Evil Dead: Need help with CR and some advice on fine points [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

06-08-05, 09:41 PM
Long ago dark spirits known as the deadites filled the world. These fiends stalked freely between the land of the dead and the living. Now they have fallen into the former, and retreated to the dark corners of the world. They will not truly die however, and are always lurking, waiting, for the recitation of dark passages from the Necromonicon that will give them liscence to issue forth and possess the living.


Deadite Template
Aquired Template
This template can be applied to any living corporeal humanoid, monstrous humanoid, or giant. The creature's type changes to outsider, and it gains the evil subtype. Recalculate saves, attack bonus, and skills accordingly.
HD: Change to d8, add a number of hit dice equal to the hit dice of the possessing deadite spirit.
Speed: The deadite gains a supernatural fly speed of 10ft(perfect)
AC: The deadite gains a +3 natural armor bonus to AC as their skin becomes tough and leathery with death-like corruption.
Attacks: The creature gains two claw attacks and a slam attack that deal damage depending on their size. These attacks are not iterative.
Small: claw 1d4, slam 1d6
Medium: Claw 1d6, slam 1d10
Large: Claw 1d8, slam 1d12
Huge: Claw 1d12, slam 2d8
Gargantuan: Claw 2d6, slam 3d8
Collossal: Claw 2d12, slam 4d10
Special Attacks: The deadite retains any special attacks of the base creature and gains the following:

Swallow Soul(su): If a sentient mortal (humanoid, monstrous humanoid, giant, beast, magical beast, and some abberations) is killed within a deadite's reach, the deadite swallows the creature's soul unless it makes a will save dc:20 plus 1/2 the deadite's hit dice plus the deadite's charisma modifier. A ceature whose soul has been swallowed cannot be raised or ressurected by any means until the deadite is slain.
It quickly incorporates this strength, gaining a +2 bonus to strength, dexterity, and charisma and healing 4hp. After one night, it fully incorporates this power and permanently gains a hit die.

Living Visage(su): As a move-equivalent action, a Deadite can revert to it's living appearance and voice, concealing its presence and tapping into the surface mind/personality of the host. It then makes a heart-wrenching emotional plee. The subject must make a will save (at a -3 penalty if the deadite possesses a friend or loved one) or be unable to attack it, held back by sorrow and guilt, and suffer a -1 morale penalty to attack rolls against it even if they make their save. If this ploy succeeds the deadite can then make some plea or request to which they react with the friendliness level they had towards the person unless the make a second save at the same dc. This effect can be maintained for up to a minute, but ends as soon as the deadite attacks or takes any action contrary to the nature of the host.
Anybody who successfully saves against such an ability is immune to all living visage attacks for the rest of the day, having seen through the trick and steeled their emotions accordingly.
Whether this is merely a deception or an actual deliberate temporary revival of the host is unknown.

Open the Body(su): A creature struck by a deadite's attack with a peircing melee weapon is opened to the forces of darkness. They suffer a -4 unholy penalty on future saves against deadite possession that night (unless the succeed a foritude save).


Special Qualities:

Possessed Vessel(su): A live deadite is a living person possessed by a particularly strong invading spirit. Consequently, if anything successfully removes this spirit, the template is removed and the person ceases being a deadite. A dispell evil will remove the invading spirit, as will a hallow spell, the destruction of the supernatural source that summoned the deadite spirit, or exposure to full sunlight.

Toying(ex): Deadite's may deal subdual damage with manufactured weapons or their slam attack at no penalty.

Shadow Heart: A deadite still has the soul of the possessed person locked deep within it. If reminded of its former life by some treasured keepsake (such as lover's wedding rign), or a compassionate action from a loved one(such as a parent singing a lullaby), it must make a will save dc:10 plus the years it has possessed the item (max 7) or the years it has known the person (max 10) and the person's charisma bonus (if applicable). If it fails the save it is reminded of its former existance, and it's living self is returned to the surface conciousness. It becomes dazed for 1d4 rounds and loses its dexterity bonus to AC. Living deadites get a will save to expell the deadite spirit and become immune to deadite possession until the next night. For undead deadites however, there is no hope left, and no second save is allowed.
Whether they fail or succeed the save, the deadite spirit forces the host soul deeper into its recesses, and cannot be subject to shadow heart again that night.

Undying(su): A deadite cannot be truly slain by normal means. Unless reduced to -30hp, and subjected to total bodily dismemberment (limbs and head removed, each part must be cut off with 3 points of damage (5 for the head) with a slashing weapon, or pulled off with a strength check dc:18 (both full-round actions). A protection from evil spell will prevent the corpse from rising for one night. A seemingly killed deadite gets a fortitude save dc:10+damage of death blow. Upon success, it rises within 1d12 rounds. Upon failure the deadite comes back in 1d4 minutes. Upon rising it is restored to full hp. If buried, it takes the deadite 1 additional minute to use its supernatural powers to escape its earthen prison.
When undead, they change type and gain the undead traits, but retain the hit dice, base attack bonus, and saves of the outsider. They lose Possessed vessel and gain the special qualities unholy toughness and bodily immortality in this undead state:

Unholy Toughness: Deadites gain a bonus to hit points equal to their wisdom bonus.

Bodily Immortality(su): A deadite's animating spirit remains bound to it in more than the conventional method, and its otherwordly grip is strong. It must be reduced to -20hp to attempt destruction, and during that time it is only disabled (effectively helpless, still capable of observation and speech but not spellcasting and no other forms of action). The disabled state lasts for 1d4-1 (minimum of 1) minutes. To acheive its destruction one must fully dismember it (following the rules above), or cast out the deadite spirit (with an exhorcism ritual as detailed in libris mortis, hallow, dispell evil, or destroy the source that unleashed the deadite spirits).

Abilities: Str+6,Dex+4,Con+4,Int-6(minimum 3), Wis+4, Cha+2

Skills: +3 racial bonus to bluff and intimidate, recalculate for outsider, knowledge(arcana), knowledge(religion), bluff, intimidate, hide, and move silently are class skills.

______________________________
CR:+?
Alignment: As possessing spirit (always evil)
Advancement: Hit dice gained with soul swallow increase CR on a one for one ratio


I'm having trouble working out how to stat severed deadite parts (like the girlfriend's head in Evil Dead 2), and the rules for deadite "infection" (ash's hand in evil dead 2). Also wavering on the mental ability scores.

Sample Deadite
(This uses a first level human commoner as the base creature, possessed by a 1HD deadite spirit.)
Claire
Medium Outsider(Evil)
HD:2d8+7(16hp)
Init:+2
Speed: 30ft, fly 10ft
AC:15(+3 natural, +2dex)
BAB/Grapple:+2/+5
Attacks: 2 claws+5 melee or slam+6 melee
Damage: Claw 1d6+3, Slam 1d10+4
Face/Reach:5ft by 5ft/5ft
Special Attacks: Swallow Soul, Living Visage, Open the Body
Special Qualities: Undying, Shadow Heart, Possessed Vessel
Saves:Fort+5,Ref+5,Will+5
Abilities:Str16,Dex15,Con14,Int5,Wis14,C ha13
Skills: Spot+4, Listen+4, bluff+9, Hide+6, Move Silently+6, Knowledge(arcana)+1
Feats: Toughness, Weapon Focus(Slam)
Alignment: Neutral Evil

Claire was once a beautiful young college sophmor. Her bust moderate, her hair long and golden, her skin lightly tanned, and her eyes green. Now her hair is thin and white. Her skin is lined with dakr blue crack-like veins. Her eyes are white, her hands twisted into claws.

Claire originally came out to a cabin with her boyfriend for some making out and studying, but mostly making out. When they happened upon the ancient text, she was stupid enough to read it out loud. She was possessed by a deadite spirit, and turned against her lover. He managed to subdue her and escape alive, but she has now worked her way free from the bindings, and set forth to sow sorrow.

In her former life Claire was gentle and easy-going, intelligent, charming, and a bit ditzy. The treasured memories she carries of former life are her first love, David, from her junior year of high school, a stuffed rabbit named Mr. Poof, and a necklace given to her as a birthday gift by her now-deceased father.

Swallow Soul(su): When Claire kills a sentient mortal creature within her reach, it must make a will save dc:22 or have its soul trapped within her corrupted body, granting her a +2 bonus to strength, charisma, and dexterity, and healing 4 hit points.

Living Visage(su): As a move-equivalent action, claire can restore her golden-haired, green-eyed, living appearance. It takes a will save dc12 (-3 morale penalty to save for her loved ones) to take hostile action against her, and even if a save is made those attacks suffer a -1 morale penalty to hit.

Open The Body(su): A creature hit by claires claw attack must make a will save dc12 or have their flesh corrupted and vulnerable, giving a future -4 profane penalty to will saves against deadite possession.

Shadow Heart: David dc:15, Necklace dc:14, Mr. Poof dc:17, dazed for 1d4 rounds, second will save equal to save vs. possession to remove template and expel deadite spirit.

Undying(su): A deadite cannot be truly slain by normal means. Unless reduced to -30hp, and subjected to total bodily dismemberment (limbs and head removed, each part must be cut off with 3 points of damage (5 for the head) with a slashing weapon, or pulled off with a strength check dc:18 (both full-round actions). A protection from evil spell will prevent the corpse from rising for one night. A seemingly killed deadite gets a fortitude save dc:10+damage of death blow. Upon success, it rises within 1d12 rounds. Upon failure the deadite comes back in 1d4 minutes. Upon rising it is restored to full hp. If buried, it takes the deadite 1 additional minute to use its supernatural powers to escape its earthen prison.
R.M.G.C.L.F.

06-20-05, 12:23 AM
Bump
Great Cthulhu

06-20-05, 11:56 AM
Possesing spirits that turn people into undead...kewl.
The monsters just never stop with you, El Finger.
R.M.G.C.L.F.

06-20-05, 03:40 PM
Well, I got the idea from the Evil Dead trilogy starring Bruce Cambell, and technically the spirits don't turn you undead, they just make a person rise as an undead if they are killed.
R.M.G.C.L.F.

06-20-05, 04:36 PM
DEADITE SPIRITS

Deadite spirits are the malevolent wills brought forth by the power of the necronomicon. They appear either summoned or called. Summoned deadites have a certain amount of time (1 minute usually) to attempt to possess a body

A deadite spirit is a shadow spirit of unholy power hailing from beyond the grave. Unlike a true outsider, it lacks any clear body, having neither a solid form nor a visible appearance. Magic and psionics (such as a magic circle against evil spell) treat a deadite spirit as if it were an evil outsider. A deadite spirit cannot be destroyed or slain, but it can be banished.

Deadite spirits have few traits, and most corporeal or even incorporeal sources regard them as nonexistant. Like an unseen servant, they recognize area effects, but only holy/sacred damage has any effect on them, and it immobilizes them for 1d4 rounds and sends them back 1d6x5 feet. While it has no actual body, a deadite spirit is a definate local presence. It occupies a 5ft square, and it can move at a speed of 70ft per round. It can also exert force as it goes in order to break solid barriers, but each strength check costs it 10ft of movement. A deadite spirit has effective strength of 20 for strength checks to break down barriers. It can only exert this force to remove obstructions, unable to use it to attack or inflict damage.

A deadite spirit is blocked from entering a private building, like a vampire. Unlike a vampire, they can still force their way in with a charisma check dc:15, which costs 40ft of movement.

Each deadite spirit has two identifying characteristics: Charisma and hit dice. The standard charisma score for a deadite is 13, while hit dice usually range from 1 to 7.

A deadite spirit's most important power is the ability to possess the living. In order to do this, a deadite must first enter the target's square and make an opposed strength check, the target floating as if by the levitate spell for one round. Upon success, the mortal must make a will save dc: the deadite's total hit dice plus the deadite's charisma bonus. A possessed creature gains the deadite template in 1d4 rounds.
R.M.G.C.L.F.

01-17-07, 10:07 PM
Yo queiro CR advice :bump: