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| CaineTheInsaine06-15-04, 12:30 PM | Hey ya'll, I got me a problem I am hoping my fellow DM's and players can help me with. I am meeting with my regular gaming group during the 4th of July Weekend to run a big game, and I couldn't find anything to fill the niche for the BBEG, so I designed on. I was aiming for a CR of 15, (but revision might be required to give it more powers and a higher CR), I don't have time or a group to play test it against, and I was hoping someone would be willing to help me with that... it's a Psionic Undead called a Mist Walker. Its the remains of a powerful Psion (approx. 15th level) who sacrafices all psion levels at the time of death to use one final power to over come death. This is not a template but a new monster created by the expendature of this energy. Not that it matters but for this game it will be a Rakasha who had psion levels instead of sorcerer levels. First a journel entry the party will find, then the monster itself. Hammer 16, 1372 I know not what it was that befell us, for in all my studies and adventures never have I encounter its likes before, nor read of encounters with creatures such as we found in the Quicksilver Tomb. We made our way down the passage sure in our strength that we would claim the treasures within when the first signs of its approach became evident. First it was a mist that seemed to roll along the floor from around the corner, then came the light, a greenish glow that reminded one of demons and devils. As we took stance and prepared to face the coming creature I noticed the mists had begun to crawl along the ceiling as well. Then there it was, A sexless figure garbed in concealing robes, the only features I could discern where the glow of two fiery eyes from the depths of its shrouded face. The mists seemed to come from within the robes, pouring out the bottom of the robe and from the billowy sleeves, trailing off behind the creature, filling the hall completely. It stood there silently, then the laughter begun to echo about the hall as the mists surged forward to engulf the creature, only its green eyes could be seen as the mists begun to grow in depth, where once it came only to our ankles now it begun to grow, bringing with it a cold that chilled one’s soul. But the true horror came as the mists begun to form skeletal, translucent minions. We fought with all the strength we could muster, still they came as that disheartening laugh filled our minds, and the mists chilled our soul. I watched as Samantha, our halfling ranger, giving one final scream of horror was fully engulfed by the mists. It was then that we turn and ran from the monster that had in the end claimed most of our company. Samantha, Theodora, Garrett and Ku-Lalan, all lost, and even as I write this fear fills my heart… for the floor of my tent has become misty. Mist Walker Medium Undead (Incorporeal, Psionic) Hit Dice: 15D12 Initiative: +9 Speed: 30 ft. Armor Class: 21 (+5 Dex, +1 Dodge, +5 Deflection) touch 15, flat footed 10 Base Attack/Grapple: +7/+2 / +7 Attack: Touch +12/+7 (1d4+Ability Drain) Full Attack: Touch +12/+7 (1d4+Ability Drain) Space Reach: 5 ft./5 ft. Special Attacks: Ability Drain, Psi-Like Abilities, “The Mists” Special Qualities: Undead Traits, Incorporeal Traits, Frightful Presence, DR 15/Holy or Good, Spell Resistance:28, Psionic Resistance 28, Turn Resistance:+5, “The Mists” Saves: Fort --, Ref: +10, Will:+14 Abilities: Str --, Dex 20, Con --, Int 16, Wis: 18, Cha: 20 Skills: Concentration+23, Intimidate +23, Knowledge (Arcane)+21, Knowledge (History)+21, Knowledge (Psionic)+21, Psicraft+12, Spellcraft+12, Listen +13, Spot +13 Feats:Boost Construct, Psionic Meditation, Combat Manifestation, Psionic Dodge, Improved Initiative Challenge Rating: 15 Treasure: Double Standard Alignment: Usually Evil Advancement: By Class Level Level Adjustment: -- Where there is good, there must be evil, and where the light shines brightest so too do the shadows grow their darkest. It is in the shadows of the most vile and depraved psions that the seeds for the creation of a Mist Walker are laid. When these psions meet their end their powerful minds and spirits scream in anger and rage and fight against the inevitable death. In a moment of pure selfish greed they expand all their psionic might in a single surge of power. This releases the psions soul to remain on this world, and reign darkness and evil where it goes. Combat Mist Walkers seldom engage in melee combat themselves, relying on their psionic creations and the mists that surround them for their protection. Mist Walkers sacrifice all their psionic abilities they enjoyed in life at the moment of their deaths, but in exchange gain a selection of new powers, namely the Mists. Ability Drain: A Mist Walker’s touch attack drains 1d6 Constitution drain (Temporary) with every successful attack, Fortitude save, DC 22, halves the damage. The save is Charisma based. Frightful Presence: When a Mist Walker first levels its gaze onto its target its eyes flare as its intent becomes obvious creating a 30 ft cone of fear, also a Mist Walker can cause its Frightful Presence by releasing its horrid cackling laughter. Frighten targets must make a DC 22 Will save or run in fear for 5d6 rounds. The save is Charisma based Psi-Like Ability: Astral Construction: A power gained by the Mist Walker in death is a unique form of Astral Construction. At will a Mist Walker can create two temporary constructs that look exactly like medium sized skeletons that are the equivalent of 6th level Astral Constructs. These constructs seem to walk out of the Mists on either side of the Mist Walker, and last 1 round per point of charisma modifier (5 rounds.) The Mists: The most potent weapon and defense a Mist Walker is the very mists it takes it’s name from. The mists surround the walker in all directions for a 50 ft radius. At the very edges of this radius the mists are only a foot high, growing a foot higher with each five feet closer to the Mist Walker. For a 20 ft radius around the Mist Walker the mists provide concealment, and a 20% miss chance to anything more then 10 ft away. One command as a free action 3/Day for 4 round each the Mist Walker can command the Mists to channel negative energy, doing 1d6 damage for every foot of height the mists have. (1d6 50 ft away, 10d6 right next to the Mist Walker.). Also, at will as a move equivalent action, a Mist Walker can order the mists to engulf it, leaving only the green eyes exposed, granting it total concealment. Anyone killed by the mists is slowly dissolved into a fine mist themselves, which is absorbed by the Mist Walker, granting the Walker a number of temporary hit points equal to the victims hit dice. |
| R.M.G.C.L.F.06-15-04, 12:46 PM | Are the constructs it creates permanent or temporary? If the latter, how long do they last? If the former, how many can it control? When you said "at will each day", did you mean at will (usable as many times as it wants) or once per day? |
| CaineTheInsaine06-16-04, 12:39 PM | I made some adjustments to the Astral Construct. Its at will each day, and the constructs last only 5 rounds before fading. I think that would work out to... 8 minions at most before the fade rate begins to catch up. Does anybody else have any ideas suggetions? Should I repost this in the Psionic's thread? |