You know, I don't have the original text, but I could work from the Bestiary of the Realms swarm version. What size were you thinking, maybe tiny (size of a cat) or diminutive (size of gerbil)?
Let's see, I think for the individual ones would probably be diminutive, as I remember they were about the size of an average human hand. I would guess Huge for the mature lichlings...
Well, I'll give a diminutive one a shot this weekend if I get a chance. Wow, advancement to huge! BTW, if you have the original text, that would be very helpful.
HD: 2+2
Thac0: 19
No. of Attacks: 1 Dmg/Attack: 1d6 (bite)
AC: 1
Movement: 3, Fly 24 (B)
Al: CE
Size: 6" long
can only be struck by +1 or better weapons
They should also have the attachment ability a-la the Moray Rat:
"Attach (Ex): If a moray rat hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached moray rat loses its Dexterity bonus to Armor Class and has an AC of 12.
An attached moray rat can be struck with a weapon or grappled itself. To remove an attached moray rat through grappling, the opponent must achieve a pin against the creature"
As for the Mature:
HD: 20
Thac0: 5
No. of Attacks: 3 Dmg./Attack: 2d10/2d10/4d6
AC: 2
Movement: 9, Fly 18 (C)
Al: CE
Size: 80' long
SA- can spew a stream of bone fragments once every other round at a single target up to 100' away (make normal attack roll), inflicting 6d6 damage.
Abilities Str 5 Dex 18 Con - Int - Wis 14 Cha 16
SQ Stench, Iron Mandibles, Undead Traits
Feats Weapon Finesse[b]
Skills Climb +16, Hide +24, Move Silently +12
Advancement 3-4HD (Diminutive), 5-7HD (Tiny), 8-11HD (Small), 12-15HD (Medium),
16-19HD (Large), and special
-----------------
Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened.
Advancement An advanced lichling gains a cumulative +2 natural armor bonus each time it gains a size category from Diminutive to Medium, in addition to the usual natural armor bonus when increasing to Large. A lichling's base speed also increases by a cumulative 5ft each size category (to 30ft at Large). A lichling's flight maneuverability decreases to average when it reaches Medium size. Finally, a juvenile lichling that advances to 20HD becomes a mature lichling and develops new abilities.
Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above.
Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10.
Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 13 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour.
Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
Lichling (Juvenile) CR 1
Always CE Diminutive Undead Init +4; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2 Languages None
------------------------------------------- AC 19 (+4 size, +4 Dex, +1 natural armor), touch 18, flat-footed 15 HP 13 (2d12) DR 5/magic Immune Cold, Electricity, Undead Immunities Fort +0 Ref +4 Will +5
------------------------------------------- Speed 10 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (good, 12 sq) Melee Bite +8 (1d6-4 plus attach) Space 1ft; Reach 0ft Base Atk +1; Grapple +1 Atk Options Attach
------------------------------------------- Abilities Str 5 Dex 18 Con - Int - Wis 14 Cha 16 SQ Stench, Iron Mandibles, Undead Traits Feats Weapon Finesse(B) Skills Climb +16, Hide +24, Move Silently +12 Advancement 3-4HD (Diminutive), 5-7HD (Tiny), 8-11HD (Small), 12-15HD (Medium),
16-19HD (Large), and special
-------------------------------------------- Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened. Advancement An advanced lichling gains a cumulative +2 natural armor bonus each time it gains a size category from Diminutive to Medium, in addition to the usual natural armor bonus when increasing to Large. A lichling's base speed also increases by a cumulative 5ft each size category (to 30ft at Large). A lichling's flight maneuverability decreases to average when it reaches Medium size. Finally, a juvenile lichling that advances to 20HD becomes a mature lichling and develops new abilities. Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings killed while attached remain attached (but do not deal bite damage, of course). Removing an attached lichling (killed or not) deals 1d6 points of damage to the victim unless a simultaneous DC 14 Heal check is made (the DC is Charisma-based). Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above. Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10. Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 13 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour. The save DC is Charisma-based. Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
Scuttling on the ground before you is an insect-like creature the size of a rat. As you get a good look at its fierce mouth, you notice that its head is a skull with no flesh! Then a wave of an overwhelming stench washes over you, probably from the black ichor dripping from its joints.
Lichlings are vicious but mindless undead created by undead spellcasters. The youngest lichlings found alone are the rodent-sized collections of bone with a nasty bite and grabbing limbs. These young lichlings are about six inches long and weigh less than a pound.
Combat Strategies and Tactics
Young lichlings simply charge toward their opponents and attach to them as soon as possible. Almost as if they can sense fear, they tend to attack the most frightened people first. Of course, young lichlings run in packs, so they end up attacking just about everyone soon enough.
Let's start by advancing these suckers to Huge and 20 HD...
Lichling (Mature) CR ?
Always CE Huge Undead Init -1; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2 Languages None
------------------------------------------- AC 19 (-2 size, -1 Dex, +12? natural armor), touch 9, flat-footed 18 HP 130 (20d12) DR ?/magic Immune Cold, Electricity, Undead Immunities Fort +12 Ref +5 Will +8
------------------------------------------- Speed 30 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (average?, 12 sq) Melee Bite +19 (3d8+13) Space 15ft; Reach 10ft Base Atk +10; Grapple +43? Atk Options Attach
------------------------------------------- Abilities Str 29 Dex 8 Con - Int - Wis 14 Cha 16 SQ Stench, Iron Mandibles, Undead Traits Feats Weapon Finesse(B) Skills Climb +21, Hide -1, Move Silently +7 Advancement -
-------------------------------------------- Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened. Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above. Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10. Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 23 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour. Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
Will need to think about a target CR and rejigger some of those things with question marks. Ideas so far: Up the DR to 10 or 15, maybe include some special material. Replace Attach with Improved Grab, Improved Grapple. Up the Stench radius and maybe number of rounds. Add breath weapon. Increase tremorsense radius? Reevaluate natural armor and maneuverability for target CR.
Ok, I think these will be CR 10 based on comparisons to other monsters. So the natural armor looks ok but maybe a touch low; I'll bump it a little. DR 10/magic & silver to give it a little more oomph. I'll write this up in the next post.
Lichling (Mature) CR 11
Always CE Huge Undead Init -1; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2 Languages None
------------------------------------------- AC 22 (-2 size, -1 Dex, +15 natural armor), touch 7, flat-footed 22 HP 130 (20d12) DR 10/magic and silver Immune Cold, Electricity, Undead Immunities Fort +12 Ref +5 Will +8
------------------------------------------- Speed 30 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (poor, 12 sq) Melee Bite +17 (6d6+13) and 2 Claws +15 (2d10+9) Space 15ft; Reach 10ft Base Atk +10; Grapple +43 Atk Options Improved Grab, Chew, Breath Weapon
------------------------------------------- Abilities Str 29 Dex 8 Con - Int - Wis 14 Cha 16 SQ Stench, Iron Mandibles, Undead Traits Feats Multiattack(B) Skills Climb +21, Hide -1, Move Silently +7 Advancement -
-------------------------------------------- Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichlings use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened. Improved Grab (Ex) When a lichling hits with a claw or bite attack, it may attempt to start a grapple as a free action without provoking an Attack of Opportunity. If it wins the grapple attempt, it transfers its foe to its mouth and may Chew on subsequent rounds that it maintains the grapple. The lichling may choose to take a -20 penalty to its grapple checks; if it does so, it is not considered to be grappling. Chew (Ex) A mature lichling deals automatic bite damage each round to an opponent that it is grappling. Breath Weapon (Su) Once every other round, a mature lichling may spray a 100ft line of bone fragments that deals 6d6 hp of bludgeoning and piercing damage (DC 23 Reflex save for half damage; the save DC is Charisma-based). Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10. Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 30 ft of a lichling must make a DC 23 Fortitude save or be nauseated for 1d6 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour. Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
This is a massive creature of bone, dripping with a dark oily ichor and a putrid vapor. It has wicked claws and razor-sharp insectile mandibles, and its ragged wings almost impossibly lift it off the ground to move toward you.
If a lichling has fed enough on the fear of other creatures, it can grow to a surprising size. While it retains its overall shape and mindless nature, a mature lichling has also developed claw attacks and a breath weapon.
Combat Strategies and Tactics
Mature lichlings usually open combat by using their breath weapon to catch as many opponents as possible, but they then close to melee quickly. They typically try to grab and chew one opponent (often the most frightened), while attacking others with claws. If they defeat all nearby opponents, they will use their breath weapon again.
I think that's it. I changed the bone-spitting to a breath weapon, since it's just so pathetic at ranged attacks for its CR. I also went with CR 11, since the chewing ability is pretty potent. I noticed that the bite damage should have been 6d6 on the advancement to Huge, also.
I'll add in some fluff later. Meanwhile, I hope you enjoy these!
Wow, definitely nice work. Thank-you for your time, they really look good! The only thing I am not 100% sure I am going to include is the stench part, I know that was included in the lichling swarm but I never remember that ability as being a part of the individual creatures... I do agree with the breath weapon update for the mature version, makes much more sense.
AM, no problem. Once I get a chance (maybe later this week?), I'll write the usual combat strategies and fluff sections, and I'll do these up as a PDF.
Organization and Sample Encounters
Young lichlings are typically encountered either alone but most often in groups of 2-6 and sometimes 8-12. They are most common at the smallest sizes, but larger specimens due turn up from time to time. The most rare lichling is the legendary mature lichling, which is almost always found alone or with just a few young lichlings. Lichling Pack (EL 2-5): Usually, lichlings are found in small packs of 2 to 6 of the diminutive monsters attacking everyone in sight. These packs are usually more than enough to destroy entire communities. Solitary Lichling (EL 11): Mature lichlings have, typically speaking, destroyed anything and everything around them, but sometimes up to 5 young lichlings have managed to avoid their attentions. Lich’s Pet (EL variable): Since they are under the control of the undead that create them, lichlings are reasonable guard-monsters for undead spellcasters like liches. A lich might very well keep a mature lichling at its side during a battle.
Ecology and Society
Lichlings are perversions created when an undead spellcaster, usually a lich, experiments on itself with necromantic spells, such as create greater undead. After a complex ritual, thousands of miniature lichlings the size of insects burst from the lich’s skull, beginning
their unlife.
Lichlings appear to feed on fear and other negative emotions, as well as sources of life such
as seeds and fruits, though it is unusual and not understood how undead can gain nourish-
ment from sources of Positive Energy. As they feed, they grow, and it is speculated that they even absorb each other, so that the swarm of thousands of lichlings eventually becomes a mob of young lichlings, which breaks into packs of 2-6. These lichlings continue to grow as long as they can feed (assuming no one destroys them).
Legends speak of lichlings with giant claws that grow up to 80 feet in length, monstrosities that breathe bone bits in a devastating spray. A few adventurers claim to have survived meeting such an abomination, but who is to say if these wanderers can be trusted? Alignment: Lichlings are the same alignment as their creators. But since only the most depraved of undead spellcasters like liches and demiliches would undergo the rituals needed to create lichlings, it is safe to say that lichlings are always Chaotic Evil. Treasure: Lichlings keep no treasure of their own.
Lore
A Knowledge (arcana) or Knowledge (religion) check reveals that
Code:
DC Result
12 This is clearly some kind of undead creature. Reveals undead traits.
17 This is a lichling, a monster spawned in the skull of a lich. Reveals stench & attach.
22 Lichlings are said to feed on fear, etc. Reveals liches that might create them.
32 Rumors speak of gigantic lichlings capable of spraying bone shards 100 ft.
So you can see that I've finished the flavor text on these things. I've also added them to a new PDF (called More Realmsian Creatures) on my website (see link in my sig), also available here.