharge is different. The discharge temporarily short-circuits the targets conncection to the Negative Energy Plane. The undead creature recieves no healing or damage from the blast but is instead stunned for a number of rounds equal to the shrieker's Cha modifier. After the stunning effect wears off, the victim undead behaves as if confused for 10 rounds. During the period of stunning and the subsequent confusion, any fast healing and DR does not function nor does any energy drain special attack the creature may possesses. Other special attacks and qualities may also be affected if the DM determines that they rely on negative energy to function. This special attack has no effect on other death shriekers.

This discharge is what makes a death shrieker feared by both the living and the undead. Lich scholars has been unable to figure out what makes the discharge so disruptive to all other creatures but they theorize that there is some force at work deep within the Shadow Wastes so malevolent that it can pervert negative energy itself.

Resistance to energy (Su): More powerful shriekers can tolerate damage dealt by fire and acid (see special qualities for amount resisted).

Immunity to positive energy (Ex): A death shrieker is immune to damage caused by positive energy, be it from a dose of holy water to a heal spell.

Turning Immunity (Ex): A shrieker cannot be turned nor can it be controlled.

Create spawn (Su): A living creature that would be slain outright by the shrieker's discharge or is killed possesssing at least one negative level bestowed by the shrieker's discharge immediately becomes a shrieker itself. Treat the new shrieker as having full hit points but with no uses left of its discharge until 24 hours have passed. It is not under the control of its killer nor does it have any compulsion to obey it.

Shriek (Su): A death shrieker gets its name from the cacaphony of noise that the creature always makes. It is rare that a victim does not hear a shrieker coming and it is nearly impossible to not hear a pack of shriekers. Any being who can hear a shrieker must make a Will save or else become Frightened for 1 minute. The DC for the save is 10 + 1/2 the shrieker's HD (min 1) + the shrieker's Cha mod. This is a sonic, mind-affecting effect.

While undead are not directly affected by the creature's shriek, they are aware that their more vulnerable living brethren are and usually take steps to drive off or destroy any shriekers they find.

Undying Toughness (Ex): A shrieker gains Hp per HD equal to its Cha modifier.
Wyrd Bearer

07-25-05, 12:03 PM
Sorry for the spamming but I don't want to make people's eyes burn by having to sift through one honkrendously big post.

Anyway, what I've attempted to create is one of the (un)natural hazards that a party of adventurers would have to face when they eventually have to venture out of the protective walls of the necropoli found in my campain.

I wanted these creatures to be the bane of both the living and the undead, which is why their abilities break some of the normal accepted conventions, such as their energy discharge and the free-willed spawn they create.

Did I succeed at what I've attempted? Are there any really glaring flaws that I've missed? I tried to iron out the more dubious spots last night but this is the result of an hour and half of hammering out a creature, though most of that time was spent staring beyond my walls lost in thought as usual.

The most important question I have is if the challenge ratings for the various levels of these beasties is appropriate? I'm leaning towards thing that they're too low but then again, all my PC's are to be much more powerful than a normal character (every starting race is a +2 LA equivalent, either naturally or I've modified them to be worth a +2 LA).

If you've read this far through all three posts, I thank you most heartily. If you've read this far and want to shoot me with a hammer, well, I understand.
Wyrd Bearer

07-28-05, 10:36 AM
:bump: Argh, from the depths of lost posts I drag this back into the light!

Seriously, this is real attempt at making a new type creature here, not a joke like a boxing kangaroo that shoots lightning out of its eyes. I know its kind of long, but its not that huge.

Or are there no flaws at all in this template which is why no-one else has posted at all?
Realms of Chaos

09-14-05, 10:16 AM
I like it :) . Very inventive. Just one question. Why would undead want to kill things that damage the living but not them. You'd think that they'd lead a group of undead.
Wyrd Bearer

09-14-05, 10:51 AM
I like it :) . Very inventive. Just one question. Why would undead want to kill things that damage the living but not them. You'd think that they'd lead a group of undead.

Bwah? People responding to a thread dealing with something I made? How weird.

Glad to hear that you like them, surprisingly, they were one of the easier creatures for me to come up with and stat out (only an hour or so when I was bored at 2 in the morning some summer eve). Anyway, why do undead seek to destroy any shriekers they come across. Well for one, their energy discharge will stun an undead creature and their DR and any fast healing ability they possess ceases to function for that duration while stunned.

Also, I've created them specifically for the campaign I am currently running. In it, undead have their own society and attempt to work harmoniously with the living. The reason for this is that on this particular world, there is a huge rift directly to the Negative Energy Plane at the planet's core which leads to the entire world being permeated with negative energy. So unlife is as natural as normal life. Beings that would be born sickly and weak are likely to be born as moribund creatures (a template I made that's floating around here somewhere...)

Undead creatures that could not function in society because of their instincts (mohrgs, nightshades, extreme cases of vampires ghouls, and ghasts... basically any undead creature that is intrinsically violent and feeds on the living) tend to be destroyed if they arise (un)naturally or if created by a necromancer. If the undead can be proven to be able to control itself (so it has to be sentient) and only feeds on non-sentient creatures (such as the sub-intelligent humanoid livestock bred for food and reanimation) and submits to being registered and liscensed as a potentially dangerous being, then they can live in the cities along with the more civilized beings, which include many normal humanoids as well as a large number of necropolitians, liches and various other undead (the harmless but icky kind).

Shriekers, on the other hand, are never arise naturally on this world. They are creations of an unspeakably evil entity that partially exists on the material plane at the darkened Southern Pole of this particular world. Its being is so ineffiably evil that its very presence warps even Negative energy itself, turning a normally neutral force into one of evil (dang, I said evil many times recently, haven't I? EVIL!)

Its existence is as of yet unknown to the inhabitants of this world and its goals are a complete mystery (even to the DM...). It dominates the southern portion of the world and no one in their right mind explores that region as stories of powerful adventurers going forth and never returning are prevalent. This being is the source of the frightening negative energy storms that sweep across the Blasted Wastes; these storms are equivalent to the spell firestorm cast by a 20th level Druid except they cover areas of 1d6 miles. Victims caught in such a storm take damage as normal, half of which is lightening damage instead of fire and the other half is the corrupted negative energy that I mentioned before (same effect as the shrieker's discharge). Living creatures killed by such a storm are tranformed into new death shriekers (undead are just outright destroyed with their soul [if they have one] damaged beyond any chance of resurrection beyond the direct intervention of a diety).

Created by perverted negative energy, shriekers are barely sentient rampaging nightmares that are instinctively driven to destroy EVERYTHING. They are incapable of reason and could not function in a society at all. The living and the undead fear them and destroy them like an infestation of roaches.

So that is why undead fear them. In a normal campaign setting where all undead are evil, one could always change the shrieker's blast to just outright doing negative energy and so would heal undead. Then one could concievably see a shrieker leading or otherwise working with other undead.
The ShapeLess One

09-14-05, 11:43 AM
This is the first I have seen of this. All I can say is good work.
Realms of Chaos

09-14-05, 08:48 PM
Actually, I saw this thing in the place where everyone places bunnies and strange quotes (on the bottom of the reply) and looked at it. Deathshreikers are a creature from the MM3 but I'm pretty sure that it was all one word. As for your world, it is very easy to imagine mummies guarding graveyards, vampires ruling as dukes and drinking from either cows or a magic item that filters water into blood, and Liches running wizard guilds. It is also imaginative to think about someone in their 60s reporting to a special location to undergo the transformation into a necropolitan (see libris mortis). I suggest that you create a special poisotoxin (a poison that affects undead, also from libris mortis) with no save that slowly destroys the body or deminishes its connections with the negative energy plane, killing it in anywhere from a couple of decades to about a century (to avoid the undead from outnumbering the living by 10 to 1) and I'd make a ghost touch or force version for incorpereal undead.
Wyrd Bearer

09-14-05, 09:42 PM
Hmm, there are already creatures called deathshriekers in MMIII? I've never looked through that book (I'm completely disinterested in it). Can you describe them in a general sense for me, please?

As for the template that I've presented here, what of it? Has anyone found any glaring flaws in it? I'm mostly concerned that I've gotten the scaling CR correct. I do intend to employ these against my PC's and I don't want to have made a terrible mistake and have a TPK on my hands. I think that I've set the CR's correctly, but I've never been particularly good at calculating CR.
Realms of Chaos

09-14-05, 10:35 PM
Deathshriekers are incorporeal undead that do charisma damage with their hits, bring paralyzing dispair to those that see them, unleash a giant wail upon death, and unleash a move called screams of the dying that deafen, stun, and drive insane those who fail saves. Oh, yeah, it is vulnerable to silence effects. The template itself is unflawed although its shreik should have some sort of negative effect on undead.
Wyrd Bearer

09-15-05, 04:00 PM
Deathshriekers are incorporeal undead that do charisma damage with their hits, bring paralyzing dispair to those that see them, unleash a giant wail upon death, and unleash a move called screams of the dying that deafen, stun, and drive insane those who fail saves. Oh, yeah, it is vulnerable to silence effects. The template itself is unflawed although its shreik should have some sort of negative effect on undead.

Hmm, okay. I was playing around with the idea of a minor doom effect against undead since a shrieker is supposed to be anathema to even the undying.