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#1zombiegleemaxJul 05, 2005 19:30:38 | Odic medium undead [incorporeal] HD : 16d12 (104hp) Initiative : +4 or as animated tree +2 Speed : 30' or as animated tree 0. Armor class : 16 (+6 deflection) or as animated tree 12 (-4 size, -2 dex,+8 natural). Base attack/grapple : +8/+8 or as animated plant +12/+31 Attack : 1 touch +8 (poison touch) or as animated tree slam +15 melee (2d8+10 and poison touch) Full attack : 1 touch +8 (poison touch) or as animated tree slam +15 melee (2d8+10 and poison touch) Space/reach : 5'/5' or as animated tree 20'/20' Special attacks : poisonous touch, poisonous unholy aura, animate leaves. Special qualities : undead traits, incorporeal subtype, sr 23, dr 15/magic, daylight powerlessness, blindsight 60', animate, spell-like abilities. Saves : Fort +11, ref +5 or as animated plant +3, will +12. Abilities : str - , dex 10 , con -, int 10, wis 10, cha 22 or as animated plant str 24, dex 6, con -, int 10, wis 10, cha 22 Skills : spot 19 intimidate 25 Feats : improved initiative, iron will, spell focus (necromancy), greater spell focus (necromancy), quicken spell like ability (animate dead). Environment : any. Organization : solitary. Challenge rating : 14 or special Treasure : none. Alignment : always chaotic evil. Advancement : 17-24 HD (medium). Level Adjustment : -. "The purple glow you have seen earlier among the trees seems to emenate from a clearing. As you come closer, the shadowy forms of lurching zombies advance towards you. Behind them looms a blackened tree, it's branches moving with sinister purpose." The odic is a powerful, undead spirit that takes control of plants. It lures victims to its vicinity by supernatural means, dominating or killing them, and animating their bodies. COMBAT The odic is a terrible opponent, perhaps an exalted servant of enthropy. It will always cover itself with silence, darkness and as many animated undead as it can create (32 HD). During daylight it will roam just under the surface, and will not approach any creature. The statistics here assume the odic animates a gargantuan tree at nightfall. Unless noted otherwise, the odic's caster level for special abilities and attacks is 16. Its SR is HD based (HD+7). Animate (Su) : The Odic takes control of plants, usually trees. It gains the plants physical ability scores, and any other special abilities, while retaining it's own type, mental ability scores, HD, hp, special attacks and special abilities. This ability may only be used at nightfall. While the Odic may voluntarily leave any animated victim, it still suffers any damage taken by the animated form. The odic may attempt to possess a plant creature using this ability, using a touch melee attack. The creature may attempt a will save (DC 24, HD and cha based) or die and be animated. The stats above assume the odic animated a gargantuan tree (treated as a gargantuan construct, but without speed). Poison Touch (Su) : the odic's touch is poisonous to the living. Primary and secondary 2d6 con, save DC 18 (based on HD only). Poisonous Unholy Aura (su) : The odic's aura is extremly destructive to it's environment. It emanates to a range of 30' around the creature. All food and water (even holy water and potions) immediately spoil and becomme useless. While animating a plant, a purplish light surrounds the odic to a range of 30'. It can be seen from afar (300'). All living things brought into the light, or present when it begins emenating, suffers an energy drain effect (save DC 24, 1 negative level). Each time a creature suffers a negative energy level, the odic gains 5 hp. Animate Leaves (su) : The odic can animate up to 6 leaves at a time. These leaves can fly (30', perfect) and attack living humanoids. The leaf is considered a tiny construct (2 hp, AC 14) and attacks as such with a touch attack (+1 attack bonus).A victim hit by a leaf is affected by a dominate person effect (save DC 19, cha based). The leaves may range up to a mile away from the odic. Daylight Powerlessness : The Odic is almost totally powerless during the daylight hours. It cannot use any spell like ability, attack or animate plants. It usually moves without rest during the day, covering 24 miles, and finding another plant to animate at nightfall. The odic does not have an aura while affected by daylight powerlessness. Spell Like Abilities (Sp) : (at will) darkness, silence, contagion, animate dead, slay living. The odic can animate undead once per round as a free action, in addition to all other actions. Save DC is 10+spell level+cha modifier, +2 DC for contagion and slay living. ------------- There. Finished. I have no idea what the CR should be, but 14 seemed well enough. IMC I intend this monstrosity to be the main villain, an odic that animates a single, gargantuan tree, in a forested area covered in perpetual darkness. It sends other undead servants to bring it victims, and slowly grows in influence, raising a massive army of undead, humanoids and other servants to conquer the kingdom (Karameikos). |
#2zombiegleemaxJul 05, 2005 21:15:38 | Interesting creature. I couldn't read in detail but it does sound pretty strong. I like it. I'll have to come back to this. |
#3Traianus_Decius_AureusJul 05, 2005 22:34:21 | Nice Work! I'll have to borrow this..... |
#4zombiegleemaxJul 06, 2005 1:35:03 | Notice that the gargantuan animated construct on the monster manual 3.5E has 16HD, just like the OD&D odic from the companion set. Only a coincidence ? or maybe not ? |
#5MortepierreJul 06, 2005 2:42:26 | IMC I intend this monstrosity to be the main villain, an odic that animates a single, gargantuan tree, in a forested area covered in perpetual darkness. It sends other undead servants to bring it victims, and slowly grows in influence, raising a massive army of undead, humanoids and other servants to conquer the kingdom (Karameikos). Dungeon Mag. issue #21, had a similar adventure: The Bane of Elfswood (by Stephen J. Smith), but it was taking place in a small elf settlement in Norwold. It was very creepy as I recall. |
#6zombiegleemaxJul 06, 2005 4:45:50 | Well, it isn't an original theme, but I still like it. The thing is not meant as an "adventure boss" but as a "campaign boss". A lot of enemies are under his control, some of them are not at all obvious, and some were once friends. |
#7zombiegleemaxJul 06, 2005 5:47:13 | Wyrd, lesser medium undead HD : 4d12 (26hp) Initiative : +7 Speed : 30' AC : 16 (+3 dex,+3 natural, touch 13, flat footed 13) Base attack/Grapple : +2/+2 Attack : 2 sphere (touch ranged or melee) +6 (1d6) Full Attack : 2 sphere (touch ranged or melee) +6 (1d6) Space/Reach : 5'/5' Special Attacks : Destructive spheres Special Qualities : undead traits, DR 10/silver or magic, turn resistance +2, favored enemy (elves) Saves : Fortitude +3, Reflex +4, Will +4 Abilities : str 10, dex 16, con -, int 11, wis 10, cha 14 Skills : Skills : Spot +7, Intimidate +9, Hide +10, Move Silently +10 Feats : improved initiative, Weapon finesse Environment : Any Organization : Solitary, Band (2-7). CR : 3 Treasure : none Alignment : Always evil, neutral or chaotic Advancment : 5-7 HD (medium) Level Adjustment : - The wyrds are violent and destructive undead spirits that animate corpses of elves. They always are elves killed by violence and betrayal, left to rot in desolate places. They do not have the elf's memories or abilities, their only goal is spreading destruction. They may or may not appear undead, according to the body's condition at the time of animation. An elf that was brutally slashed and mutilated by orcs will have an extremly horrible appearance, while an elf that was poisoned may appear slightly pale. They never try to disguise themselves as living beings, though - all it takes to discover their state is a spot check (DC at dm's discretion). Destructive Spheres (Su) : As a free action, the wyrd may activate or dismissing this power. While Activated, the wyrd's hands are constantly surrounded by reddish spheres of destructive magic (necromantic effect). The wyrd treats these spheres as natural, light weapons - it may attack with them, one at melee and the other at range, or both in the same way. No attacks of opportunity are provoked by a wyrd attacking with his spheres.After leaving his hands, a sphere immediately regenerates, without any need for an action by the wyrd. Dismissing the power is also a free action, and causes the spheres to vanish.The wyrd does not attack without its spheres - it either cowers or flees if its spheres are unusable. Favored Enemy (Ex) : A wyrd gains Favored Enemy (Elves), as per the rangers special ability. The wyrd gains a +2 bonus on weapon damage rolls against elves. Likewise, he gets a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. An advanced lesser wyrd's Favored Enemy bonus increases to +4. |
#8gazza555Jul 06, 2005 5:50:58 | No HD line! Probably something along the lines of: HD: 16d12 (104 hp) Regards, Gary |
#9zombiegleemaxJul 06, 2005 5:57:52 | No HD line! Whoa. Thanks (fixed). :embarrass |
#10gazza555Jul 06, 2005 6:02:16 | Favored Enemy (Ex)...as if had the ranger ability at 4th level... In 3.5 Rangers get Favored Enemy at 1st level, a second Favored Enemy at 5th level, etc. Regards, Gary |
#11zombiegleemaxJul 06, 2005 6:06:15 | Your'e right , I didnt phrase that correctly (fixed - I hope...) |
#12gazza555Jul 06, 2005 6:23:35 | I'ld stick to the description from the SRD (modified) Favored Enemy (Ex): A wierd gains Favored Enemy (Elves), as per the rangers special ability. The wierd gains a +2 bonus on weapon damage rolls against elves. Likewise, he gets a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. An advanced wierd's Favored Enemy bonus increases to +4. Regards, Gary |
#13zombiegleemaxJul 06, 2005 6:37:13 | I'ld stick to the description from the SRD (modified) Done. Thanks again . By the way, the monsters name is actually written with a Y, "Wyrd". It appeared in CM7 ,creature catalogue and the alfheim gazeteer. |