A new undead I created; need suggestions.

LordVyreth

First Post
Sarcoughispider
Large Undead
Hit Dice: 30d12 (195 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
AC: 41 (+3 Dex, +29 Natural, -1 Size) touch 12, flat-footed 38
Base Attack/Grapple: +15/+30
Attack: Slam +30 (2d8+15) or Tentacle Grapple +30 touch (2d8+15)
Full Attack: 4 Slams +30 (2d8+15) and Tentacle Grapple +25 touch (2d8+7)
Space/Reach: 10 feet/5 feet (15 feet for the Grapple Tentacle)
SA: Phasing Slams, Grave Yawn, Spirit Call, Negative Energy Conversion, Grapple Tentacle
SQ: DR 15/adamantine, Undead traits, SR 30
Saves: Fort +12, Ref +13, Will +23
Abilities: Str 40, Dex 16, Con -
Int 9, Wis 19, Cha 27
Skills: Hide +36*, Move Silently +36, Jump +48
Feats: Improved Initiative, Great Fortitude, Blind-Fight, Iron Will, Weapon Focus (Slam and Tentacle,) Improved Critical (Slam,) Power Attack, Ability Focus (Grave Yawn,) Improve Trip, Improve Disarm
Climate/Terrain: Any Land
Organization: Solitary or Group (1-4 plus various undead.)
Challenge Rating: 19
Treasure: None.
Alignment: Any Evil
Advancement: 32-64 (Large)

Sometimes, when a being of great power and evil dies, his spirit tries to escape, but it is trapped inside the coffin as a result of a magical ritual or just a poor choice of burial location. Eventually, the spirit leaves the body to enter the coffin, possessing it as his new vessel of power. The resulting creature combines the might of the new body with the mobility of the ghostly form inhabiting it. When moving or attacking, the Sarcoughispider sprouts four ectoplasmic legs, which it uses to help fight its foes or move around. The distinct appearance this grants the creature inspired their common name.

Combat:
Sarcoughispider prefer to hide at first, tricking others into thinking it is a normal coffin, and then attacking with a Grave Yawn or other attack when the enemy is gathered around it. It usually either serves as a mount for other undead, who like to hide within it and restore energy using its Negative Energy Conversion power, or try and capture more annoying enemies, trapping them inside the coffin and subjecting them to the dark enegy.

Phasing Slams (Su): Though its various attacks are solid when hitting an enemy, they are incorporeal until the last moment, bypassing armor that isn’t Ghost-Touched.

Grave Yawn (Su): This is a breath weapon that can be used every 1d4 rounds. It has a Fortitude save of 27, and a 50 foot cone range. The attack does 14d8 points of negative energy damage, and drains 1d4 levels. A successful save halves the damage and only causes one negative level to be drained. This attack is Con-based, and thus always has a modifier of zero.

Spirit Call (Su): As a ranged touch attack, a Sarcoughispider can fire three balls of ghostly energy. These are considered seeking in regards to cover and concealment. Each ball does 6d6 points of damage, and requires a Will save (DC 29.) A successful save halves the damage, but a failed save causes full damage and stuns the victim for 1d4 rounds. This save is Wisdom-based.

Negative Energy Conversion (Su): Half of all the damage taken by a Sarcoughispider is converted into negative energy and then floods the inside of the coffin. This heals an undead currently inside the coffin, but damages a living being trapped inside it.

Grapple Tentacle (Su): The tentacle, in addition to causing damage, can be used to automatically enter a grapple with the target. The Sarcoughispider can maintain the grapple using only this tentacle without taking a penalty, but it has to either take the penalty or enter the grapple normally to act on in it in the next round. It can make a grapple check at this point to drag the victim into the coffin, and then seal the lid again. It takes a strength check (DC 25,) to push the lid away again, and then an Escape Artist or grapple check to actually leave the coffin. The victim also gets a free Escape Artist or grapple check if the Sarcoughispider uses a Grave Yawn or Spirit call attack. The victim can also escape by doing 50 points of damage to the lid using a light or smaller weapon. It has AC of 24 when inside, but keeps the damage reduction. When trapped inside the coffin, the victim takes automatic Tentacle damage each round, and also is subjected to the Negative Energy Conversion damage, though the damage done to the creature from inside is not converted this way.
 
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It is interresting to say the least.

One question though, why did you go with undead instead of say, construct. Which this creature for obvious reasons quite well could be?
 

A nice undead. One thing, and a few notes:
You say that the creature has the "speed and stealth" of the ghost inhabiting the coffin, but its actual speed iis 20 foot, which is comparably slow for medium creatures.
Medium-size has been shortened to medium.
Touch AC should be 13.
For the attacks that allow a save, you should note which ability the DC is based on.
 

Krishnath, I was torn between construct and undead for a while. I eventually decided on undead because an undead spirit plays an active part in controlling the creature, and while a ritual is sometimes involved in creating one, it's not a universal thing. To me, when a vengeful spirit is the sole needed component for a creature's creation, it logically is undead.

Knight Otu, good calls. I'll make the necessary correction when I work on the campaign again in a day or two. I think I'll just re-write the flavor text, rather than increase the creature's speed. I was thinking more about the creature's incorporeal attacks instead of the entire creature's speed.

Oh, just a question about board etiquette. Should I add new monsters that I make to this thread, or create a new one for them?
 

Not etiquette per say but what is usually done is let one thread finish so no one needs/wants to post about your last monster, then you can make a new thread.

If you want to put them all in one thread you can, but you could potentially have a confusing amount of different conversations.
 

Very true, unless all the creatures are connected thematically (say, all are from the same plane, or they are all spiders, or what not), then just start a new thread for each creature.

And another thing, shouldn't the creature be of Large size? Stone Sarcoughapi (Sp?) are quite large if I remember correctly (and I usually do), and then with adding the legs it should be of Large size IMHO.
 

Krishnath said:
Very true, unless all the creatures are connected thematically (say, all are from the same plane, or they are all spiders, or what not), then just start a new thread for each creature.

And another thing, shouldn't the creature be of Large size? Stone Sarcoughapi (Sp?) are quite large if I remember correctly (and I usually do), and then with adding the legs it should be of Large size IMHO.

Good point, I'll make that change tonight. What about the AC? I was thinking about making it just a little lower, though the size change will help there. And should I increase the Strength to make up for the size change, or is it already sufficiently high?
 



Yeah, you're probably right. I tend to over-estimate attacks in my campaign because of one player I have. He's playing an Astral Deva with an AC that's just sick. But this guy is pretty nasty as it is. He could easily have half the party stunned, energy drained, grappled, or entombed at any point, and they look like they'll be brutal when paired with incorporeal undead. Imagine having undead with Spring Attack that fly out to attack the party, then fly back inside the sarcoughispiders, to heal their wounds if the party attacks the spiders first! Or worse, if they attack an entombed character, or even fly inside with them for easy attacks.
 

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