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| dawnbringer10-20-07, 04:05 PM | Hey, as some of you may know, i'm planning on a Doom 3 campaign (No magic). And that means statting up the doom 3 monsters. First theres the normal zombies. I think these should be unchanged from the normal commoner zombies. Second is the fat zombies. Fat zombies are slower than normal zombies. They also pack more of a punch and endure more damage. Sometimes they wield wrenches. So, i'm thinking of reducing their speed by half and dexterity by 2. Then increasing their strength by 4 and giving them an extra hit die. Then improve their natural damage by 1 step up. From 1d6 to 1d8. This can be turned into a template. I'll post the monster first then make a template. Human Commoner Zombie Medium Undead Hit Dice: 3d12+3 (22 hp) Initiative: -2 Speed: 15 ft. (6 squares; can't run) Armour Class: 10 (-2 Dex, +2 natural), touch 8, flat footed 10 Base Attack/Grapple: +1/+4 Attack: Slam +4 melee, (1d8+3/19-20 x2) or wrench +4 melee (Damage undecided) Full Attack: Slam +4 melee, (1d8+3/19-20 x2) or wrench +4 melee. Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +0, Ref -2. Wis +3 Abilities: Str 16, Dex 6, Con -, Int -, Wis 10, Cha 1 Skills: - Feats: Toughness, Improved Critical (Slam) Environment: Any Organisation: Any Challenge Rating: 2 Treasure: None Alignment: Always Neutral Evil Advancement: None Level Adjustment: - Template Time: Fat Zomie "Fat zombie" is an inherited template that can be added to any zombie (refferred to hereafter as the base ctreature) A fat zombie is an obese member of its kind, increadibly slow but stronger and tougher. Size and type: Size and type are unchanged. Special Qualities: Base speed is reduced by half, minimum of 5 ft. Damage dealt by natural attacks is increased as if base creature was one size larger. Increase Hit Die by one. Abilities: Increase strength by 4 and reduce dex by 2. Environment: Same as base creature. Challenge Rating: +1 For the Flaming zombie, I was planning to add the "Fast Zombie" template and the Fire template from planescape. Would someone be so kind as to PM me the fast zombie template from libris mortis. Also, I would love peoples ideas of what could be natural creatures of Mars. Most would probably live underground. Thats all for now! Edit: Could someone also help me come up with a demon subtype. I don't want all my demons to have darkvision. |
| CryoSilver10-20-07, 06:09 PM | Arch-Vile Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 12d8+88 (hp: 138) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 30 ft AC: 25 (+3 Dex, +12 natural) Base Attack/Grapple: +12/+16 Attack: Slam +16 melee (1d6+4) Full Attack: 2 slams +16 melee (1d6+4) Space/Reach: 5 ft/5 ft Special Attacks: Flame Blast, Summon Demons Special Qualities: 60 ft darkvision, DR 15/good, DR 5/-, Fire Immunity Saves: Fort +15, Ref +11, Will +11 Abilities: Str 18, Dex 16, Con 24, Int 12, Wis 16, Cha 18 Skills: Bluff +19, Intimidate +21, Jump +19, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spot +18 Feats: Ability Focus: Flame Blast, Empower Spell-Like Ability (Summon Demons), Improved Initiative, Point Blank Shot Environment: any land or underground Organization: Solitary CR: 9? Treasure: None Alignment: always chaotic evil Advancement: 13-24 HD (medium) Arch-Viles are lords among the lesser demons they summon and command. They are humanoid, with gray skin, large heads and a fierce cast. Arch-Viles would like nothing more than to overwhelm the Material Plane and fill it with chaos and destruction, putting all of their efforts to that end. Combat Arch-Viles are weak physical combatants (though fairly tough) and rely on their ability to summon reinforcements while hanging back to use their flame blast through the ranks of their fire-resistant cronies. Flame Blast: As a standard action, an arch-vile may fire a 90 foot line of hell-fire from its hands. This line deals 8d6 damage to everything in its path. Half of this is fire damage; the other half is infernal fire and not subject to reduction by fire resistance or magic possessed or cast by non-outsiders. Summon Demons: Once every 1d4+1 rounds, an arch-vile may summon demons as a full-round action. It may summon 1d4 imps, 3d4 lost souls, 1d2 wraiths or one hell-knight. These demons are under the control of the arch-vile and remain until destroyed or dismissed by the arch-vile (a move equivalent action). Cacodemon Large Outsider (chaotic, evil, extraplanar) Hit Dice: 8d8+24 (hp: 60) Initiative: +6 (+2 Dex, +4 Improved Intiative) Speed: Fly 30 ft (clumsy) AC: 17 (+2 Dex, +6 natural, -1 size) Base Attack/Grapple: +8/+14 Attack: Bite +9 melee (2d6+3) or Flame +9 ranged (1d8 fire) Full Attack: Bite +9 melee (2d6+3) or Flame +9/+4 ranged (1d8 fire) Space/Reach: 5 ft/10 ft Special Attacks: Flame Special Qualities: 60 ft darkvision, Fire Resistance 20 Saves: Fort +9, Ref +8, Will +5 Abilities: Str 14, Dex 15, Con 16, Int 6, Wis 8, Cha 6 Skills: Balance +13, Listen +10, Move Silently +13, Search +2, Spot +10 Feats: Improved Initiative, Improved Natural Attack (bite), Power Attack Environment: any land or underground Organization: Solitary, Pair or Pack (3-6) CR: 4? Treasure: None Alignment: always chaotic evil Advancement: 9-18 HD (large) Cacodemons resemble massive floating demonic heads with huge teeth. They are vicious predators with a tenacity and durability not immediately evident in their ungainly appearance. Combat Cacodemons will spit several flames at their prey before charging in to bite. Being rather stupid, several will crowd around a creature biting even if it is clear they would be better off firing flames or retreating. Flame: a cacodemon can create flames in its mouth and spit them at its foes. These flames have a range of 60 feet (no range increment) and deal 1d8 damage on a successful hit. Cherub Small Outsider (chaotic, evil, extraplanar) Hit Dice: 4d8+4 (hp: 22) Initiative: +2 (Dex) Speed: 40 ft AC: 16 (+2 Dex, +3 natural, +1 size) Base Attack/Grapple: +4/+1 Attack: Claw +5 melee (1d4+1) Full Attack: 2 Claws +5 melee (1d4+1) Space/Reach: 5 ft/5 ft Special Attacks: Giggle Special Qualities: 60 ft darkvision, Vestigial Wings Saves: Fort +5, Ref +6, Will +4 Abilities: Str 12, Dex 14, Con 12, Int 8, Wis 10, Cha 8 Skills: Climb +8, Jump +16, Listen +7, Spot +7 Feats: Ability Focus: Giggle, Improved Natural Attack (claw) Environment: any land or underground Organization: Brood (3-6) CR: 2? Treasure: None Alignment: always chaotic evil Advancement: 5-10 HD (small) Cherubs look like small clawed babies with insect-like wings and red eyes. They are disturbing creatures to behold and fight, and lust after warm flesh to feed on. Combat Cherubs hop and crawl at their intended prey, attempting to claw out the eyes and take down a single target before moving on to the next; indeed, if the rest of a group flees, the cherubs will remain to feed. Giggle: as a free action, a cherub can giggle. This distressing sound forces all creatures within 30 feet of the cherub to succeed at a Will save (DC 12 (Cha based)) or be shaken for 1d4 rounds. Vestigial Wings: a cherub s vestigial wings grant it a +8 bonus on Jump checks, and a 20 foot enhancement to base speed (both already accounted for). Once per minute, the cherub can use these wings to fly for one round at a speed of 30 feet with clumsy maneuverability. Hellknight Huge Outsider (chaotic, evil, extraplanar) Hit Dice: 16d8+105 (hp: 175) Initiative: +4 (Improved Initiative) Speed: 30 ft AC: 20 (+12 natural, -2 size) Base Attack/Grapple: +16/+31 Attack: Slam +21 melee (2d6+10) or Flame +21 ranged (2d6 fire) Full Attack: 2 Slams +21 melee (2d6+10) or Flame +21/+16 ranged (2d6) Space/Reach: 15 ft/15 ft Special Attacks: Flame Special Qualities: 60 ft darkvision, DR 15/good, Fire Immunity Saves: Fort +17, Ref +10, Will +10 Abilities: Str 24, Dex 10, Con 24, Int 8, Wis 10, Cha 6 Skills: Climb +26, Intimidate +17, Jump +26, Listen +19, Sense Motive +17, Spot +19 Feats: Awesome Blow, Brutal Throw, Improved Initiative, Point Blank Shot, Power Attack Environment: any underground Organization: Solitary CR: 8? Treasure: None Alignment: always chaotic evil Advancement: 17-32 HD (huge) 33-48 HD (Gargantuan) Hellknights resemble larger more heavily built imps. They possess the same leathery skin, ocular arrangement and feral cast, but are much more brutal and tend to walk upright. Combat Hellknights are unsubtle. They will throw flames until wounded, or until the enemy closes, and then lay about with their large fists. Flame: a hellknight can create flames in its hands and hurl them at its foes. These flames have a range of 90 feet (no range increment) and deal 2d6 damage on a successful hit. Imp (Doom Style) Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 6d8+12 (hp: 48) Initiative: +3 (Dex) Speed: 40 ft (climb 20 ft) AC: 20 (+3 Dex, +7 natural) Base Attack/Grapple: +6/+8 Attack: Claw +8 melee (1d4+2) or Flame +9 ranged (1d6 fire) Full Attack: 2 Claws +8 melee (1d4+2) or Flame +9/+4 ranged (1d6 fire) Space/Reach: 5 ft/5 ft Special Attacks: Flame, Pounce Special Qualities: 60 ft darkvision, DR 5/silver, Fire Resistance 20 Saves: Fort +7, Ref +8, Will +5 Abilities: Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 6 Skills: Climb +16, Jump +15, Listen +9, Sense Motive +9, Spot +17 Feats: Combat Reflexes, Power Attack Environment: Any underground Organization: Solitary, Pair or pack (3-6) CR: 4? Treasure: None Alignment: always chaotic evil Advancement: 7-18 HD (Medium) Imps are feral creatures desiring to feed on the flesh of Material Plane creatures. An imp stands about 6 feet tall and weighs about 200 pounds, but it is usually hunched over. Imps have grey leathery skin and 6 eyes. Combat Imps attack with little finesse, though they have a basic grasp of tactics. Alone, it will hurl a few flames before pouncing. In groups, a few will hang back throwing flames while the rest charge. Flame: an imp can create flames in its hands and hurl them at its foes. These flames have a range of 60 feet (no range increment) and deal 1d6 damage on a successful hit. Pounce: an imp may make a full attack at the end of a charge. Skills; an imp has a +8 racial bonus to climb checks and the other benefits of having a climb speed. It also has a +8 racial bonus to Spot checks, which increases to +12 to spot invisible living creatures, as it can see the heat given off by their bodies. Lost Soul Tiny Outsider (chaotic, evil) Hit Dice: 1d8-1 (hp: 3) Initiative: +5 (Dex) Speed: Fly 30 ft (good) AC: 17 (+5 Dex, +2 size) Base Attack/Grapple: +1/+0 Attack: Bite +8 melee (1d3-1+1 fire) Full Attack: Bite +8 melee (1d3-1+1fire) Space/Reach: 2.5 ft/0 ft Special Attacks: Flaming Bite, Unnerving Scream Special Qualities: 60 ft darkvision Saves: Fort +1, Ref +7, Will +1 Abilities: Str 8, Dex 20, Con 8, Int 6, Wis 8, Cha 6 Skills: Listen +2, Spot +2 Feats: Weapon Finesse Environment: any land or underground Organization: Flight (3-10) or Wing (11+) CR: ? Treasure: None Alignment: always chaotic evil Advancement: 2-3 HD (Tiny) Lost Souls are flying heads that attack the living, seeking to regain their bodies, or at least feed the terrible hunger for flesh they contend with. Combat Lost Souls are single-minded and stupid. They will fly in and attack whoever they come across first until destroyed after letting loose an unnerving scream. Flaming Bite: a Lost Soul s bite deals an additional 1 point of fire damage on a successful hit. Unnerving Scream: once every 1d4 rounds a Lost Soul may let loose a distressing wail as a standard action. Any creature within 30 feet of the Lost Soul must make a DC 8 Will save or be shaken for 1 minute. The save DC is Charisma-based. Tick Small Outsider (chaotic, evil, extraplanar) Hit Dice: 3d8 (hp: 13) Initiative: +4 (Dex) Speed: 30 ft (climb 30 ft) AC: 17 (+4 Dex, +2 natural, +1 size) Base Attack/Grapple: +3/-3 Attack: Bite +8 melee (1d4-2/18-20/x3) Full Attack: Bite +8 melee (1d4-2/18-20/x3) Face/Reach: 5 ft/5 ft Special Attacks: Explode, Savage Special Qualities: 60 ft darkvision Saves: Fort +3, Ref +7, Will +3 Abilities: Str 6, Dex 18, Con 10, Int 4, Wis 10, Cha 6 Skills: Balance +9, Climb +18, Hide +14, Jump +8 Feats: Weapon Finesse Environment: any underground Organization: Nest (4+) CR: 2? Treasure: None Alignment: always chaotic evil Advancement: 4-8 HD (small) Ticks are nasty spider creatures. They like to hide out of sight and attack in groups. Combat Ticks simply swarm forward and attack anything that moves. Explode: when reduced to fewer than 0 hp, ticks explode, dealing 1d4+1d4 damage per two additional HD they possess to everything within 10 feet (Reflex save DC 11 for half damage (Con based). This is 2d4 for a normal tick. Savage: ticks jump up to attack the face and vitals of creatures. Therefore, the threat range and critical multiplier for their bite attacks are higher, as indicated above. Trite Small Outsider (chaotic, evil, extraplanar) Hit Dice: 2d8-2 (hp: 7) Initiative: +4 (Dex) Speed: 30 ft (climb 30 ft) AC: 17 (+4 Dex, +2 natural, +1 size) Base Attack/Grapple: +2/-4 Attack: Bite +7 melee (1d4-2/18-20/x3) Full Attack: Bite +7 melee (1d4-2/18-20/x3) Face/Reach: 5 ft/5 ft Special Attacks: Savage Special Qualities: 60 ft darkvision Saves: Fort +2, ref +7, Will +3 Abilities: Str 6, Dex 18, Con 8, Int 4, Wis 10, Cha 6 Skills: Balance +8, Climb +17, Hide +13 Feats: Weapon Finesse Environment: any underground Organization: Nest (4+) CR: 1? Treasure: None Alignment: always chaotic evil Advancement: 3-6 HD (small) Trites are nasty, human headed spider creatures. They like to hide out of sight and attack in groups. Combat Trites simply swarm forward and attack anything that moves. Savage: trites jump up to attack the face and vitals of creatures. Therefore, the threat range and critical multiplier for their bite attacks are higher, as indicated above. Wraith (Doom style) Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 8d8+32 (hp: 68) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 40 ft AC: 23 (+5 Dex, +8 natural) Base Attack/Grapple: +8/+12 Attack: Claw +12 melee (1d8+4/18-20/x2) Full Attack: 2 claws +12 melee (1d8+4/18-20/x2) Face/Reach: 5 ft/5 ft Special Attacks: Rend, Sudden Strike Special Qualities: 60 ft darkvision, Dimension Jump, DR 5/silver, Fire Resistance 20 Saves: Fort +10, Ref +11, Will +8 Abilities: Str 18, Dex 20, Con 18, Int 10, Wis 14, Cha 10 Skills: Balance +18, Bluff +11, Climb +15, Hide +16, Intimidate +13, Jump +17, Knowledge (the planes) +11, Listen +13, Move Silently +16, Spot +13, Tumble +18 Feats: Combat Reflexes, Improved Initiative, Improved Natural Attack (claw) (x2, b), Power Attack Environment: any underground Organization: Solitary or Pair CR: 7? Treasure: None Alignment: always chaotic evil Advancement: 9-16 HD (medium) Wraiths are dangerous teleporting demons. They resemble imps, except that they are even more hunched over, with two massive claws instead of hands and two glowing yellow eyes. Combat Wraiths move in stealthily, and then teleport into the middle of melee and lay about with their claws. Dimension Jump: every 1d4 rounds, a wraith can use an effect similar to Dimension Door as a move action. This ability has a range of up to 60 feet, and can only deposit the wraith in an area it can see. Rend: If a wraith hits a creature with both claws in the same round, it rends flesh and immediately deals an additional 1d8+6 damage. Sudden Strike: a wraith can make a full attack after using its Dimension Jump ability, or after a charge. You're welcome :) |
| dawnbringer10-20-07, 06:44 PM | Thanks very much for that. Though i will have to make some changes to it. As I will be running a doom 3 campaign there is no prime material plane and no such thing as magic (Also part of the reason i want a demon subtype instead of outsider or extraplanar subtype). And imps have 10 eyes :P. (As such, I will change descriptive texts). Also, the hell knight is one of the toughest non-boss monsters in the game, second only to the bruiser in resurrection of evil. I really appreciate you doing that though, it has given me very good ideas on how to make them. Some will change very little, others will change quite a bit. You will like my descriptive texts. However, i need to go to bed now, and will post again either tomorrow morning, or tomorrow night. Thanks again. |
| CryoSilver10-20-07, 06:46 PM | Not a problem. I wrote these pu a long time ago; it was just a matter of finding them on my decrepit website. |
| Black Mantha10-20-07, 07:49 PM | Actually, I once statted an Arch-vile, but that was from Doom 2. I don't know how much is still applicable, but here it is: ARCH-VILE Large Outsider [Baatezu, Evil, Extraplanar, Lawful] (Doom 2) Hit Dice: 17d8+64 (140) Initiative: +8 (+4 Dex, +4 Imp. Init.) Speed: 50 ft (run x5) Armour Class: 26 (+5 Dex, −1 Size, +12 Natural), touch 14, flat-footed 13 Base Attack/Grapple: +17, +21 Attacks: Claw +17 (1d8+1) Full Attack: 2 Claws +17 (1d8+1) Size/Reach: 5 ft. x 5 ft. / 10 ft. Special Attacks: Ignite, Resurrect Devil, Spells, summon baatezu Special Qualities: Damage Reduction 10/good, SR 27, regeneration 5, immunity to Fire and Poison, acid and cold resistance 10, telepathy Saves: Fort +14, Ref +15, Will +13 Abilities: Str 13, Dex 20, Con 18, Int 16, Wis 16, Cha 18 Skills: Bluff +19, Climb +16, Concentration +19, Diplomacy +25, Escape Artist +14, Intimidate +23, Jump +18, Listen +13, Move Silently +15, Search +18, Sense Motive +19, Spellcraft +23, Spot +18, Swim +11, Tumble +22 Feats: Weapon Finesse, Persuasive, Run, Craft Wondrous Item, Improved Initiative, Leadership(B) Climate/Terrain: Any land and underground Organization: single, team (1 arch-vile and 1 CR 12 devil), or troupe (1 arch-vile and up to 50 CR 1 devils, 5 CR 2 devils, 3 CR 3 devils, 2 CR 4 devils, 1 CR 5 devil and 1 CR 12 devil) Challenge Rating: (don't really know. I first estimated CR 11, but now I wonder if that's not a bit too low) Treasure: Double coins, 1d4 wondrous items Alignment: Always lawful evil Advancement: 18-24 HD (Large) Arch-viles, though not as strong as Pit Fiends, are natural leaders. They can quickly collect a horde of followers and their resurrection ability will make sure their numbers remain level. Also, they can make magical items of some power and have the brains to use them. COMBAT An arch-vile will prefer to fight just behind his armies, throwing its flames and spells at their enemies while raising its fallen. If it is caught alone against a challenging opponent, it will keep his distance as much as possible, or maybe even flee rather than risk himself. An arch-vile carries the wondrous items it made, in which they have a preference for items that warn them of approaching danger, or can pull them out it the fight turns dangerous. Ignite (Sp): As an action taking one round, an arch-vile can surround an opponent within 400 ft. with otherwise harmless flames, ending in an explosion that deals 5d6 points of fire damage at the start of his next turn. There is no saving throw, but SR applies. If the subject is large or smaller, it is also flung 10 feet into the air and must succeed in a DC 20 Balance or Tumble check or fall prone. If the subject is not in line-of-sight when this ability is completed, the explosion does not happen. Resurrect Devil (Sp): As a standard action, an arch-vile can raise the corpse of another Baatezu like with True Resurrection, expect it is much faster and the remains are under the same quality demands as for Raise Dead. Arch-viles can only raise Baatezu with less HD than themselves. Summon Baatezu (Sp): Twice per day, an arch-vile can summon 3d10 Imps, 2d4 Osyluths or 1 Erinyes, Hamatula, Cornugon, or Gelugon. Spells: An arch-vile casts spells as a level 7 sorcerer; 6/7/7/5 spells per day, 7/5/3/2 spells known. You can use the following spelllist, or make one of your own: Level 0: Detect Magic, Read Magic, Dancing Lights, Touch of Fatigue, Mage Hand, Message, Arcane Mark Level 1: Mage Armour, Identify, Charm Person, Burning Hands, Expeditious Retreat Level 2: Melf's Acid Arrow, See Invisibility, Spider Climb Level 3: Dispel Magic, Fireball |
| Guardian110-20-07, 08:12 PM | The Doom 3 Arch-Vile doesn't resurrect fallen demons anymore, instead, it teleports in reinforcements. That's what makes them so dangerous in combat. Try to take one of them out while imps are chucking fireballs at you from three different directions. Now that's difficult. |
| Guardian110-20-07, 08:17 PM | Actually, I once statted an Arch-vile, but that was from Doom 2. I don't know how much is still applicable, but here it is: ARCH-VILE Large Outsider [Baatezu, Evil, Extraplanar, Lawful] (Doom 2) Hit Dice: 17d8+64 (140) Initiative: +8 (+4 Dex, +4 Imp. Init.) Speed: 50 ft (run x5) Armour Class: 26 (+5 Dex, −1 Size, +12 Natural), touch 14, flat-footed 13 Base Attack/Grapple: +17, +21 Attacks: Claw +17 (1d8+1) Full Attack: 2 Claws +17 (1d8+1) Size/Reach: 5 ft. x 5 ft. / 10 ft. Special Attacks: Ignite, Resurrect Devil, Spells, summon baatezu Special Qualities: Damage Reduction 10/good, SR 27, regeneration 5, immunity to Fire and Poison, acid and cold resistance 10, telepathy Saves: Fort +14, Ref +15, Will +13 Abilities: Str 13, Dex 20, Con 18, Int 16, Wis 16, Cha 18 Skills: Bluff +19, Climb +16, Concentration +19, Diplomacy +25, Escape Artist +14, Intimidate +23, Jump +18, Listen +13, Move Silently +15, Search +18, Sense Motive +19, Spellcraft +23, Spot +18, Swim +11, Tumble +22 Feats: Weapon Finesse, Persuasive, Run, Craft Wondrous Item, Improved Initiative, Leadership(B) Climate/Terrain: Any land and underground Organization: single, team (1 arch-vile and 1 CR 12 devil), or troupe (1 arch-vile and up to 50 CR 1 devils, 5 CR 2 devils, 3 CR 3 devils, 2 CR 4 devils, 1 CR 5 devil and 1 CR 12 devil) Challenge Rating: (don't really know. I first estimated CR 11, but now I wonder if that's not a bit too low) Treasure: Double coins, 1d4 wondrous items Alignment: Always lawful evil Advancement: 18-24 HD (Large) Arch-viles, though not as strong as Pit Fiends, are natural leaders. They can quickly collect a horde of followers and their resurrection ability will make sure their numbers remain level. Also, they can make magical items of some power and have the brains to use them. COMBAT An arch-vile will prefer to fight just behind his armies, throwing its flames and spells at their enemies while raising its fallen. If it is caught alone against a challenging opponent, it will keep his distance as much as possible, or maybe even flee rather than risk himself. An arch-vile carries the wondrous items it made, in which they have a preference for items that warn them of approaching danger, or can pull them out it the fight turns dangerous. Ignite (Sp): As an action taking one round, an arch-vile can surround an opponent within 400 ft. with otherwise harmless flames, ending in an explosion that deals 5d6 points of fire damage at the start of his next turn. There is no saving throw, but SR applies. If the subject is large or smaller, it is also flung 10 feet into the air and must succeed in a DC 20 Balance or Tumble check or fall prone. If the subject is not in line-of-sight when this ability is completed, the explosion does not happen. Resurrect Devil (Sp): As a standard action, an arch-vile can raise the corpse of another Baatezu like with True Resurrection, expect it is much faster and the remains are under the same quality demands as for Raise Dead. Arch-viles can only raise Baatezu with less HD than themselves. Summon Baatezu (Sp): Twice per day, an arch-vile can summon 3d10 Imps, 2d4 Osyluths or 1 Erinyes, Hamatula, Cornugon, or Gelugon. Spells: An arch-vile casts spells as a level 7 sorcerer; 6/7/7/5 spells per day, 7/5/3/2 spells known. You can use the following spelllist, or make one of your own: Level 0: Detect Magic, Read Magic, Dancing Lights, Touch of Fatigue, Mage Hand, Message, Arcane Mark Level 1: Mage Armour, Identify, Charm Person, Burning Hands, Expeditious Retreat Level 2: Melf's Acid Arrow, See Invisibility, Spider Climb Level 3: Dispel Magic, Fireball The Doom 3 Arch-Vile doesn't resurrect fallen demons anymore, instead, it teleports in reinforcements. That's what makes them so dangerous in combat. Try to take one of them out while imps are chucking fireballs at you from three different directions. Now that's difficult. You may also want to give them Wall of Flame (Fire?) as a spell-like ability, since that is their primary attack in Doom 3. But then again, dawnbringer's campaign is going to be so magic, so adjustments will have to be made to this. |
| Hammerhead10-20-07, 10:12 PM | I THINK THIS SHOULD BE IN THE D20 MODERN BOARD |
| CryoSilver10-20-07, 10:21 PM | Caps Lock, dude. And why? Just because they're based on a video game? They aren't using guns or anything, and I built mine entirely with D&D rules. |
| dawnbringer10-21-07, 04:32 AM | Dude, Only the players, and the Z-secs (Zombies with guns:P) will be using guns. I didn't post this in the d20 modern forum because: a) I am creating creatures that aren't limited to d20 modern b) I like this forum c) More people visit this forum and d) I hope to inspire people, maybe they will want to play doom 3 D&D now. I will have to post later during the night now, as i'm going round my nans now. |
| dawnbringer10-21-07, 06:46 PM | Imp (Doom Style) Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 6d8+12 (hp: 39) Initiative: +2 (Dex) Speed: 30 ft (climb 15 ft) AC: 19 (+2 Dex, +7 natural) Base Attack/Grapple: +6/+8 Attack: Claw +8 melee (1d6+2/19-20 x2) or Plasmaball +8 ranged (1d8+2 fire) Full Attack: 2 Claws +8 melee (1d6+2/19-20 x2) or Plasmaball +8 ranged (1d8+2 fire) Space/Reach: 5 ft/5 ft Special Attacks: Plasmaball, Leap Attack Special Qualities: 60 ft darkvision, Fire Resistance 5, Light Sensitivity Saves: Fort +7, Ref +7, Will +6 Abilities: Str 14, Dex 15, Con 14, Int 8, Wis 12, Cha 10 Skills: Climb +19, Jump +11, Listen +10, Sense Motive +10, Spot +18, Hide +11, Move Silently +11 Feats: Combat Reflexes, Power Attack, Improved Critical (Claw) Environment: Hell, Mars Organization: Solitary, Pair or pack (3-6) CR: 4 Treasure: None Alignment: always chaotic evil Advancement: 7-18 HD (Medium) An imp is humanoid in appearance, with gray skin, 10 small red eyes and bony scales covering its upper arms and weighs about 200 pounds, but it is usually hunched over. Combat Imps make the perfect predators, and have a basic grasp of tactics. Alone, it will hurl a few plasmaballs, whilst advancing, before leaping. In groups, a few will hang back throwing flames while the rest charge. If the imps have the jump, they will hide in the darkness waiting for prey to get into the perfect position for an ambush. Whenever it attacks, it emits a screeching sound. Plasmaball: An imp can create an orange ball of plasma in its hands and hurl it at its foes. This ball has a range of 60 feet (no range increment) and deals 1d8+2 fire damage on a successful hit. On an unsuccessful hit, it lands in a random 5-ft square and deals 2 points of fire damage to everything in a 5-ft radius, with a DC 15 reflex save (Constitution based) for half damage. A plasmaball lights the area around it in a 5 ft radius while it travels, allowing sight through darkness. Leap Attack: As a full round action, an imp can crouch on all fours and leap at an opponent and attack with a claw (It gains all the benefits of charging while doing this). If it hits with its claw attack, it deals double damage and can initiate a bullrush attempt without provoking an attack of opportunity. If the bullrush succeeds, the imp does not move with its opponent, who is knocked back 5 ft. This may be done from 30 ft away. Skills; an imp has a +8 racial bonus to climb checks and the other benefits of having a climb speed. Due to having 10 eyes, it also has a +8 racial bonus to Spot checks. Light Sensitivity: Imps are dazzled in bringht sunlight or within strong light producing effects, such as a strong flashlight/torch or a flash grenade. As you can see, I have changed the imp quite a bit. I have reduced its speed - in no way are imps faster than the players in doom 3. I have increased the damage of the (Renamed) Plasmaball and added splash damage on a miss- There is a creature in Ressurection of evil with a weaker plasmaball. The plasmaball also sheds light. I have reduced the chance to hit on a full attack option using 2 claws - you forgot to add the penalties of fighting with 2 weapons. I have reduced the number of plasmaballs the imp can throw on a full attack - Imps cannot fire plasmaballs very fast. I have changed pounce to leap attack - Imps don't charge and leap. They go on to all fours and do it, and theres a knockback effect if they hit the player. I have changed the ability scores - Using elite array there is no way to get both 16 dex and 14 con/str. So Dex is now 15, and con upped from 13 to 14 via 4th level stat increase. Also elite array improves wisdom and charisma. I have changed fire resistance to 5 - they aren't that fire resistance, just enough to resist splash damage from their own plasmaballs. I changed the HP, u calculated it wrong. I took away the DR, it doesn't need it. I have changed the descriptive text. You did, however, provide the essentials :) . Please don't take it the wrong way in me changing so much stuff about the imp :D. |
| CryoSilver10-21-07, 06:56 PM | No offense taken. I wrote these after one run through game, mostly from memory and the game manual |
| Hammerhead10-21-07, 11:08 PM | Will the cyberdemon be CR 20? |
| dawnbringer10-22-07, 08:52 AM | Vulgar Medium Outsider (Chaotic, Evil, Outsider) Hit Dice: 4d8 + 8 (26) Initiative: +3 Speed: 40 ft. (Climb 20 ft) Armour Class: 19 (+3 dex, +6 natural) Base Attack/Grapple: +4/+4 Attack: Claw + 7 melee (1d4) Full Attack: 2 Claws + 7 melee (1d4) Space/Reach: 5 ft/5 ft Special Attacks: Plasmaball Special Qualities: Fire Resistance 5, Darkvision 60 ft. Saves: Fort +6, Ref +7, Will +5 Abilities: Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Skills: Hide +10, Climb +15, Jump +7, Move Silently +10, Balance +10, Search +8, Spot +4, Listen +3, Tumble +3 Feats: Weapon Finesse, Spring Attack Environment: Hell, Mars Organisation: Solitary, pair, or pack (3-6) Challenge Rating: 2 Alignment: Always Chaotic Evil Advancement: 5-16 HD (Medium) This creature has a monkey-like frame which supports a long tail. Both its eyes glow orange, its bellies have small insect like limbs attached and its lower jaw looks like insect parts. It moves on all 4 legs but stands on its hind legs when attacking. It weighs about 175 lb, and is about 5 ft 8. Whenever it attacks, it emits a growl. COMBAT A Vulgar is weaker, but faster and more intelligent than its related counterpart, the imp. Vulgars let loose a plasmaball each round and charge their enemy, trying to get off as many attacks off in a round as possible. Alone, they use hit and run tactics, and in groups they try to swarm their enemies. Whenever it attacks, it emits a growl. Plasmaball: Once per round, as a free action, a Vulgar can throw a cyan plasmaball from its hands which deals 1d6 fire damage on a successful hit, with a +7 chance to hit. On an unsuccessful hit, it lands in a random 5-ft square and deals 1 point of fire damage to everything in a 5-ft radius, with a DC 15 reflex save (Dexterity Based) to avoid the damage. A plasmaball lights the area around it in a 5 ft radius while it travels, allowing sight through darkness. Skills: A Vulgar has a +8 racial bonus to climb checks and the other benefits of having a climb speed. This is the Vulgar. Hmm, i need to make a few more changes to the imp. I have to go now though, bye bye. |
| dawnbringer10-22-07, 02:53 PM | Maggot Medium Outsider: (Chaotic, Evil, Outsider) Hit Dice: 6d8 (27) Initiative: +7 Speed: 40 ft. (Climb 20 ft) Armour Class: 15 (+3 dex, +2 natural) Base Attack/Grapple: +6/+9 Attack: Claw + 9 melee (1d8+3/19-20 x2) Full Attack: 2 Claws +9 melee (1d8+3/19-20 x2) Special Attacks: Pounce Special Qualities: Darkvision 60 ft., Fire Resistance 5 Saves: Fort +5, Ref +7, Will +6 Abilities: Str 16, Dex 14, Con 10, Int 8, Wis 13, Cha 12 Skills: Climb +20, Jump +12, Listen +12, Search + 10, Spot +12, Hide +11, Balance + 14 Feats: Improved Natural Weapon (Claw), Imprived Initiative, Improved Critical (Claw) Envirionment: Hell, Mars Organisation: Solitary, pair or pack (3-6) Challenge Rating: 3 Alighment: Always Chaotic Evil Advancement: 7-18 HD (Medium) A maggot has a monkey-like frame with grey-green skin and two heads, each with two orange glowing eyes. It has five legs, two on the left, 3 on the right and its back has blade-like parts erected from two large, red, fleshy areas. Its' heads have each a long, red tongue. COMBAT The maggot is fairly weak, but compensates by using speed and ferocity. Pounce: A maggot that charges gets a full attack option. Skills: A maggot has a +8 racial bonus to climb checks and the other benefits of having a climb speed. Their two heads give them a +2 racial bonus on Listen, Spot, and Search checks. A maggots 5th leg gives it a +2 bonus on balance checks. This is the maggot. Please reply on my monsters! |
| dawnbringer10-23-07, 01:27 PM | Trite Small Outsider (Chaotic, Evil, Outsider) Hit Dice: 1d8 (4) Initiative: +2 Speed: 20 ft. (Climb 20 ft.) Armour Class: 14 (+1 size, +2 dex, +1 natural) Base Attack/Grapple: +2/-2 Attack: Bite +5 melee (1d4-1/18-20 x3) Full Attack: Bite +5 melee (1d4-1/18-20 x3) Special Attacks: Web, Leap Special Qualities: Savage, Darkvision 30 ft. Saves: Fort +3, Ref +5, Will +2 Abilities: Str 9, Dex 15, Con 10, Int 6, Wis 9, Cha 10 Skills: Balance +6, Jump +7, Climb +11, Hide +11, Search +2, Spot +5 Feats: Weapon Finesse Environment: Hell, Mars Organisation: Nest (4+) Challenge Rating: 1/2 Alignment: Always Chaotic Evil Advancement: 3-6 HD (Small) This spider like demon features a (barely recognisable) upside down human head that has 4 eyes, with 6 legs sprouting from the base. Its back comprises of a spinal cord appearing from the back of the head and curling down to the lower area of the body. COMBAT Trites never hide their presence when they have spotted a potential meal. Their legs can be heard tapping against the ground as they walk and a grunting sound can be heard whenever they walk. They are weak physically but their strength is in numbers. They always walk towards their foe and leap at the first possible moment. Their lairs are always moist, warm and covered in webs. Web: As a swift action, a trite can produce a web on a 5 ft square. Any creature who steps on that 5 foot square, other than creatures with a web-like ability, must make a DC 12 reflex save (Dexterity Based) or become stuck in the webbing for 1 round. Leap: Trites can leap at opponents from 30 feat, and have all benefits of a charge when doing this. Savage: trites jump up to attack the face and vitals of creatures. Therefore, the threat range and critical multiplier for their bite attacks are higher, as indicated above. Skills: A trite has a +8 racial bonus to climb checks and the other benefits of having a climb speed. Trites have a racial +4 hide bonus and its extra 2 eyes give it a +2 on spot checks. This is the trite Please resond to my thread :(. |
| JimProfit10-23-07, 04:14 PM | Sense it's a no magic campaign, that brings the classes down to like four (atleast unless you allow supplemtnal books). I wouldn't know how to strengthen non-core, but here's some ideas I had for to strengthen character classes sense they're going to need it. Fighter: Gains smite evil like a paladin. This is an extraordinary ability. Gains +1 in normal damage rolls at first and every odd fighter level Hit die d12 Barbarian: Damage reduction is doubled Favored enemy like a ranger Gains +4 against fear effects Rogue: Can apply poison without 5% penalty Gains Elude Touch (+2 to AC) like a wilder Gains camaflouge and hide in plain sight like a ranger Monk: Hit die d10 Supernatural abilities now become extraordinary Full BaB "Death Touch" 1/day which is a touch attack that deals 1d6 damage/per monk level, is an extraordinary ability, and if brings opponent down to zero hp it dies without a saving throw. |
| dawnbringer10-23-07, 05:02 PM | Thanks for replying, though i was hoping for critique on my monsters ^^. I like your ideas, however, since it is a campaign that utilises guns, there will be totally different classes. No fighter, barb, rogue or monk. |
| CryoSilver10-23-07, 05:31 PM | I don't remember trites weaving webs; they always came out of vents n stuff, I thought. |
| dawnbringer10-23-07, 05:43 PM | They also come from the cieling/up above by dropping down on webs. |
| CryoSilver10-23-07, 05:49 PM | I'll take your word for it. I've been playing a lot of Quake lately, so my Doom trivia is gettin dusty. |
| dawnbringer10-24-07, 06:22 PM | Lost Soul Tiny Outsider (chaotic, evil) Hit Dice: 1/2d8-1 (hp: 2) Initiative: +4 Speed: Fly 20 ft (Average) AC: 16 (+4 Dex, +2 size) Base Attack/Grapple: +2/-7 Attack: Bite +8 melee (1d3-1+1 fire) Full Attack: Bite +8 melee (1d3-1+1 fire) Space/Reach: 2.5 ft/0 ft Special Attacks: Unnerving Scream, Lunge Special Qualities: Fiery, Swift, Explode Saves: Fort +1, Ref +6, Will +1 Abilities: Str 8, Dex 18, Con 8, Int 6, Wis 8, Cha 6 Skills: Listen +2, Spot +2, hide +11 Feats: Weapon Finesse, Flyby Attack. Environment: any land or underground Organization: Flight (3-10) or Wing (11+) CR: 1/4 Treasure: None Alignment: always chaotic evil Advancement: 1-4 HD (Tiny) A Lost Soul is a flying human head, propelled by mechanical jets placed in the rear of the skull. Though its face is obviously human, it has long metallic needle-teeth that are used in its method of attack. Tears can be seen streaming down their faces. COMBAT Lost Souls are single-minded and stupid. They will fly around slowly from side to side (if they are far away) before finally letting loose an unnerving scream and lunging at an enemy. Up close they lunge as much as possible. Explode: Upon reaching 0 hit points, a lost soul emits a scream and explodes, leaving behind no corpse. This causes no damage. Swift: Entering an opponents square does not give that opponent an attack of opportunity. Lunge: A lost soul can lunge at an opponent at incredible speed, from up to 40 feet away. Doing so gives it the benefits of a charge. Fiery: A Lost Souls bite deals an additional 1 point of fire damage on a successful hit. Any melee attack made against a lost soul deals 1 point of damage to the origionator unless they make a DC 8 (Charisma Based) reflex save. Due to their fiery nature, a lost soul emits light out to 30 feet. Unnerving Scream: once every 1d4 rounds a Lost Soul may let loose a distressing wail as a standard action. Any creature within 30 feet of the Lost Soul must make a DC 8 Will save or be shaken for 1 minute. The save DC is Charisma-based. This is the lost soul. It may get a little change in the future. |
| dawnbringer10-25-07, 02:53 PM | Cherub Small Outsider (chaotic, evil, extraplanar) Hit Dice: 4d8+4 (hp: 22) Initiative: +2 Speed: 30 ft AC: 16 (+2 Dex, +3 natural, +1 size) Base Attack/Grapple: +4/+1 Attack: Claw +5 melee (1d4+1/19-20 x2) Full Attack: 2 Claws +5 melee (1d4+1/19-20 x2) Space/Reach: 5 ft/5 ft Special Attacks: Gagging Special Qualities: Vestigial Wings, Deadly Claws Saves: Fort +5, Ref +6, Will +4 Abilities: Str 12, Dex 15, Con 12, Int 9, Wis 10, Cha 8 Skills: Climb +8, Jump +16, Listen +7, Spot +7 Feats: Ability Focus: Giggle, Improved Natural Attack (claw) Environment: any land or underground Organization: Brood (3+), or Attachment (2+ and 1+ Mancubus) CR: 2 Treasure: None Alignment: always chaotic evil Advancement: 5-10 HD (small) The Cherub is a small demon. Its lower half is an insect's abdomen and its back has insect-like wings. The Cherub's upper half features two arms that end in clawed hands and has a little baby's torso. Its eyes are pale and devoid of pupils. Whenever it flies around, it makes a buzzing noise and when it attacks, it emits a harsh screech. Sometimes a cherub might make the sound of an infant gagging, extremely disturbing. COMBAT The Cherub has very limited durability, but its agility and small size make it a harder target. Its main method of attack is to leap at a target and claw at its face. Deadly Claws: Due to its nature of clawing at its foes faces, its claws have a better chance to critically hit (Already factored in). Gagging: Once per 1d4 rounds, as a free action, a cherub can make a gagging sound. This distressing sound forces all creatures within 30 feet of the cherub to succeed at a Will save (DC 11 (Cha based)) or be shaken for 1d4 rounds. Vestigial Wings: a cherubs vestigial wings grant it a +8 bonus on Jump checks, and a 10 foot enhancement to base speed (both already accounted for). Once per minute, the cherub can use these wings to fly for one round at a speed of 20 feet with clumsy maneuverability. This is a Cherub. Would someone like to critique my monsters? |
| Prom10-25-07, 03:46 PM | Hi dawnbringer, I've been paying close attention to the work you are doing for your Doom monsters and campaign. I bought the board game and expansion pack some time back and always thought it could be a great RPG D20 game. I really like the monster STAT blocks, they have everything. I hope you don't mind if I use them, as I had started trying to build a Sci-fi environment for Doom myself. Keep up the good work. I'm not going to be much help to you for about a month as I'm still finishing up my studies and working full-time right now. Prom |
| dawnbringer10-25-07, 07:17 PM | Thanks, i'll try not to dissapoint. Cacodemon Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 12d8+36 (hp: 90) Initiative: +3 Speed: Fly 20 ft (clumsy) AC: 19 (+3 Dex, +6 natural) Base Attack/Grapple: +12/+15 Attack: Bite +16 melee (1d8+6) or Plasmaball +15 ranged (1d8+4 fire) Full Attack:2 Bite +16 melee (1d8+6) or Plasmaball +15 ranged (1d8+4 fire) Space/Reach: 5 ft/5 ft Special Attacks: Plasmaball, Gnaw Special Qualities: 60 ft darkvision, Fire Resistance 5 Saves: Fort +11, Ref +11, Will +6 Abilities: Str 16, Dex 16, Con 16, Int 6, Wis 6, Cha 6 Skills: Balance +18, Listen +13, Move Silently +18, Search +3, Spot +21 Feats: Weapon Specialization (Bite), Weapon Focus (Bite), Dodge, Improved Natural Attack (bite), Power Attack, Combat Tactician Environment: any land or underground Organization: Solitary, Pair or Pack (3-6) Challenge Rating: 6 Treasure: None Alignment: always chaotic evil Advancement: 13-16 HD (medium), 17-22 (large) The Cacodemon is an organic flying demon that is roughly spherical in appearance, resembling a large, inflated demonic head that slowly floats across areas. It has several eyes and a large mouth filled with multiple rows of teeth, similar to a shark. Inside its mouth is a constant churning reaction of beige plasma. Combat Cacodemons will always float towards their foe, spitting plasma at it, until it is close enough to bite. Plasmaball: A cacodemon constantly creates plasma in its body that it can eject from its mouth and spit at foes. The plasma is in the shape of a ball lightning and biege in colour. This plasma has a range of 60 feet (no range increment) and deal 1d8+4 damage on a successful hit. On an unsucessful hit, it lands on a random square in front or behind the target and deals 1d4 fire damage in a 10 ft radius with a DC 19 reflex save for half. The save is constitution based. Due to the nature of the plasmaball, its trajectory is always directly between its foe and itself. A creature can ready an action to shoot a ranged weapon at the plasmaball, if he is its target, as a ranged attack DC 12. If it hits the plasmaball is prematurely detonated and does its radius damage in a random square more than 10 ft away from the intended target, unless the target was within 10 ft of the cacodemon, in which case it detonates next to the target. Gnaw: On a full attack option, a Cacodemon gets 2 bite attacks instead of one. Skills: Due to a cacodemons multiple eyes, it gains a +4 racial bonus on spot checks. This is the Cacodemon. Tell me if you feel anything is wrong with it. |
| dawnbringer10-26-07, 07:37 PM | Pinky Demon Large (long) Outsider (chaotic, evil, extraplanar) Hit Dice: 12d8+60 (hp: 114) Initiative: +0 Speed: 35 ft AC: 20 (-1 size, +11 natural) Base Attack/Grapple: +12/+29 Attack: Bite + 20 melee (2d6 + 14/19-20 x2) Full Attack:2 Bites + 20 melee (2d6 + 14/19-20 x2) Space/Reach: 10 ft/5 ft Special Attacks: Roar Special Qualities: Rend Saves: Fort +13, Ref +8, Will +8 Abilities: Str 28, Dex 11, Con 20, Int 8, Wis 10, Cha 12 Skills: Intimidate +17, Swim +24, Jump +24, Climb +24, Balance +15, Spot +5 Feats: Improved Natural Attack (bite), Power Attack, Improved Grapple, Weapon Focus (Bite), Improved Critical (Bite) Environment: any land or underground Organization: Solitary, Pair or Pack (3-5) Challenge Rating: 8 Treasure: None Alignment: always chaotic evil Advancement: 13-19 (Large) The Pinky is a half-mechanical, lumbering beast with teeth ths size of fists and jaws to match. It stomps around on four legs; the two rear legs being mechanical in nature. Its top half is hunchbacked and muscular. COMBAT A pinky has quick and damaging attacks, and rushes at its opponent at a very high speed until either of them is dead. Roar: Once every 1d4 rounds, a pinky can let forth a frightening roar that shakes the ground. Creatures it chooses in a 60 ft radius that hear it must make a DC 21 (Con Based) will save or become frightened for 2d4 rounds. Rend: On a critical hit, the target is left with a wound that bleeds for 1 point of damage per round until either healed, or a successful treat injury check is made. What you think of the pinky demon? And Prom, there is a couple of things you can do for me. The first, is do a demon subtype, so they aren't outsider subtype. Second, is work out what the atmosphere of mars will be like. |
| Prom10-27-07, 04:43 AM | Hi dawnbringer, I've some environmental stuff for a sci-fi rpg, so I can get together the information on Mars environment and a few images too. Might take a week or so, as I still have assignments. Also depends on the detail you want. Prom |
| dawnbringer10-28-07, 10:03 AM | Wraith (Doom style) Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 6d8 Initiative: +2 Speed: 30 ft AC: 20 (+2 dex, +8 natural) Base Attack/Grapple: +6/+9 Attack: Claw +9 melee (1d6+5) Full Attack: 2 claws +9 melee (1d6+5) Face/Reach: 5 ft/10 ft Special Attacks: Rend Special Qualities: 60 ft darkvision, Teleport, Extra Reach Saves: Fort +7, Ref +7, Will +5 Abilities: Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 8 Skills: Balance +11, Bluff +8, Climb +12, Intimidate +8, Jump +12, Listen +9, Tumble +11, Swim +12 Feats: Combat Reflexes, Improved Natural Attack (claw), Weapon Specialization (Claw) Environment: any underground Organization: Solitary, Pair or Pack (3+) CR: 4 Treasure: None Alignment: always chaotic evil Advancement: 9-16 HD (medium) The Wraith is a hunched-over humanoid demon with long, scythe-like claws at the end of each arm. Its head is partially insect-like, with two mandibles over its mouth. COMBAT When wraiths are on the move, they always move 30 ft and then teleport 40 ft. Wraiths combat effectively, and if there is more than one enemy, it will often use only one attack, then prepare an action to teleport next to something that tries to shoot it, effectively negating their attack. Extra Reach: A wraiths scythe-like claws give it an extra 5 ft of reach. Teleport: Once per round, as a standard action, a wraith can teleport up to 40 ft in any direction where it can see. Teleporting makes a loud noise, and creates an orange circle filled with pentagrrams on the floor, with orange light flowing from the edge fo the circle upwards. This happens at both ends of the teleportations, and dissapears a round after. Rend: If a wraith hits a creature with both claws in the same round, it it deals extra damage equal to 1d6 + 1-1/2 times its strength bonus (1d6+4). Here is the wraith, what do you think? |
| dawnbringer10-29-07, 02:34 PM | Hellknight Huge Outsider (chaotic, evil, extraplanar) Hit Dice: 20d8+160 (hp: 250) Initiative: -1 Speed: 30 ft AC: 22 (+15 natural, -2 size, -1 dex) Base Attack/Grapple: +20/+41 Attack: Bite + 31 melee (3d6+13) or Claw +31 melee (2d6+6) or Plasmaball +17 ranged (4d6 fire) Full Attack: Bite + 31 melee (3d6+13) and 2 Claws +29 melee (2d6+6) or Plasmaball +17 ranged (4d6) Space/Reach: 15 ft/15 ft Special Attacks: Plasmaball Special Qualities: 60 ft darkvision, DR 10/-, Fire Immunity, Improved Awesome Blow Saves: Fort +20, Ref +11, Will +12 Abilities: Str 36, Dex 9, Con 26, Int 8, Wis 10, Cha 12 Skills: Climb +36, Intimidate +24, Jump +36, Swim +36, Sense Motive +23, Survival +23, Search + 22, Hide -9. Feats: Power Attack, Improved Bullrush, Awesome Blow, Multiattack, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Intimidating Strike Environment: any underground Organization: Solitary or Pair CR: 13 Treasure: None Alignment: always chaotic evil Advancement: 21-36 HD (huge) 37-52 HD (Gargantuan) A Hell Knight is a gray-skinned towering hulk that is of prodigious weight, causing loud thuds and minor ground-shaking as it walks. Its huge muscular frames lend them tremendous physical strength, able to send a man flying twenty or so feet away with a simple left-hand slap. The Hell Knight's head is hunched forward, supported on its thick neck and trapezius muscles, with an exposed mouth that permanently salivates. It has two blue-colored beady eyes in the fleshy, torn skin above its mouth. Its upper body is vaguely humanoid; the rib cage is deepened to make way for the head, and it bears only four-clawed extremities on its hands, opposable thumb included. Its leg structure resembles a goat's hind legs, although the Hell Knight's terminate in feet with clawed toes instead of hooves. Likewise with the rest of the frame, the musculature is large and prominent. COMBAT Hellknights are extremely powerful demons. They will attempt to close in to their opponents whilst throwing plasmaballs, and throw everything they have at them with their melee attacks. It can, however, change this tactic if it feels it really needs to. Improved Awesome Blow: The range of a hellknights awesome blow increases to 20 ft, and its target takes 2d6 points of damage instead of 1d6 if an object blocks the completion path if the target hits an object that is 5 ft away. Plasmaball: A hellknight can manifest a large cyan plasmaball in its hands and hurl it at its foes. The plasmaball has a range of 90 feet (no range increment) and deal 4d6 damage on a successful hit. On an unsuccessful hit, it lands in a random 5-ft square and deals 2d6 points of fire damage to everything in a 15-ft radius, with a DC 28 reflex save (Constitution Based) for half damage. A plasmaball lights the area around it in a 15 ft radius while it travels, allowing sight through darkness. Skills: A hellknight cannot move silently. This is the hell knight. I hope you like it. I rreally, really want a PEACH on this one!!! |
| Prom10-29-07, 06:32 PM | Hi dawnbringer, Nice job, look's tough. I particularly like the first sentence describing the Hellknight, gives the overall picture. I'm not sure I'd want to meet two of these suckers as a player though, lol. :thumbsup: Prom |
| dawnbringer10-30-07, 06:13 AM | thanks lol, It seems like me and you are the only ones who care |
| Ragitsu10-30-07, 04:25 PM | I don't get it - you're doing a d20 Modern/Future campaign and want to create monsters here? They are hardly balanced, which is why so many others suggest getting them made or critiqued over there as well. |
| Prom10-30-07, 06:13 PM | Hi dawnbringer, Just a point I would like to make is that most of the demons you have made have very high CR. Ragitsu, makes a good point about balance, it is unlikely a party or squad will encounter a Hellknight or Pinky demon for some time, which is fine. But, have you got some lower CR demons lined up for 1st to 4th level characters, in the works? I noticed CryoSilver had some lower level CR demons that he posted for you. I am more likely to use the stats off those creatures but include your creature discriptions. A lot of the Demon's you have created will do fine at higher levels. Prom |
| dawnbringer10-31-07, 08:47 AM | If you look on the front page, you will see CR 1 (Trite, Lost Soul, Fat Zombie, Commoner Zombie), 2 (Vulgar, Cherub), 3 (Maggot), 4 (Imp, Wraith) and 6th (Cacodemon). Plenty of level 1st to 4th creatures there. Why havent you noticed them? Theres even CR 1/2 in commoner zombies. @Ragistu, I posted them here so people other than d20 modern/future could use them. However, it would probably be best if i posted them both here and in the d20future forum. Then at CR 8 i made the pinky demon and CR 13 the hellknight. I plan next to do the revanant, but don't know whether to make it CR 9, 10, or 11. I'm thinking 10. |
| Prom10-31-07, 03:30 PM | I'm not trying to give you a hard time dawnbringer. But I only see CR2 for (Commoner and fast Zombie's). So the only thing the party will be able to encounter is one Lost soul or a Trite for a level one party. At level two the party will get to face either one; vulgar, Cherub, Zombie or two Lost soul's/Trites. After Level 3, there are more options, which is good. I'm assuming you plan on at least four enounters a day, which is a bit low for a setting like Doom. I just think some CR 1/2's would help balance thing's so you can use more than one creature at a time. Am I wrong in my assessment of the situation? Prom |
| dawnbringer10-31-07, 05:11 PM | You are right. I think I should tone down the lost souls to maybe 1/4 CR and the trites to 1/2. And when i make the tick, that will also be CR 1/2 or 1/4. That will make 4, including the commoner zombie. :) I shall get round to editing them now. |
| locustechpriest10-31-07, 08:22 PM | I'd like to point out one thing in particular. Claws are not weapons. Generally speaking, anything that is attached to a creature's body should probably be considered a natural weapon, which follows different rules, and uses different feats. You can read about them here under Manufactured Weapons and Natural Weapons. SRD on Special Abilities (http://www.d20srd.org/srd/specialAbilities.htm) Going through some of your creatures: Imp Base Attack/Grapple: +6/+8 Attack: Claw +8 melee (1d6+2/19-20 x2) or Plasmaball +8 ranged (1d8+2 fire) Full Attack: 2 Claws +4 melee (1d6+2/19-20 x2) or Plasmaball +8 ranged (1d8+2 fire) Why did the attack bonus on the claws drop to +4 when full attacking? They should both be the primary natural weapons, seeing as it dosn't have any others, so that puts them at full base attack. It's not power attacking (though I notice it has the feat), so this confounds me. Same for the Vulgar. Maggot Superior Two-Weapon Fighting (Ex): A maggot uses both its claws to attack. Because each of its two heads controls an arm, the maggot does not take a penalty on attack or damage rolls for attacking with two weapons. This is only needed when wielding manufactured weapons. Creatures with claws treat them both equally and are not, in fact, fighting with two weapons. These are both primary natural attacks, and both should be executed at full base attack bonus anyway. EDIT: Removed bad advice... :( Cacodemon Base Attack/Grapple: +12/+15 Attack: Bite +16 melee (1d8+6) or Plasmaball +15 ranged (1d8+4 fire) Full Attack:2 Bite +16 melee (1d8+6) or Plasmaball +15 ranged (1d8+4 fire) Why does it have two bites with a full attack? Since it is a natural weapon, it does not get itterative attacks (which it doesn't look like you meant it to have anyway), and two bites suggests two mouths. I would suggest just one bite, or an ability like "Swift Nibble" or "Gnaw", which might suggest an exception to the one-weapon-one-attack rule. Wraith Base Attack/Grapple: +6/+9 Attack: Claw +9 melee (1d6+3) Full Attack: 2 claws +7 melee (1d6+3) [...] Feats: Combat Reflexes, Improved Natural Attack (claw), Two-Weapon fighting [...] Two-Weapon Rend: If a wraith hits a creature with both claws in the same round, it it deals extra damage equal to 1d6 + 1-1/2 times its strength bonus (1d6+4). Like the Imp, claws should stay at the full base attack, two of them is fine on the full attack. The Two-Weapon Fighting feat is useless, unless it is swinging wrenches like the Fat Zombie. I would simply call the ability "Rend" as per the Troll (http://www.d20srd.org/srd/monsters/troll.htm). Take a look at that bugger, by the way. Hellknight Base Attack/Grapple: +20/+41 Attack: Claw +31 melee (2d6+13) or Bite + 31 melee (3d6+19) or Plasmaball +19 ranged (4d6 fire) Full Attack: 2 Claws +29 melee (2d6+13) and Bite + 31 melee (3d6+19) or Plasmaball +19 ranged (4d6) [...] Feats: Power Attack, Improved Bullrush, Awesome Blow, Multiattack, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Intimidating Strike Good to see that you have Multiattack on this one! It is effectively the TWF of natural weapons. I see, however that you have 1-1/2 str on the bite and full str on the claws. Your secondary attack should have only 1/2 str and the primary should have full. Aslo, the attack bonuses are still off. I'll call the bite its primary, and here it is with Multiattack figured in as well: Base Attack/Grapple: +20/+41 Attack: Bite + 31 melee (3d6+13) or Claw +31 melee (2d6+6) or Plasmaball +17 ranged (4d6 fire) Full Attack: Bite + 31 melee (3d6+13) and 2 Claws +29 melee (2d6+6) or Plasmaball +17 ranged (4d6) EDIT: Took into account the size penalty, you still forgot to apply it to ranged attacks though! Hope that helps in some way. ;) Good looking work, by the way. |
| dawnbringer11-01-07, 06:49 AM | Woah Woah Woah. I didn't realise i made so many mistakes! Now THAT is the kind of response i've been waiting for! Thanks a lot locustechpriest. I shall get to work altering them right away. However, about the hellknight. The strength thing you said is correct, however, the attack bonus I have done correct. Huge sized creatures get -2 on their attack because of their size. Helps a lot, thanks! I probly wont be able to do the revanent till some time after university tomorrow |
| locustechpriest11-01-07, 07:21 PM | Woops. See, many minds, that's the way to go! Glad I could lend a hand. I didn't really say everything consistently, so do double-check what I tell you. ;) Now, taking size bonuses into account! The cherub should have a +6 with its claws (BAB +4, +1 str, +1 size). You had the Trite and Lost Soul right after all, at +5 and +8, respectively. My bad on those... :( The Hellknight, as you said, was good with its attack bonuses, except that you didn't figure size into the ranged attack. Should be +17 in that case. |
| dawnbringer11-03-07, 07:48 AM | Revenant (Doom Style) Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 16d8 + 48 (120) Initiative: +3 Speed: 20 ft AC: 22 (+3 dex, +9 natural) Base Attack/Grapple: +16/+19 Attack: Claw + 19 melee (1d8+3) or 2 homing missile +?? ranged (??) Full Attack: 2 Claws +19 melee (1d8+3) or 2 homing missile +?? ranged Space/Reach: 5 ft/5 ft Special Attacks: Homing Missile Special Qualities: Saves: Fort +13, Ref +15, Wis +11 Abilities: 16 Str, 20 Dex, 16 Con, 8 Int, 12 Wis, 10 Cha Skills: Climb +19, Jump +19, Intimidate +16, Sense Motive +17, Tumble +21, Swim +19, Survival +17 Feats: Improved Natural Attack (Claw), Precise Shot, Point Blank Shot, Sharp-Shooting, Weapon Focus (Homing Missile), Weapon Sepcialisation (Homing Missile), Ranged Weapon Mastery (Whatever damage type homing missiles do). Environment: Hell, Mars Organization: Solitary or Pair CR: 10 Treasure: None Alignment: always chaotic evil Advancement: 17-25 (Medium) The Revenant is an animated humanoid with transparent flesh, making it look like a walking skeleton. Its eyes glow a blue-green color, and the creature emits a dinosaur-like screech when nearby. On its shoulders are mounted two rocket launchers. COMBAT The Revenant attacks with homing missiles launched from shoulder-mounted rocket launchers. If enemies get too close it will hit them with its claws and back off. Homing Missile: A revenant fires both rockets from its shoulders at once using nerve reactions. These rockets get a +X to hit and do xdx damage. This is the revanant. I know what your thinking, but as of yet I don't have my d20 modern books, i'm getting them for christmas. |
| locustechpriest11-03-07, 12:11 PM | I was under the impression that the Revenant was Large, but I only truly played Doom II... |
| CryoSilver11-03-07, 02:07 PM | It looks to be about 7 feet tall, but fairly scrawny in Doom 3. |
| dawnbringer11-03-07, 02:22 PM | Now is 7 feet tall medium or large? |
| CryoSilver11-03-07, 02:53 PM | Medium. It's kind of obscure information; it took me several minutes to find what I was looking for... Check the little table at the bottom of page 314 in your Monster Manual for creature sizes relative to height and weight. |
| locustechpriest11-03-07, 04:20 PM | Very tall or very heavy creatures can fall out of the system though. The most effective way to judge size catagory is actually by volume. This is because a creature can be (as in the case of the Revenant) very gaunt, while tall, it doesn't take up as much space as a larger creature. Things like stone golems or earth elementals can be much heavier than their weight catagory, but that is due to density. :) The table is good, yes, but in odd cases it becomes more intuition than numbers... |
| dawnbringer11-04-07, 09:28 AM | The revanant just doesnt seem large in doom 3. And i just remembered in one of the campaigned im in, i'm 6 ft 8 and medium, and another party member is 7 ft and is medium. Mancubus (Doom Style) Huge Outsider (chaotic, evil, extraplanar) Hit Dice: 16d8 + 160 (232) Initiative: Speed: 15 ft AC: 23 (-1 dex, -2 size, +15 natural, +1 weapon supremacy) Base Attack/Grapple: +16/+34 Attack: Fireball +26 ranged (4d6+8) or slam +24 melee (2d6+10) Full Attack: 2 Fireballs +26 ranged (4d6+8) or 2 slams +24 melee (2d6+10) Space/Reach: 15 ft/15 ft Special Attacks: Fireball Special Qualities: Fiery Strength, DR 5/- Saves: Fort +20, Ref +9, Wis +11 Abilities: 30 Str, Dex 8 Con 30, Int 8, Wis 13, Cha 10 Skills: Climb +26, Jump +26, Intimidate +16, Sense Motive +16, Search +15, Swim +26, Survival +16, Hide -9 Feats: Weapon Focus (Fireball), Weapon Specialization (Fireball), Greater Weapon Focus (Fireball), Greater Weapon Specialization (Fireball), Ranged Weapon Mastery (Bludgeoning), Weapon Supremacy (Fireball) Environment: Hell, Mars Organization: Solitary or Pair or Advancement (1+ Cherubs) CR: 11 Treasure: None Alignment: always chaotic evil Advancement: 17-22 (Huge), 23-30 (Gargantuan) The Mancubus is a huge, fat demon with an elephant-like head. A kind of "trunk" extends from under the eyes and connects to its bloated, heaving chest. Two tentacles with suckers appear near this "trunk" and its skin is greyish beige. Both of its arms have twin mechanical cannons. Light thuds can be heard when it walks. COMBAT A mancubus is an incredibly slow demon. Thus it normally stands still while firing its twin fireballs at its enemies. It only uses its cannons in melee attacks when enemies come close enough. Fiery Strength: A mancubus uses its strength modifer for its fireballs instead of its dexterity modifier. Fireball: A mancubuses twin mechanical arm cannons each fire a fireball that deals 4d6+8 on impact. |
| dawnbringer11-06-07, 02:19 PM | Tick Small Outsider (Chaotic, Evil, Outsider) Hit Dice: 1d8 (4) Initiative: +2 Speed: 20 ft. (Climb 20 ft.) Armour Class: 14 (+1 size, +2 dex, +1 natural) Base Attack/Grapple: +2/-2 Attack: Bite +5 melee (1d4-1) Full Attack: Bite +5 melee (1d4-1) Special Attacks: Leap Special Qualities: Darkvision 30 ft. Explode Saves: Fort +3, Ref +5, Will +2 Abilities: Str 9, Dex 15, Con 10, Int 6, Wis 9, Cha 10 Skills: Balance +6, Jump +7, Climb +11, Hide +11, Search +2, Spot +5 Feats: Weapon Finesse Environment: Hell, Mars Organisation: Nest (2+) Challenge Rating: 1/2 Alignment: Always Chaotic Evil Advancement: 2-6 HD (Small) This spider like demon features an upside down female, bald human head that has 4 eyes, with 6 legs sprouting from the base. Its back comprises of a spinal cord appearing from the back of the head and curling down to the lower area of the body. COMBAT Ticks are more careful than their cousins, and they don't make noises when they walk. They are weak physically but their strength is in numbers. They always walk towards their foe and leap at the first possible moment. Their lairs are always moist and warm Leap: Ticks can leap at opponents from 30 feat, and have all benefits of a charge when doing this. Explode: Upon death, a tick explodes, dealing 1d6 fire damage to every creature adjacent to it apart from other ticks, with a DC 10 reflex save for half (Con based) Skills: A tick has a +8 racial bonus to climb checks and the other benefits of having a climb speed. Ticks have a racial +4 hide bonus and its extra 2 eyes give it a +2 on spot checks. |
| locustechpriest11-06-07, 05:47 PM | In the tick entry you say "trite" a few times. Copy/paste error? You might put list web under special attacks. May I ask why it's explode does not harm other ticks? I would give them fire resistance, but simply having an unexplainable "attack is ineffective" type thing has always annoyed me a little. If you don't want fire resistance, you might note that all demon attacks are unholy fire which, as you might guess, is ineffective against unholy creatures. :) |
| dawnbringer11-06-07, 06:25 PM | oops! The tick isnt even meant to have web :P. Thanks for pointing that stuff out^^ |
| locustechpriest11-07-07, 08:33 PM | My pleasure. I'll stick with you, as this thread amuses me. (^-^) |
| dawnbringer11-08-07, 11:02 AM | Arch-Vile Medium Outsider (chaotic, evil, extraplanar) Hit Dice: 14d8+102 (hp: 165) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 20 ft AC: 25 (+3 Dex, +12 natural) Base Attack/Grapple: +14/+18 Attack: Slam +18 melee (1d6+4) Full Attack: 2 slams +18 melee (1d6+4) Space/Reach: 5 ft/5 ft Special Attacks: Flame Blast, Summon Demons Special Qualities: 60 ft darkvision, DR 10/bludgeoning, Fire Immunity Saves: Fort +15, Ref +11, Will +11 Abilities: Str 18, Dex 16, Con 24, Int 12, Wis 16, Cha 18 Skills: Bluff +20, Intimidate +21, Jump +21, Tumble +20, Knowledge (local) +18, Listen +20, Sense Motive +20, Spot +20, Swim +21 Feats: Ability Focus: Flame Blast, Augment Summoning, Improved Initiative, Dodge, Combat Expertise. Environment: any land or underground Organization: Solitary CR: 10 Treasure: None Alignment: always chaotic evil Advancement: 15-26 HD (medium) The Arch-Vile is a lean, pale humanoid demon with a bulbous head, long claws, and heart-like tumors on each hand. COMBAT Arch-Viles are weak physical combatants (though fairly tough) and rely on their ability to summon reinforcements while hanging back to use their flame blast through the ranks of their fire-resistant cronies. Flame Blast: As a standard action, an arch-vile may fire a 90 foot line of hell-fire from its hands. This line deals 9d6 damage to everything in its path. Half of this is fire damage; the other half is infernal fire and not subject to reduction by fire resistance. A reflex save at DC 26 (Constitution based) halves the damage. On a failed reflex save, the creature catches on fire for 1d4 rounds. Summon Demons: Once every 1d4+1 rounds, an arch-vile may summon demons as a full-round action. It may summon 1d4 imps, 2d4 cherubs, 1d4 wraiths or 1d2 commandos. An archvile can summon only one type of demon (DM chooses). These demons are under the control of the arch-vile and remain until destroyed or one hour passes. |
| locustechpriest11-08-07, 11:47 AM | I would suggest that the Arch-Vile be able to maintain only one group at a time. It may not be consistent with D3, but it would hlep to balance it out a little. Essentially, it can summon at the rate that you suggest, but summoning a second group while the first is still in play banishes the first group immediately. If this limit is not present, then a single Arch-Vile could, given an hour's notice, come up with over 170 such groups to attack your player(s) with... bad deal. Also makes the CR pretty much meaningless. |
| dawnbringer11-08-07, 12:08 PM | There is no limit in the game. You should just DM accordingly, or I could make it so that it can only summon during combat. Edit: Dont forget, it wont know about party members until it knows about them :) |
| dawnbringer11-10-07, 07:21 PM | Vagary Large Outsider (chaotic, evil, extraplanar) Hit Dice: 24d8 + 168 (276) Initiative: +3 Speed: 40 ft (Climb 40 ft) AC: 27 (-1 Size, +3 dex, + 15 natural) Base Attack/Grapple: +24/+37 Attack: Claw + 32 melee (1d8 + 9) or bite + 32 melee (2d6 + 13 plus wounding) Full Attack: Bite + 32 melee (2d6 +13 plus wounding) and 2 Claws +30 melee (1d8 + 9) Space/Reach: 10 ft/10 ft Special Attacks: Pounce Special Qualities: Telekenisis, Web Saves: Fort +21, Ref +17, Wis +17 Abilities: 28 Str, 16 Dex, 24 Con, 12 Int, 16 Wis, 16 Cha Skills: Heal +30, Climb +44, Intimidate +30, Jump +36, Sense Motive +30, Swim +36, Survival +30, Spot +34, Tumble +30 Feats: Improved Natural Attack (Claw), Improved Natural Attack (Claw), Multiattack, Combat Reflexes, Improved Disarm, Dodge, Mobility, Spring Attack, Whirlwind Attack Environment: Hell, Mars Organization: Solitary or Pair CR: 15 Treasure: None Alignment: always chaotic evil Advancement: - The upper half of this demon is the pale torso of a woman, featuring six spider-like eyes, bony arms, breasts lacking nipples, and a bald head. The bottom half is that of a black spider with a large, transparent abdomen. A large human or Mancubus fetus appears to be gestating inside the abdomen. The vagary is assumed to be the mother of the spider-like demons, the Trites and Ticks. Her lair is always has human victims completely wrapped in webbing dangling from the cieling and empty eggs, which have hardened to become small spiked boulders. Also in the lair are lots of webs. COMBAT Vagarys always start combat by telekenetically thrusting the weapons of anyone who enters her lair have currently equipped against the furthest side of the wall and then positions itself between them and the weapons if it can. If there is less than 15 enemies, it violently thrusts the remaining number of eggs towards what she thinks is the biggest threat. From then on she alternates between clawing and biting everyone and violently thrusting 15 empty eggs. After combat, it uses a heal check to stabalise the dying, then wraps them in webbing, leaving just enough room at the nose for them to breathe to devour them alive later on. It usually alternates between biting on its victims and using the heal check so they can heal naturally so that it can slowly drain them of their con, for they wickedly enjoy their victims suffering. Pounce: A vagary who charges gets to make a full attack option. Telekenisis: As the spell, at will. (CL 15th) Web: As a standard action, a vargary can use a ranged attack coat an opponent in webs. If the target fails to make a reflex save at DC 29 (Constitution based) he becomes entangled and must either make a DC 29 strength or 34 escape artist check to burst out or wriggle free or attack the webbing. The webbing has hardness 10 and 20 hit points. If the vagary targets the same creature again while it is still entangled, if the creature fails its saves again, then it becomes completely encased in webbing and may not escape without outside help. This is usually reserved for after combat on the dying and unconsious or against a single enemy, unless the situation is extremely dire. Wounding: A creature hit by a vagarys bite attack is dealt one point of Con damage and cant heal naturally unless a heal check is made or the target is healed. Now what do you think of this baby? Next is bruiser then cyberdemon. |
| dawnbringer11-13-07, 07:15 AM | Bruiser Huge Outsider (chaotic, evil, extraplanar) Hit Dice: 28d8+336 (hp: 462) Initiative: -1 Speed: 30 ft AC: 27 (+20 natural, -2 size, -1 dex) Base Attack/Grapple: +28/+53 Attack: Rocket Slam + 41 melee (3d6+17) or rocket +43 ranged (10d6+3/19-20x2) Full Attack: 2 Rocket Slams + 41 melee (3d6+17) or 2 rockets +43 ranged (10d6+3/19-20x2) or 1 rocket slam +37 melee and 1 rocket +37 ranged. Space/Reach: 15 ft/15 ft Special Attacks: Rocket Special Qualities: 60 ft darkvision, DR 15/-, Fire Immunity Saves: Fort +27, Ref +14, Will +15 Abilities: Str 44, Dex 9, Con 34, Int 8, Wis 10, Cha 12 Skills: Climb +48, Intimidate +32, Jump +48, Swim +48, Sense Motive +31, Survival +31, Search + 30, Hide -9. Feats: Power Attack, Improved Bullrush, Awesome Blow, Improved Natural Attack (Rocket Slam), Point Blank Shot, Precise Shot, Far Shot, Improved Critical (Rocket), Weapon Focus (Rocket), Weapon Specialisatino (Rocket) Environment: any underground Organization: Solitary CR: 17 Treasure: None Alignment: always chaotic evil Advancement: 29-43 HD (huge) 44-59 HD (Gargantuan) The aptly named Bruiser has a large muscular body in the vein of a Hell Knight and identical mechanical features of a Mancubus, although both creatures' robotic parts look different. It is also slightly taller than the Hell Knight. Its feet feature robotic hooves and both arms are giant rocket launchers. The head has two demon horns on the far back, facing outward, and the front has two yellow eyes with no pupils. Above the eyes are two yellow rings. The mouth is actually a large TV-screen that connects to the head with a fleshy tube. On the screen is a close up of a angry human mouth, showing only gums and teeth. The TV-screen also displays an eyeball upon sighting an enemy. The mouth sometimes opens and closes as the beast moves. Its back has what appears to be a visible, robotic spine. COMBAT The awesome bruiser will fire rockets at its opponent until they are dead. If an opponent comes too close, it will use its awesome blow to push them back 10 feet and then fire a rocket at them so that it isnt caught in the blast radius of its own rocket. Rocket: A bruiser can fire rockets from its 2 huge rocket launchers every round. The rockets have a 10 ft splash radius (See rocket rules). A bruiser uses his strength bonus when firing his rockets instead of his dexterity bonus. Next up, the one you've all been waiting for, the cyber demon. I feel that CR 20 wont do it justice, so im going to make it higher. |
| dawnbringer11-15-07, 05:23 PM | Cyberdemon Collossal Outsider (chaotic, evil, extraplanar) Hit Dice: 36d8+540 (hp: 705) Initiative: +4 Speed: 30 ft AC: 32 (+30 natural, -8 size) Base Attack/Grapple: +36/+72 Attack: Slam +48 melee (6d6+30/19-20 x2) or Rocket +29 ranged (20d6/19-20 x2) Full Attack: 2 Slams + 48 melee (6d6+30/19-20 x2) or 2 Rockets +29 ranged (20d6/19-20 x2) Space/Reach: 30 ft/30 ft Special Attacks: Rocket, Quake Stomp, Squish Special Qualities: 60 ft darkvision, DR 20/-, Fire Immunity, Rumbling Movement Saves: Fort +35, Ref +22, Will +22 Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 14, Cha 28 Skills: Climb +59, Concentration +54, Intimidate +48, Jump +59, Listen +41, Swim +59, Sense Motive +41, Survival +41, Search + 41, Spot +41 Hide -14. Feats: Improved Bullrush, Awesome Blow, Power Attack, Improved Natural Attack (Slam), Cleave, Great Cleave, Weapon Focus (Rocket), Improved Critical (Rocket), Improved Critical (Slam), Improved initiative, Lightning Reflexes Epic Feats: Overwhelming Critical (Rocket), Devastating Critical (Rocket) Environment: Hell Organization: Solitary CR: 23 Treasure: Triple standard Alignment: always chaotic evil Advancement: - The Cyberdemon is a gruesome mixture of both demonic and cybernetic parts, towering over everything. Its legs end in hooves, and its head supports massive horns. The lower part of its right arm is a massive rocket launcher. Loud thuds caused by its walking make the earth tremble. COMBAT The Cyberdemon is a massive demon that uses its rockets and slams to beat opponents into a pulp. At the start of any encounter, it uses its quake stomp ability, usually after taking a 5 ft step. Rumbling Step: Whenever a cyberdemon moves 5 feet, all creatures withing 100 ft must make a DC 48 Balance check or fall prone. The save DC is strength based. This does not effect flying creatures. Quaking Stomp: As a full round action, a cyberdemon can stomp mightily on the ground with one hoof, causing an earthquake that effects all within 200 ft. that lasts one round, except the save DC for anything but falling into a fissure is 48. The save DC is strength based. Squish: Against a creature that is on the ground, and within 5 ft, a cyberdemon can stomp on it as a full round action. If that creature fails a reflex save with DC 43, it takes 40d6 + 30 damage. The save DC is contitution based. Rocket: A cyberdemon can fire a rocket from its launcher every round and deal 20d6 damage with 20 ft radius in extra damage (see rocket rules). Now THAT is what you call a Cyberdemon. |
| locustechpriest11-17-07, 09:24 AM | Why is squish Con-based? Usually, that's for things that begin within the creature, such as breath weapons, or otherwise depend upon metabolism. This seems like more of a Str-based ability, much like the quaking stomp. :) |
| Lobsopdoy11-17-07, 02:40 PM | Didn't we have a topic just like this before? I saw the Cyberdemon from Doom 3, and it's not Colossal. It's Huge sized. Also, there are a bunch of skills that don't make sense. When does a Cyberdemon ever have to Bluff or use Diplomacy? They don't even speak, they just attack things |