Fleshbane and Fleshborer Swarm (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
x-Wraith-x

03-07-06, 09:47 PM
Sort of zombie like creature with some nasty abilities I want to use, so please tell me if it seems balanced (or not).

Fleshbane
Medium Undead
Hit Dice: 8d12+19 (71 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 23 (+1 Dex, +12 natural armor), touch 11, flat-footed 22
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (1d8+3 plus disease)
Full Attack: Bite +8 melee (1d8+3 plus disease) and 2 slams +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume flesh, disease, spew fleshborers
Special Qualities: +2 turn resistance, damage reduction 10/silver, darkvision 60 ft., immunity to cold, unholy toughness, undead traits
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 16, Dex 13, Con --, Int 5, Wis 9, Cha 14
Skills: Listen +4, Spot +5
Feats: Great Fortitude, Toughness, Weapon Focus (bite)
Environment: Any
Organization: Plague (1 plus 1-5 fleshborer swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-12 HD (Medium); 13-24 (Large)
Level Adjustment: --

What appears to be a walking human corpse approaches, surrounded by hundreds of black and red worms. The creature itself is covered in diseased, withered flesh, and its jaw seems to hang only by the skin, though it is filled with razor sharp fangs. Its hairless body moves slowly along with the worms, accompanied by the smell of raw flesh.

Fleshbanes are horrible undead creatures created from wicked humans that died from a disease contracted from eating raw flesh, usually that of another humanoid. These creatures return from their grave with an eternal hunger for humanoid flesh and blood, and continually hunt for it, often preying on villages over time. A fleshbane will be usually accompanied by one or more fleshborer swarms created from the creature’s feeding, and they always seem to allow the worms to eat some of the bodies that they covet so much. Fleshbanes only eat the bodies of those just deceased.
A fleshbane is the same height and weight as the person it was in life, and it cannot speak.

Combat

Fleshbanes are simple combatants, allowing their swarms to attack most opponents while they concentrate on the largest opponent, consume it, and then proceed onto another opponent. A fleshbane will always devour the body of a creature as soon as it dies, ignoring all other objects or creatures until it does so.

Consume Flesh (Su): When a fleshbane slays a humanoid opponent, it can feed on the corpse, devouring the flesh, as a full-round action. This destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. For each corpse the fleshbane consumes, it gains 10 temporary hit points.

Disease (Ex): Filth fever-bite, Fortitude DC 16, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.

Spew Fleshborers (Su): A fleshbane that consumes a corpse can vomit a fleshborer swarm 1 minute later as a standard action. The fleshborer swarm appears in the same space as the fleshbane, and is under the fleshbane’s control. The fleshbane may choose not to expel the fleshborer swarm, but each round that it does not expel the swarm it takes 2d6 points of damage (This damage ignores the fleshbane’s damage reduction). A fleshbane can not have more than 5 fleshborer swarms under its control at once; any swarms it creates that would exceed this limit are not under its control. If a fleshbane is destroyed, then any fleshborer swarms under its control turn to dust immediately.

Turn Resistance (Ex): Fleshbanes are treated as 10-HD undead for the purpose of turn, rebuke, command, or bolster attempts.

Unholy Toughness (Su): A fleshbane gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Undead Traits: A fleshbane is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing.

Another creature possibly in need of balancing.

Fleshborer Swarm
Diminutive Vermin (Swarm)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +4/--
Attack: Swarm (2d6 plus devour)
Full Attack: Swarm (2d6 plus devour)
Space/Reach: 10 ft./0 ft.
Special Attacks: Devour, distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 1, Dex 14, Con 13, Int --, Wis 10, Cha 2
Skills: Climb +6, Hide +18
Feats: --
Environment: Any
Organization: Solitary, ripper (2-6 swarms), or bloodbath (7-24 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

Hundreds of seven inch long black and red worms advance, some already coated in fresh blood.

A fleshborer swarm is a horrible mass of large worms that gorge themselves on the flesh of the living, or even that of the dead.

Combat

A fleshborer swarm seeks to surround, and then feed, on any creature it notices. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a fleshborer swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Devour (Ex): Each time a fleshborer swarm deals damage to a creature, 1d4 worms dig themselves into that creature and begin to eat the creature’s flesh. An affected opponent takes a -1 penalty on all skill checks and attack rolls, and takes damage equal to the number of worms embedded in it each round. The affected creature may take a standard action to remove 2d6 worms, but this deals an additional point of damage to it for each worm removed.

Swarm Traits: A fleshborer swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. Reducing a fleshborer swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Fleshborer swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A fleshborer swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A fleshborer swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the fleshborer swarm takes double damage instead. A fleshborer swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and it does not re-form until its hit points exceed its nonlethal damage.

Vermin Traits: A fleshborer swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A fleshborer swarm has a +4 racial bonus on Climb and Hide checks. A fleshborer swarm uses its Dexterity modifier instead of its Strength modifier for Climb checks.

Please critique.
Maxxx

03-08-06, 07:54 AM
As far as it looks, I think they are very good. I would definately use them. CR for the swarm looks good, they are on par with the centipede swarm that is also CR 4, as the centipede swarm has poison and a far better mobility (faster and climb speed)
The CR for the undead, I don't know. I personally think that it is a point or two to high as the creature is very slow. After all a normal zombie would have to have more than 20 HD to have a CR of 7 and although it wouldn't have the disease or spew ability, their damage output is much scarier, thus I would reduce their CR to let's say 5. They have fewer hp than a 15HD zombie, but some nice abilities.
If you have any other creatures on your mind, please post them.
Talisman

03-08-06, 03:00 PM
Very cool. I agree with Maxxx, however; the CR on the fleshbane is a little high. Remember, 7th level = multiple fireballs, and those +3 Ref saves aren't very stout. Looks like a CR 5 or maybe 6 to me.

Post more!
x-Wraith-x

03-08-06, 05:31 PM
CR for Fleshbane changed to 5 as suggested (yay that means I use it against my players sooner). Any other suggestions?
As for posting more beasties, I used to have a ton of creatures I had made but accidentally deleted the file they were in like a month ago. :weep: Anyways I'm gonna post the stats for the blood drinker maw in a thread of its own so check it out and tell me if my CR is on target (I doubt it).