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| R.M.G.C.L.F.10-19-03, 09:19 PM | Obscreet (radiant demon) Large Outsider (Chaos,Evil,Extraplanar, Positive energy) HD:12d8+120(174hp) Initiative:+4(dex) Speed:50ft,Fly30ft(poor) AC:21(-1size,+4dex,+5natural,+3 deflection) Attacks: 2 Claws+17 melee, 2 wings +14 melee, Sting+14 melee Damage: Claw 7 plus healing, wing 3 plus intelligence damage Sting 3 plus mutation Face/Reach:5ft/5ft Special Attacks: Healing, Mutation, intelligence damage,Cursed existence, malevolent touch, minor portal, Summon outsider, breath weapon Special Qualities: Aura of hatred, positive energy subtype, fast healing 15, regeneration 10, explosion, remnants, Fire immunity, acid, electricity, cold, and sonic resistance 10, light immunity (http://boards1.wizards.com/showthread.php?s=&threadid=89959&highlight=unsung), singular mind, blinding radiance, luminous obscurity, fast ability healing 2 Saves: Fort+20,Ref+12,Will+ Abilities:Str24,Dex18,Con30,Int11,Wis12, Cha27 Skills: Heal+38, knowledge(nature)+17, knowledge(religion)+15, swim+22, Spot+18, Listen+18, Search+17, Hide+15 (+20 racial bonus to heal checks) Feats: Improved initiative, alertness, ability focus (intelligence damage), skill focus(heal), skill focus knowledge(nature) _____________________________ Climate/Terrain: Positive energy plane Organization: Solitary CR:14?? Alignment: Always Chaotic Evil Treasure: None Advancement:13hd+(large) Obscreets appear as massive beasts consisting of two large bird-like wings, long short-clawed beefy arms, four wide-calved humanoid legs, and a rough, leathery skin nearly bursting with muscles and throbbing veins. Their human-sized heads are dwarfed by their grotesque muscular bulk. Obscreets are a race of powerful demons native to the positive energy plane with a twisted and sadistic philosophy. The see life as nothing more than an oppertunity to cause pain and healing as a method of prolonging one's suffering. They use their powerful life-energy magic to inflict all manner of terrible tortures on creatures including grotesque deformations, continual suffering through eternally wasting away and then healing before they can escape to death, and simply bloating creatures with positive energy until the explode. Combat: Obscreets usually choose to attack with their natural weapons at close-range if possible, either pumping their foes full to bursting with positive energy, reducing them to drooling, animalistic psychopaths, or mutating them until they can no longer function. If they are feeling particiularly malevolent they will use their cursed existance ability on them. Healing(su): A creature hit by an obscreet's claw heals 4d8+7 hp, gaining any excess as temporary hit points. If the creature's total hit points exceed twice their maximum hit points they explode, and any creature within 20ft must make a reflex save or recieve the effects of a cure minor wounds spell, gaining excess as temporary hp. The temporary hit points from the healing ability last as long as the creature remains within 120ft of the obscreet and then 1 minute (10 rounds) afterwards. Mutation(Su): A creature hit by an obscreet's sting attack randomly grows and alters physiologically as it is filled with a sudden surge of positive and chaotic energies unless it makes a fortitude save dc:24. Roll 1d12 and consult the mutation table below. (Note: With all of these effects, healing any ability damage or drain dealt by it will remove any benefits it grants) 1 A lesser extra eyeball sprouts, granting a +1 bonus to spot and search checks but dealing 1 point of permanent wisdom damage. 2 Random new pulsating organs sprout out of the body and existing ones bloat and grow, healing 1d6 hp (excess is gained as temporary hp) and making much more vital parts exposed, giving the creature a -5 penalty to AC when rolling to confirm for a critical hit. 3 Body parts and systems randomly alter their functions and chemical processes, dealing 1d6 permanent constitution damage and making the creature heal constitution damage at a rate of 1 point every other day instead of 1 point every day. 4 Random body parts shrivel up or stop working as well, dealing 1d4 permanent constitution damage. 5 Various muscle cells turn into nerve cells, giving +1 to dexterity and intelligence but dealing 2d4 permanent strength damage (the bonuses go away as soon as the strength damage is healed). 6 Small brain sections change their function and start seperate consciousnesses to contemplate their own ideas and refuse to communicate with the rest of the brain, dealing 1d8 permanent intelligence damage. In order for this damage to be healed first an equal amount of intelligence damage (temporary or permanent) must be dealt so as to allow the reintigration of nerves. 7 Frontal lobes start to turn into fat cells dealing 1d4+1 permanent wisdom damage. 8 Reproductive organs mutate so that any offspring produced will be a chaos-touched creature, this process deals 1 temporary constitution damage. 9 Reproductive organs mutate so that any offspring produced will be a teifling creature, this process deals 1 temporary constitution damage. 10 Reproductive organs shrivel and twist into a bizzare, spike-tipped ovipositer, granting a sting attack dealing base damage 1 with a -3 penalty to hit. A creature hit must make a fortitude save or nest a larval form of an anarchic tiny-sized monstrous centipede which after growing for 1d8 days breaks free dealing 1d4 damage and 1d2 con damage. This only grows inside a small or larger animal, beast, humanoid, or monstrous humanoid. 11 Part of you're soul breaks off and becomes a seperate entity that goes off to pursue other things, dealing 1d6+1 charisma damage. The rogue soul fragment has the statistics of a tiny-sized skeleton except is an incorporeal outsider with no strength, int1, neutral alignment, charisma equal the amount you lost and instead of claws it has 2 incorporeal touches that each deal 1 electric subdual damage. 12 One side of your brain grows at the expense of the others, giving you a +1 bonus to int, -3 penalty to wisdom and dexterity, and a +2 competence bonus to a random skill. Intelligence damage(su): A creature hit by an Obscreet's wing attack must make a foritude save dc:26 as primal animalistic surges assault the thinking mind or take 1d4 temporary intelligence damage. A creature reduced to 0 intelligence as a result of this must make another fortitutde save (dc:24) or regain one point of int, have the remaining damage become permanent, change to chaotic evil and fly into a homocidal rage, gaining the benefits of an emotion(anger) spell and an ability drain attack added to its primary attacks that does 1 temporary int damage. The int damage dealt by the homocidal creature does not carry the same transformation as that of the obscreet. Cursed existance(sp): Once per day an obscreet may inflict upon a living creature a terrible curse. Unless negated with a fortitude save (dc:26) the creature immediatly falls to 0hp and suffers a -10 morale penalty to all ability scores, although this cannot bring any mental abilities below 3, gains fast healing 9, and suffers 1d12 damage each turn. Even at full health the creature can only take partial actions and suffers a -10 morale penalty to all throws, rolls, and checks. The creature cannot exceed twice it's maximum hp, and thus cannot explode. The creature has a constant pain pulsating through it making any spell-like abilty, spell, or other power requiring some focus or presence of mind impossible. Each round the creature has a cumulative 25% chance of going into a painful seizure for an entire minute (during which it losses dex bonus to AC and cannot take actions) and deals 1d4 damage to itself (everytime it goes into seizure the percent chance resets). The creature cannot die unless brought to -30hp and then hit with a negative energy based attack or spell of some kind. This effect is only removed by 3 consecutive remove curse spells, a limited wish, wish, miracle, death effect followed by at least five sucessful attacks from an undead creature, or a harm spell (a heal spell will simply restore it to full hp and negate the chance of seizure for 1d8 rounds). This has an effective caster level of 14. Malevolent touch(su): As a standard action an obscreet can animate an unattended object of up to huge size for a duration of 1 minute. The animated object has a +1 profane bonus to attack rolls and a +1 chaotic bonus to AC, an intelligence of 1, and an alignment of chaotic evil. The animated object can also deal subdual damage without penalty. After being animated 3 times in succession by the malevolent touch ability, provided that the durations of each touch all overlap, the object is permanently animated (although dispell magic or similar effects will deanimate it). After spending one day with 180ft of the obscreet it becomes incorporeal and trades its slam in for an incorporeal touch attack dealing temporary int damage based on its size according to the table below: Size/Damage Fine/- Diminutive/1 (but the object destroys itself in the process) Tiny/1 Small/1d2 Medium/1d3 Large/1d4 Huge/1d6 Upon reducing a creature to zero intelligence the object may take a full-round action to enter its body and possess it, the creature then gains the object's mental ability scores and alignment and suffers the same effects of the intelligence damage of the Obscreet (IE: Homocidal rage and such). Minor portal(sp): 8 times per day an obscreet may open a lesser kind of one-way portal to the material plane to a random point on the material plane as a move equivalent action. This portal only allows a creature of int1 or less through, and is only 5ft high and wide. Living creatures surrounding area (on the material plane) for 30ft around must make a fortitude save(dc15) or be blinded for 1 minute and also each heal 5hp, recieving excess as temporary hp. This portal lasts for 1 round. Summon Outsider(sp): Once per day an Obscreet may attempt to summon 1d12 dretches, 1d4+1 quasits, 1d2 Xag-Ya or 1 ravid with a 40% chance of success. Breath Weapon: Line of healing, 5ft wide, 90ft long, 6d8 healing (excess gained as temporary hp) once per minute, reflex save (dc:32) for half. Aura of hatred(su): Violent emotions radiate from an Obscreet. Within 1 mile all diplomacy and gather information checks suffer a -1 morale penalty, within 360 feet those penalties triple and the creatures recieve a +1 morale bonus to str, con, attack, and -1 morale penalty to AC, and within 120 feet all creatures must make a will save each round (dc:26) or suffer the effects of an emotion(hatred) spell. Positive energy subtype(ex): Heals twice as much from healing spells, takes double damage from inflict spells, +2 bonus to damage rolls against undead, -1 to damage rolls against living, cannot exceed twice its maximum hit points. Regeneration(ex): Obscreets take normal damage from cold, acid, negative energy, and wounding weapons.Furthermore an obscreet must be reduced to -30hp to be killed. Explosion(su): When reduced to -10 or less hp, an obscreet releases a burst of positive energy curing 1d12+3 hp unless creatures make a reflex save dc:32 for half. Remants(ex): When killed, unless it is reduced to -144hp, an obscreet's scatter remains reform into 1d12+5 primitive animate gops of hateful demonflesh. These have the statistics of a tiny sized zombie except that they have the positive energy subtype, outsider type, fast healing 1, and their slam attacks cure 1d8 giving any excess as temporary hp. Singular Mind(ex): Due to it's one-track mind and intense purposefully malevolent uncontrollable nature an obscreet is immune to mind control, charms and compulsions. Blinding radiance(ex): Upon first encoutering the brilliant radiance of an obscreet creatures must make a fortitude save (dc:36) or be blinded for one round, then they must make another save at the same dc to avoid being dazzled (-1 on attack rolls) for 1 minute. Luminous Obscurity(ex): Due to the intense light radiating from an obscreet it has 1/4 concealment and attacks against it suffer a 10% miss chance. Fast ability healing 2(ex): An obscreet heals temporary ability damage at a rate of 2 points per round. Biomassiers These are a special variety of obscreet that can rebuke/command living animals, beasts, magical beasts, vermin, humanoids, and monsterous humanoids the way an evil cleric rebukes/controls undead 4 times a day. Intelligent creatures are considered to have turn resistance equal to their charisma modifier for this purpose. Biomassiers have at least 14hd and CR17(?). |
| R.M.G.C.L.F.10-20-03, 06:25 AM | bump |
| R.M.G.C.L.F.10-20-03, 09:16 PM | Is this being avoided because its too wordy? Please give some guess for a CR or explanation for the lack of responses if you can. |
| Wickerbull10-20-03, 09:30 PM | Sorry about the late post, I was looking around before I found you again!!! Anyway, I think CR 12 is good, maybe alittle too low, because of this demon's host of abilties. I like the mutation ability, it's a very nice change from the humongous amount of potentially useless spell-like abilities of other fiends. I'll keep on this thread to check for any edits to this monster, not that it needs any! |
| Wickerbull10-20-03, 09:34 PM | I just realized how much really like this monster, after fully reading through the cursed existance ability! Are you copyrighting this? |
| R.M.G.C.L.F.10-20-03, 10:43 PM | Originally posted by Wickerbull I just realized how much really like this monster, after fully reading through the cursed existance ability! Are you copyrighting this? I don't know, the idea never occured to me. Probably not. |
| Adrez Nesnsid10-21-03, 07:35 AM | Originally posted by Wickerbull I just realized how much really like this monster, after fully reading through the cursed existance ability! Are you copyrighting this? Why? Are you planning to steal it for a book that you're publishing or something??:D :D |
| Wickerbull10-21-03, 11:59 AM | No, I just don't wanna use it in my game without the creator's permission. I wanna use it 'cause I think it's a good idea, not to steal it for profit! |
| Adrez Nesnsid10-21-03, 04:12 PM | Anyway, this is a really good monster, however, I'd like to suggest one thing that might make it even better: How about if a certain percantage of these demons (say 10% or something like that) had the ability to use positive energy to rebuke and command the living. |
| R.M.G.C.L.F.10-21-03, 04:19 PM | Originally posted by Wickerbull No, I just don't wanna use it in my game without the creator's permission. I wanna use it 'cause I think it's a good idea, not to steal it for profit! Then by all means you may use it in your game, although you probably should waite until I've got the CR worked out correctly. Also, neat idea Adrez Nesnsid. I think I'll use it. |
| R.M.G.C.L.F.10-21-03, 04:26 PM | What CR would you think the ones that rebuke/control living creatures would have compared to the normal ones? Also, does the current CR of 12 seem balanced? |
| Dex The King10-21-03, 04:58 PM | I think CR 12 might be a bit too low. 13 or 14 seems more appropriate. It has a boat load of special abilities, and not many 12th level characters can make a Fort save of 26 very often, or even at all (if its not one of their good saves). Add in the fact that it regenerates a whopping 25 hit points a round, and it'll survive for a good long while. This is just my opinion, however, and it'd take a play test before I know whether its true or not anyhow. Regardless, great monster, very original, very interesting, but perhaps a bit too complicated. |
| R.M.G.C.L.F.10-21-03, 05:19 PM | Thanks for the tips Dex the King. |
| Adrez Nesnsid11-08-03, 10:02 PM | BUMP! |
| R.M.G.C.L.F.11-13-03, 11:36 PM | Bump Just looking for a final bit of balance comments. |
| R.M.G.C.L.F.12-01-03, 05:21 PM | One more bump, trying to get some more opinions on the CR of the average obscreet and that of the biomassiers. |
| Ob_Deamon12-01-03, 08:01 PM | a) Hmmm... I feel a sudden urge to make a Dicefreaks style demon lord (or prince) out of one of these... b) The CR looks accurate... HOLY ****!!! I just read the Cursed Existance again, and that is... Wow... I am definately making a Demon Prince out of one of these... Hehehehehe... c) This creature's healing ability is increadibly similar to my Energy Fiend (http://boards1.wizards.com/showthread.php?s=&postid=1382551#post1382551)'s energy feed ability... mabey the obscreet keep 'em as pets... Hehehehehe... |
| Arhra12-02-03, 06:27 AM | I like it. Interestingly enough I've been playing around with a few ideas which are similar to this in some ways. Ah, the evil use of positive energy. |
| Adrez Nesnsid04-04-04, 08:12 PM | i'd just like to state again how cool this concept is! |