Fire Allip [Archive] - Wizards Community

Post/Author/DateTimePost
Androcus Divinicus

07-06-05, 10:28 PM
In a campaign I'm running I've been toying with the idea of undead animated by (or at least influenced by) elemental spirits rather than negative energy. Mainly, I'm wondering whether this seems balanced based on the CR. Rules are 3.0 ... for whatever confusion that clears up.

Thanks in advance.

Regards,
Justin.

Fire Allip:
Large Undead (Fire)

Hit Dice: 6d12+12 (48 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 40 ft (perfect)
AC: 18 (-1 size, +2 Dex, +3 deflection, +4 natural)
Attacks: Slam +8 melee
Damage: 2d6 fire, and 1d4+1 wisdom drain
Face/Reach: 5 ft. by 5 ft./10
Special Attacks: Burn, Wisdom Drain, Babble,
and Madness
Special Qualities: Undead, Incorporeal, Elemental,
Fire subtype.
Saves: Fort +1, Ref +7, Will +4
Abilities: Str --, Dex 15, Con --,
Int 9, Wis 11, Cha 16
Skills: Intimidate +13, Intuit Direction +4, Listen +7
Search +6, Spot +7
Feats: Improved Initiative, Weapon Finesse (slam)
------------------------------------------------------------------------------------------------------
Climate/Terrain: Any land and underground.
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral or chaotic evil
Advancement: 7-10 (Large) 11-14 (Huge)


When someone driven to madness and suicide commits the act in close proximity to the activity of Fire Elementals, occasionally a Fire Allip is created. A fire allip is easily as afflicted by madness as a standard allip, but the chaotic nature of the elemental sprit within them makes them even more crazy in their behavior.

A fire allip retains the same basic shape that it held in life, but tongues of flame lick about it in a constant blaze. Fire allips are often mistaken for fire elementals by some unlucky adventures before their moaning babble reaches the ears.

Combat:

A fire allip launches itself into combat against any living creature it encounters. So consuming is their lust to destroy life that they have been known to move across or through water, even though it damages them.

Babble (Su): A fire allip constantly mutters and whines to itself, creating a hypnotic effect that, combined with the movement and sound of the fire that always surrounds it, is quite powerful. All sane creatures within 60 feet of the fire allip must succeed at a Will save (DC 19) or be affected as though by a hypnotism spell for 2d4+2 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip's babble for one day.

Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored.

Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4+1 points of temporary Wisdom damage.

Burn (Ex): Those hit by the fire allip's slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (see Catching on Fire, page 86 in the Dungeon Master's Guide). The save DC is 17 for a Large allip and 22 for a Huge allip. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire allip with natural weapons or unarmed attacks take fire damage as though hit by the allip's attack and also catch fire unless they succeed at a Reflex save.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a sucessful save.

Elemental/Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures,+1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Raymond_Luxury_Yacht

07-06-05, 11:14 PM
Where are the extra hit points coming from?
Androcus Divinicus

07-06-05, 11:16 PM
Hm. Good question ... it should be 48, not 51, shouldn't it?

(changing)

Regards,
Justin.
Raymond_Luxury_Yacht

07-07-05, 12:46 AM
I meant the 12 bonus ones after the Hit Dice.
R.M.G.C.L.F.

07-07-05, 08:44 PM
You know, I don't think it's necisary to make it also an elemental, just possessing the subtype should work.

I would suggest earth type ghouls, what with the burrowing, grave-robbing, catacomb-crawling nature. Some gaseous ghost/specter/wraith variant would be a nice selection for air type.