Deep Seed Monsters [Archive] - Wizards Community

Post/Author/DateTimePost
Jedi_Dare_lonestar

08-12-07, 06:16 PM
I'm Making this Threid in the Hopes that someone(s) has the desire as i do and thats to make there own monsters that are Fun,Fair and A Chalange to there players as i do i've come up with Several Dozen types and some of my players do and don't like them. I'll give you two of then Here and now on second thought when i find my notebook i;ve give you a few ok but untill then please post a few
Dare_lonestar

11-08-07, 04:11 PM
Name:TalKre
Huge Aberration
Hit Dice:6d12+3d6+12
Init:+3
Speed:20(4 squares) Flying 45ft (9 squares)
AC: 21 (-2 Size, +3 dex, +10 Natural)
Base Attack/Grapple: 5/11
Attack: Claws +2 (bleeding) Wings +2 (paralysing)
Full Attack: Claws 1d6+6 Wings 1d6+4
Space/Reach:10Ft/5ft
Special Attack:Change Shape,Summon
Special Qualities: Frightful Presence, Damage Reduction (dr 20)
Saves: Fort 6, Ref 3, Will 3
Abilites: Str 17, Dex 15, Con 16, Int 17, Wis13, Cha 10
Skills:Listen +8, Spot +10, Move Silently +5, Balance +4
Feats: fly-by Attack. Snatch, Hover
Evnironment:Forset, Mountions (Heavly Snowy)
Organization:Single or Wingmen (1-2)
Challenge Rating: 18
Treasure: Quad Standered
Alignemnt: Neutral/Chaotic
Advancement: 10 -16 Hd
Level Adj:
CryoSilver

11-08-07, 05:28 PM
What can it change into, and what can it summon?

Also, ain't NO WAY this thing is CR 18. MAYBE it's CR 5


Forsaken Angel
Medium Outsider
Hit Dice: 10d8+40 (85 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft, Fly 40 ft (perfect)
AC: 19 (+3 Dex, +4 natural)
Base Attack/Grapple: +10/+13
Attacks: Longsword +13 melee (1d8+3)
Full Attack: Longsword +13/+8 melee (1d8+3)
Face/Reach: 5 ft/5 ft
Special Attacks: Hymn of Loss, Shriek of the Forsaken, Spell-Like abilities
Special Qualities: Darkvision 60 feet, DR 5/magic, Resistance 10 (acid, electricity)
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 16, Dex 16, Con 18, Int 14, Wis 18, Cha 20
Skills: Bluff +18, Diplomacy +20, Handle Animal +18, Jump +16, Knowledge (history) +15, Knowledge (religion) +15, Perform (singing) +18, Sense Motive +17, Spot +17, Tumble +18
Feats: Ability Focus (Shriek of the Forsaken), Combat Expertise, Dodge, Mobility
Environment: any
Organization: Solitary or clan (3-5)
CR: 7
Treasure: Standard
Alignment: often good
Advancement: 10-30 HD (medium)

Forsaken Angels are celestials cast out of Heaven in ages past. They wander the world seeking to regain the right to enter Heaven, spreading misery and death wherever they go with their dirges and songs.

Forsaken Angels speak all languages.

Combat

A forsaken angel forced into combat will use its shriek to weaken its foes before opening with its spell-like abilities, relying on its sword only as a last resort.

Hymn of Loss (sp): At will a forsaken angel may sing a melancholy dirge as a full round action. All creatures within 60 feet of the angel as it sings must succeed at a DC 20 Will save or be overcome with apathy and depression. Affected creatures are treated as shaken and Slowed (as per the spell) for 1d4 minutes after being affected.

Shriek of the Forsaken (sp): Three times per day a forsaken angel may unleash a horrid wail that expresses the agony of being cast from Heaven. All creatures within 30 feet of the angel must succeed at a DC 22 Will save or be overcome with unbelievable agony for 3d4 rounds. Treat affected creatures as nauseated.

Spell-like Abilities: At will: Crushing Despair, Cure Moderate Wounds, Holy Smite; 3/day: Flame Strike; CL 10, DC=15+spell level


Grim Angel
Medium Outsider
Hit Dice: 9d8+72 (112 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft, Fly 50 ft (perfect)
AC: 19 (+5 Dex, +4 natural)
Base Attack/Grapple: +9/+16
Attacks: Slam +16 melee (1d6+10) or Spear +17 melee (1d8+11/x3)
Full Attack: 2 slams +16 melee (1d6+10) or Spear +17/+12 melee (1d8+11)
Face/Reach: 5 ft/5 ft
Special Attacks: Heart Rip, Spell-Like abilities
Special Qualities: Darkvision 60 feet, DR 5/magic, Regeneration 5, Resistance 10 (acid, electricity), Scent, Wings
Saves: Fort +14, Ref +11, Will +10
Abilities: Str 24, Dex 20, Con 26, Int 16, Wis 18, Cha 24
Skills: Bluff +19, Diplomacy +21, Disguise +19 (+21 to act), Handle Animal +10, Jump +19, Knowledge (history) +15, Sense Motive +16, Spot +16, Survival +16 (+20 when tracking)
Feats: Combat Expertise, Dodge, Mobility, Power Attack
Environment: any
Organization: Solitary
CR: ?
Treasure: Standard + spear
Alignment: often good
Advancement: 10-30 HD (medium)

Grim Angels are servants of Heaven, but unlike most celestials, have full free will, and are not strictly bound by the strictures of Good. They look like humans for the most part, though there are some subtle differences, mostly in eye color and stance, but most Grim Angels are skilled at disguise, the better to blend in and stalk their prey.

Grim Angels can speak and understand all languages.

Combat

Grim Angels revel in combat, lashing out with their fists and spears, and using Heart Ripper to take down the more tenacious enemies.

Heart Rip: if a Grim Angel manages to pin an enemy, it may attempt to rip out its enemy’s heart. To do so, it must hit with a slam attack while pinning. If it succeeds, the enemy must make a Fortitude save (DC 22) or have its heart ripped out and die. Even if it succeeds, it takes 3d6 damage from the trauma. This save is Con based.

Regeneration: Grim Angels take normal damage from holy or unholy weapons. Otherwise, the only way to kill one is to knock it out from nonlethal damage and then remove its heart, which takes 2d4 rounds. A Grim Angel can be killed by another Angel's Heart Rip ability or spear, as well as by the Heart Ripper spell.

Spear: on a critical hit, the Grim Angel’s spear opens up and makes a Heart Rip attack (DC 22); the Angel need not be pinning or succeed at an additional slam attack. If it succeeds at this save, it is considered to be grappled by the Angel. The Angel is not considered grappled, however, and may withdraw the spear as a free action to end the grapple.

Spell-Like Abilities: 3/day Animate Dead, CL 9

Wings: a Grim Angel can fly, but when disguised, its wings magically change to look like a cloak, long coat or other article of clothing; it cannot fly while they are like this, and changing them back is a move action.

Skills: Grim Angels gain a +4 bonus on Disguise checks to look like humans if they transform their wings. They also gain a +4 bonus on Survival checks to track.


Punishing Angel
Medium Outsider
Hit Dice: 9d8+72 (112 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft, Fly 50 ft (perfect)
AC: 19 (+5 Dex, +4 natural)
Base Attack/Grapple: +9/+16
Attacks: Slam +16 melee (1d6+10) or Scythe +16 melee (2d4+10/x4)
Full Attack: 2 slams +16 melee (1d6+10) or Scythe +16/+11 melee (2d4+10/x4)
Face/Reach: 5 ft/5 ft
Special Attacks: Immolate, Reaping Scythe, Smite Evil, Spell-like Abilities
Special Qualities: Darkvision 60 feet, DR 5/magic, Regeneration 5, Resistance 10 (acid, electricity)
Saves: Fort +14, Ref +11, Will +10
Abilities: Str 24, Dex 20, Con 26, Int 16, Wis 18, Cha 24
Skills: Bluff +19, Diplomacy +21, Disguise +19 (+21 to act), Handle Animal +10, Jump +19, Knowledge (history) +15, Sense Motive +16, Spot +16, Survival +16
Feats: Combat Expertise, Dodge, Mobility, Power Attack
Environment: any
Organization: Solitary
CR: 10
Treasure: Standard
Alignment: often good
Advancement: 10-30 HD (medium)

Punishing Angels are sent by Heaven to seek out and destroy sinners. While Heaven errs on the side of mercy, sometimes a sinner must simply be eliminated, and the punishing angels see to it that this happens.

Punishing angels speak and understand all languages.

Combat

Immolate (sp): If a punishing angel deals a critical hit to an evil creature with its scythe, that creature must succeed at a DC 22 Fortitude save or take an additional 10d6 damage; half of this is fire damage; the other half is pure divine energy and is not subject to reduction. If the evil creature dies due to this damage or the base damage of the scythe during this critical hit, it is utterly annihilated and can only be brought back via a Wish or Miracle.

Reaping Scythe (su): Any scythe wielded by the punishing angel gains the Bane property against any evil creature it is used against.

Regeneration: Unholy weapons and cold deal normal damage to a punishing angel.

Smite Evil (sp): Up to three times per day, a punishing angel may smite an evil creature. Its attack roll gains a +7 bonus to hit and deals an extra +9 damage on a successful hit.

Spell-like Abilities: At Will: Detect Evil, Discern Location; 3/day: Holy Smite; CL 9, DC 17+spell level
DonThelonious

11-09-07, 12:07 AM
I like your angels Crysilver. Oh, and have I told you your my hero?
--
Anyways, allow me to present the zombie I made that scares the hell out of my players:evillaugh



http://farm3.static.flickr.com/2178/1928549376_d31ebf732e_m.jpg

Infectious Zombie
Size/Type: Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 22 (Head Only) 14 (Body) (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Bite +2 melee (1d6+1 plus Infection)
Full Attack: Bite +2 melee (1d6+1 plus Infection)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infectious Bite, Improved Grapple
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance, Damage Immunity
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13, Dex 15, Con Ř, Int Ř, Wis 14, Cha 12
Skills: None
Feats: Run
Environment: Any
Organization: Solitary, Infestation (2-4), pack (7-12), Mob (15-50), Mass (51-150), or Army (151+)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Medium)
Level Adjustment: —


Infectious Zombies always attack any living creature, preferably humanoid. They are mindless fast moving predators that often mob. They have no actual tactic other than catching and consuming prey.

Infection (Su)Disease—bite, No Save, incubation period 1 hour (or 1 minute if infected humanoid dies), damage 1d3 Con and 1d3 Int every hour until infected creature dies. At this point they rise again 1 minute later as an Infectious Zombie. Only humanoids can be brough back as Infectious Zombies. All other types of creatures do not come back as zombies, they are simply killed by the infection.

Improved Grapple: An Infectious Zombie does not provoke an attack of opportunity when it makes a touch attack to start a grapple. It also has a +4 bonus on all grapple checks, regardless of whether it started the grapple.

If an Infectious Zombie succeeds on a grapple on its next turn it attempts a bite attack at a +7 Melee touch.

Damage Immunity(Ex): Infectious Zombies are immune most damage. They can only be killed on a successful sunder attempt on their bite attacks (treat as light weapon) or a confirmed critical which means their head was destroyed. Fire and acid will also harm infectious zombies, but the only way to kill them is to destroy the head, otherwise they are still capable of delivering the infection.
Space_Dragon

11-09-07, 12:27 AM
Cryo, your Punishing Angel reminds me of a critter I made awhile ago. Meet the meanest spirit Arborea has to throw.

Note: I use "Spirit" as a synonym for "Outsider" (so as to avoid the brain damage associated with writing the words "native outsider"), and I use the 3.0 damage reduction system. Both of these can be changed with nominal effort for your campaign.


Kinetixol (humanoid)
Medium Spirit (chaotic, good, extraplanar, eladrin)
Hit Dice: 4d8 (18)
Initiative: +4
Speed: 30 ft.
Armor Class: 19 (+4 dex, +5 nat), touch 14, flat footed 15
Base Attack/Grapple: +4/+6
Attack: 2 masterwork short swords +9 melee (1d6+2 and confusing strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Confusing Strike, Deadly Spin, Haste, Alternate Form, Spell Like Abilities
Special Qualities: SR 11, DR 10/+1, immune to electricity and petrification, resist cold and fire 10, darkvision 60, low light vision, complete ambidexterity, defensive weave, uncanny dodge, evasion
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 14, Con 10, Dex 18, Int 12, Wis 10, Cha 14
Skills: Intimidate +8, Bluff +6, Knowledge (the planes) +7, Climb +9, Swim +9, Tumble +14, Balance +14, Concentrate +5, Spot +4, Listen +4
Feats: Dodge, Mobility, Weapon Finesse
CR: 5
Environment: Olympian Glades of Arborea
Alignment: Always Chaotic Good
Advancement: 5-12 HD (Medium)

A flashing, sparkling humanoid of great beauty, a million insane colors shifting around across its body and long hair, lunges across the battlefield. It smiles as if engaged in the greatest, most primal pleasure in existence as it slashes its enemies apart with its dual short swords.

Possibly the most violent of the eladrins-maybe of all the celestials-the purpose of a kinetixol is to kill, confuse, and destroy the forces of evil. Nothing else. They are often summoned by good clerics and wizards to aid in a great and oncoming battle against evil creatures (such as protecting a good city from besieging hobgoblins). Kinetixals have feral, throaty voices, and their constant motion and antsyness cause some creatures to find them mildly annoying.

When not fighting, a kinetixol is still wild, impulsive, visceral, and generally a good time. They must always be occupied doing something, preferably something physical, with flying around, mock battles, and physical sports being their constant pastimes. They are also quite fond of sex; many half celestials have been conceived following a kinetixol's visit to the Prime. However, their greatest joy of all is the excessive and large scale slaughter of bad guys.

Surprisingly for such aggressive warriors, kinetixols are not at all judgemental. They do not attack unless they have a very good reason for doing so; however, once they do enter combat, its on.

A kinetixol uses its tongues ability to communicate with any creature that has language.

Combat

Although they have very low durability for a creature of their power, kinetixols are known for being ridiculously hard to hit. Their mobility is second to none; they weave in and out melee like crazed, sword-weilding tornados, effortlessly dodging enemy fire and unleashing pure, undilluted chaos upon them.

Confusing Strike (Su): Any melee weapon a kinetixol weilds gains this property. Whenever the kinetixol hits in melee, the victim must succeed at a will save (DC 14) or be confused for one round. The save DC is charisma based.

Deadly Spin (Ex): Once per encounter, a kinetixol can spin like a top, reducing itself to an indistinguishable blur of metal. It gets to make a single melee attack against every enemy within reach at a -2 penalty. This is a full attack option.

Haste (Sp): A kinetixol can act as if hasted for one round per hit die each day. These rounds do not have to be consecutive. Hasting is a free action.

Alternate Form (Su): A kinetixol can curl up into a fetal position and surround itself in a crazed sphere of orbiting meteors and sparks. While in this state, the kinetixol uses the statblock below.

Spell Like Abilities (Sp): Constant-tongues, magic circle against law, magic circle against evil (the magic circles can be repressed at will). At will-cause fear, color spray, hypnotic pattern. 1/day-spiritual weapon. The save DC's are charisma based.

Complete Ambidexterity (Ex): Kinetixols are almost supernaturally coordinated, and can dual weild light weapons without penalty.

Defensive Weave (Ex): Due to their extremely rapid and evasive movements, a kinetixol gains Mobility as a bonus feat.

Uncanny Dodge (Ex): A kinetixol is never flat footed.

Evasion (Ex): Whenever a kinetixol is allowed to make a reflex save for half damage from an attack, a succesful save means no damage at all.


Kinetixol (sphere)
Medium Spirit (chaotic, good, extraplanar, eladrin)
Hit Dice: 4d8 (18)
Initiative: +4
Speed: fly 40 ft. (perfect)
Armor Class: 19 (+4 dex, +5 nat), touch 14, flat footed 15
Base Attack/Grapple: +4/+6
Attack: Up to three slams (see text) +6 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Richochet, Alternate Form, Spell Like Abilities
Special Qualities: SR 11, DR 10/+1, immune to electricity and petrification, resist cold and fire 10, darkvision 60, low light vision, no discernable anatomy, defensive weave, uncanny dodge, evasion
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 14, Con 10, Dex 18, Int 12, Wis 10, Cha 14
Skills: Intimidate +8, Bluff +6, Knowledge (the planes) +7, Climb +9, Swim +9, Tumble +14, Balance +14, Concentrate +5, Spot +4, Listen +4
Feats: Dodge, Mobility, Spring Attack
CR: 5
Environment: Olympian Glades of Arborea
Alignment: Always Chaotic Good
Advancement: 5-12 HD (Medium)

A bewildering solar shape, made up of dozens of orbiting balls of energy, shoots through the air. Inside, you can see something spinning very rapidly

The "sphere" is actually the humanoid celestial, curled up and spinning, with a shell of chaotic energies surrounding and shielding it.

In this form, the kinetixol becomes even more mobile, gains the power to ricochet off of multiple opponents, and can use different spell like abilities. However, it cannot speak or use weapons while in this state.

Combat

Sphere form allows the creature to fly and make ranged attacks, as well as dodge enemy counterattacks even more adeptly. However, its damage output and spell power are hampered.

Ricochet (Ex): A kinetixol can make its melee attacks at any point along its movement each round, as if it had the Flyby Attack feat, but incurs a -2 penalty to the attack roll. However, in addition to that, it can do this up to three times in a single round. It can only slam against each creature once per round, but it can bounce between up to three foes within range of its move action, slaming them all on the run. This provokes attacks of opportunity.

Confusing Strike (Su): Any melee weapon a kinetixol weilds gains this property. Whenever the kinetixol hits in melee, the victim must succeed at a will save (DC 14) or be confused for one round. The save DC is charisma based.

Primary Form (Su): A kinetixol can uncurl into a colorful, earthbound humanoid. While in this state, the kinetixol uses the statblock above.

Spell Like Abilities (Sp): 3/day-true strike, sound burst (20 foot radius burst centered on self), scorching ray. The save DC's are charisma based.

Defensive Weave (Ex): Due to their extremely rapid and evasive movements, a kinetixol gains Mobility as a bonus feat.

Uncanny Dodge (Ex): A kinetixol is never flat footed.

Evasion (Ex): Whenever a kinetixol is allowed to make a reflex save for half damage from an attack, a succesful save means no damage at all.

No discernable Anatomy (Ex): Immune to sneak attack and critical hit damage.
DebiHuman

11-09-07, 12:30 PM
Space_Dragon: You neglected to put its environment down. Environment: Olympian Glades of Arborea. Also, your advancement is off: shouldn't it start with 5 HD rather than 7?

I understand your dislike of "native outsiders" but really all that means is that the outsider no longer lives on his/her/its homeplane. In doing so, it loses some advantages like the need to sleep or eat, but gains the ability to be raised, reincarnated or resurrected. Obviously, a summoned creature isn't a native outsider.

Monsters get feats in accordance with their hit dice. The Kinetixol should have only 2 feats: it gains one at first HD and another at third HD. It should have Two-Weapon Fighting as a feat. The other feat would be Spring Attack. Either You could give out Dodge and Mobility as bonus feats since they are prerequisites normally for Spring Attack, or you can ignore them because monsters don't have to qualify for feats like PCs.

One last things: Feats and skills should be the same for both forms. This creature isn't gaining new abilities when it rolls into a ball.




Cryosilver: very nice. I think I've seen your "Grim Angel" before. [Wasn't this from the movie Prophesy and based off Christopher Walken's character?].


Dare_lonestar: I have to agree that your CR is way too high. Level Advancement should be --. I don't think these things should be allowed to advance. You left off the AC for touch, which should be 11 and for flat-footed, which should be 18. Also, it has one feat too many. Either lose one or make one a bonus feat.

It would help if you had some fluff. I would have found a description particularly useful.

Special abilities and qualities usually need to be spelled-out in the combat section with their appropriate designations: (Ex) for Extraordinary, (Su) for Supernatural and (Sp) for spell-like. Frightful Presence is generally (Su) for example.

Debby
Space_Dragon

11-09-07, 03:04 PM
Space_Dragon: You neglected to put its environment down. Environment: Olympian Glades of Arborea. Also, your advancement is off: shouldn't it start with 5 HD rather than 7?

Good point. Will be fixed at once.

I understand your dislike of "native outsiders" but really all that means is that the outsider no longer lives on his/her/its homeplane.

No, it just means that it is native to the Prime Material and that its body and soul form a single, inseperable unit. Calling this creature type "Outsider" is stupid, and I do not use that term.

Monsters get feats in accordance with their hit dice. The Kinetixol should have only 2 feats: it gains one at first HD and another at third HD. It should have Two-Weapon Fighting as a feat. The other feat would be Spring Attack. Either You could give out Dodge and Mobility as bonus feats since they are prerequisites normally for Spring Attack, or you can ignore them because monsters don't have to qualify for feats like PCs.

Check the Combat section; I gave them some special abilities that grant them bonus feats, as well as perfect ambidexterity.

One last things: Feats and skills should be the same for both forms. This creature isn't gaining new abilities when it rolls into a ball.

No, they should not be the same for both forms. This creature DOES get new abilities when it rolls into a ball; I'm pretty sure I made that apparent in the statblocks.
CryoSilver

11-09-07, 04:49 PM
Cryosilver: very nice. I think I've seen your "Grim Angel" before. [Wasn't this from the movie Prophesy and based off Christopher Walken's character?].


Yes, I posted it back in the spring, and it's based on Gabriel from The Prophecy.

I actually have a little project I work on on occasion: I'm statting up angels as they're described in the Bible and other holy texts; so, lots of heads, many eyes, flaming wheels, etc. It's far from done, since I had just gotten started before having a nervous breakdown for other reasons, and I'm just now getting back into D&D.
Space_Dragon

11-10-07, 01:26 AM
It's far from done, since I had just gotten started before having a nervous breakdown for other reasons, and I'm just now getting back into D&D.

Let me guess. It was Magic: the Gathering that did that to you, wasn't it? :)
DebiHuman

11-10-07, 10:31 AM
Good point. Will be fixed at once.


Check the Combat section; I gave them some special abilities that grant them bonus feats, as well as perfect ambidexterity.



Then you should list the bonus feats in the FEATS section and put a (B) designator on them. For example, it seems that perfect ambidexterity grants them the Two-Weapon Fighting feat as a bonus feat, but you didn't mention it. If you are going to them the ability of the feat, you shouldn't backdoor that by making it a special ability. Also, Mobility needs a (B) designator as per defensive weave.

I knew there was a feat too many listed. :-)


No, they should not be the same for both forms. This creature DOES get new abilities when it rolls into a ball; I'm pretty sure I made that apparent in the statblocks.

Yes, it gets new abilities but the skill set doesn't generally change unless the new form specifically states so. Does it matter what form it is in if it has Knowledge (the Planes) +7? It can't impart that knowledge to others, but it should still have it. Same with Intimidation. [Although whether it can menace someone with its presence is probably debatable].

I agree the phyisical skills [Climb, Swim Tumble, Balance] are redundant. However, it seems that Concentration, Spot and Listen should remain the same or perhaps improve. You left off with the number 43 so I wasn't sure where this was going.

Last of all, I think the reason that WotC made up "native outsider" with the unified body/soul thing was to explain why they can't be raised, reincarnated or resurrected. I agree that it is isn't completely satisfactory. My only disagreement with using "spirit" is that it is used in D&D terminology as an undead creature. On the other hand, You could designate it like the Astral Deva only replace outsider with "angel". BTW, the SRD lists Angel as a type so there you go. :-)
Debby
DebiHuman

11-10-07, 10:44 AM
DonThelonious, I like your infectious zombie. Sorry I missed it earlier.
Debby
CryoSilver

11-10-07, 11:12 AM
Bonesaw
Medium Undead
Hit Dice: 8d12+8 (60 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft
AC: 22 (+1 Dex, +8 full plate, +3 natural)
Base Attack/Grapple: +4/+6
Attacks: Bonesaw +7 melee (1d6+4)
Full Attack: 2 Bonesaws +7 melee (1d6+4)
Face/Reach: 5 ft/5 ft
Special Attacks: Rend, Wounding Strike
Special Qualities: Undead qualities
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 18, Dex 12, Con -, Int 10, Wis 10, Cha 8
Skills: Listen +11, Spot +11
Feats: Combat Reflexes, Improved Toughness, Weapon Focus (bonesaw)
Environment: any
Organization: Solitary or squad (4-6)
CR: 5
Treasure: Standard
Alignment: often evil
Advancement: 9-16 HD (medium)

Bonesaws are undead warriors gone feral. They look like fierce zombies in suits of rusty full plate, except that in place of hands, they have vicious, jagged blades of bone. Bonesaws are usually created via the Create Undead spell, but sometimes rise spontaneously when a soldier dies fighting a pointless battle in an area tainted by evil magic.

Combat

Bonesaws "live" to fight, and they do it with relish, charging headlong into the fray and trying to rend as may opponents as possible.

Rend: If a bonesaw hits the same creature with both saws in the same round, it can rend for an additional 1d6+6 damage.

Wounding Strike: Any creature subject to the bonesaws rend attack also take 2 points of Constitution damage.


The inspiration for this creature is the Bonesaw Brigade; Clarkson University's student section at the hockey games (the team is the Golden Knights). The fact that I made a ravenous zombie based on them should not be taken to imply that I dislike Clarkson...
Space_Dragon

11-10-07, 12:46 PM
Skills for kinetixol fixed.

Cryo, the chainsaw-hand zombies are cool. Want to stat some celestials together?
CryoSilver

11-10-07, 07:02 PM
I'll think about it tonight, but I'll be drinkin', so my ideas may not be top shelf tomorrow :P
Rohano

11-11-07, 11:31 AM
Debi, your URL is to a video of the game Dark Seed, which isn't Deep Seed. :P
DebiHuman

11-11-07, 01:38 PM
Debi, your URL is to a video of the game Dark Seed, which isn't Deep Seed. :P

Oops. Thanks. I still don't know what "Deep Seed" is. I've deleted the URL.

Getting back to the TalKre.

It should start advancement at 7 HD and go to 12.

I don't think this creature should have a level adjustment. It's not really capable of being a playable race.

Secondary natural attacks have a -5 penalty unless the creature has the multiattack feat. Also, does the wing do bludgeoning damage? Melee attacks are based on BAB+STR Modifier+Size modifier: 5+3-2= 6. You can add STR modifier to damage for claws and 1/2 to wings. Since you rounded up, I'll do the same.

Here is how Attack and Full Attack should look:

Attack: Claw +6 melee (1d6+3 plus bleed) or Wing +1 melee (1d6+2 plus paralyzing)
Full Attack : 2 Claws +6 melee (1d6+3 plus bleed) or 2 Wings +1 melee (1d6+2 plus paralyzing).

What does Bleed do? You need to add a description of the creature's special abilities and designate them as Supernatural (Su), Spell-like (Sp) or Extraordinary (Ex).

You may want to look at a bat swarm for how this Bleeding works because it seems like it may be similar to the Wounding ability of a bat swarm:

"Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic."

If the creature has a toxin which paralyzes its ability is EX and is treated like a poison; if it is mimicking a spell its ability is either SP or SU. It needs a duration and a DC to avoid. A Fort DC is generally made using this rule:

The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature's racial HD + poisoning creature's Con modifier (the exact DC is given in the creature's descriptive text).

The Talkre's DC for the paralyzing toxin would be 16.

Hope this helps.

Debby
Necroramo

11-11-07, 09:28 PM
To make matters worse there's the wounding weapon enchantment, which is something completely different