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| bitnine02-18-04, 03:21 AM | I have yet to write up a larger description or go over what I currently have, but I've doodled up a new type of creature for an upcoming game which I will be running. They should look somewhat odd, with a perpetually slouched gait and lopsided look to them, as they have thick, muscular hind legs and much thinner front legs that pare down to rending claws. I have yet to test them, and I'm not worried too much about springing them up, as the first encounter should be fairly below the party's CR, allowing me to get a gauge on exactly how exactly these fellows play out, but I was wondering in particular what numbers might spring out at folks in terms of CR. Anyway, here is: Name: White Reaper Grey Reaper Medium Magical Beast Large Magical Beast Hit Dice: 8d10 + 24 (68 hp) 12d10 + 60 (126 hp) Initiative: +7 +6 Speed: 40 ft. 50 ft. Armor: 19 (+3 dex, +6 natural) 23 (+2 dex, +12 natural, -1 size) BAB/Grap: +8/+10 +12/+22 Attack: Claw +10 melee (1d8 + 2) Claw +18 melee (2d6 + 6) Full Attack: 2 claws +10 melee 2 claws +18 melee Space: 5 ft/5 ft 10 ft/10 ft S. Attacks: Toxin, Breath Toxin, Breath S. Qualities: Fire Resistance 10, Disease Immunity Fire Resistance 10, Disease Immunity Saves: +11/+9/+4 +15/+10/+6 Abilities: Str 14, Dex 16, Con 16, Str 22, Dex 14, Con 20 Int 6, Wis 14, Cha 6 Int 6, Wis 14, Cha 6 Skills: Listen +6, Spot +6, Survival +8 Listen +8, Spot +8, Survival +8 Feats: Improved Initiative, Great Fortitude, Improved Initiative, Great Fortitude, Track Track, Improved Grapple, Power Attack Name: Crimson Reaper Black Reaper Large Magical Beast Huge Magical Beast Hit Dice: 14d10 + 42 (119 hp) 16d10 + 112 (200 hp) Initiative: +7 +6 Speed: 50 ft. 50 ft. Armor: 24 (+3 dex, +12 natural, -1 size) 29 (+1 dex, +20 natural, -2 size) BAB/Grap: +14/+23 +16/+34 Attack: Claw +19 melee (2d6 + 5) Claw +26 melee (2d8 + 10) Full Attack: 2 claws +19 melee 2 claws +26 melee Space: 10 ft/10 ft 15 ft/10 ft S. Attacks: Toxin, Breath, Spell-like Abilities Toxin, Breath, Rend 4d8 + 15 S. Qualities: Disease Sense, Fire Resistance 10, DR 5/piercing, Fire Resistance 20, Disease Immunity Disease Immunity Saves: +14/+12/+7 +19/+11/+8 Abilities: Str 20, Dex 16, Con 16, Str 30, Dex 12, Con 24 Int 14, Wis 16, Cha 12 Int 6, Wis 16, Cha 6 Skills: Hide +11, Knowledge (nature) +10, Listen +6, Spot +6, Survival +17 Listen +11, Move Silently +10, Spot +11, Survival +15 Feats: Improved Initiative, Great Fortitude, Improved Initiative, Great Fortitude, Track, Improved Grapple, Iron Will Track, Improved Grapple, Power Attack, Cleave Toxin (Ex): The spindly front legs of a Reaper are literally filled with venom; a large gland runs through the whole of the limb and keeps the front claws dripping with toxin. The damage listed on the table below is both primary and secondary. Breath (su): A Reaper can let loose gouts of flame from its cavernous mouth as a free action. The breath weapon is a 30 foot cone of fire that has a reflex save for half damage and deals damage as per the table below. The Reaper cannot use its breath weapon again for 1d4 rounds. A Reaper can focus its breath weapon on a grappled foe; doing so only affects the grappled victim, but offers no saving throw. Type Fort/Ref DC Toxin Primary Toxin Secondary Breath Damage White 17 1d2 Strength 1 Constitution 4d4 Grey 21 1d3 Strength 1 Constitution 6d4 Crimson 20 1d3 Strength 1 Constitution 7d4 Black 25 1d4 Strength 1 Constitution 8d4 Disease Immunity (ex): All Reapers are completely immune to all magical and mundane diseases. Spell-like Abilities: At will--Pass Without Trace, Commune With Nature, Spider Climb, 3/day--Remove Disease, Entangle(DC 12), Greater Magic Fang, 1/day--Flame Strike(DC 15), caster level 14th. The save DCs are charisma-based. Disease Sense (su): A Crimson Reaper can detect traces of disease when tracking quarry, and automatically senses diseased creatures as such. Skills: Reapers gain a +4 racial bonus to survival checks. And, of course, feel free to point out the dozen of little errors I'm certain I made in the writeup. ;) |
| Asi the red02-21-04, 05:26 PM | Hey ya'. I'm not really good at figuring CR, but I found this either in another thread about calculating CR or in someone's sig. http://www.kencyclopedia.com/kender/monstergenerator/Step1-GeneralDescription.cfm Try this out and let me know how it works. As an aside, what's with the paranoia about disease? Asi the Red. |
| bitnine02-21-04, 11:44 PM | Originally posted by Asi the red Try this out and let me know how it works. As an aside, what's with the paranoia about disease? Hm. The evaluation it gave was: White - CR 7, Grey - CR 11, Crimson - CR 13, Black - CR 15. As for disease, as per their normal behavior Reapers often seem to naturally seek out and drag off diseased individuals, cleansing such areas and killing infected creatures with their breath weapon. The players will be left to have the option of trying to discover their origin, as there are some signs that the creatures were created instead of occuring naturally. |
| l3lasphemy02-22-04, 05:35 PM | How nice of them...they're like kickass medical personel.... |
| gradea02-29-04, 11:28 PM | i dont think i want one as my pediatrican... |