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King Arthur d20 - Not Necessarily Pendragon d20
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<blockquote data-quote="ColonelHardisson" data-source="post: 119209" data-attributes="member: 363"><p>OK, here is the Giant Fairy Knight I mentioned above. He's based on an Ogre Mage with the Half-Fiend Template, with a few modifications and 7 levels of fighter.</p><p></p><p>Now, this guy is pretty tough. However, I like using the device of creatures having vulnerabilities that can be exploited. This seems especially appropriate to an Arthurian setting - perhaps the Knight does not regenerate damage by any weapon that has been blessed by the purest maiden, or loses his resistances if within 100 yards of a holy site, or he cannot abide the touch of iron. Something along those lines. While plot devices like this have been used in stories, the main inspiration in this case comes from The Grey Knight, a Pendragon adventure from years back. </p><p></p><p>Whaddaya think?</p><p></p><p><strong>Unseelie Faerie Knight, Giant:</strong> Faerie Giant5 /Fighter7; CR 15 Size:L; Type Large Giant; HD (5d8)+(7d10)+60; hp 141; Init +6; Spd Walk 30'; AC 17; Huge Heavy Lance (2d8+10 20/x3) or Huge Greatsword (2d8+10 19-20/x2) +19/+14 melee, +11/+6 ranged; SA: Regeneration (Ex), Spell-like Abilities(Sp), Immune to poison, Acid Resistance 20, Cold Resistance 20, Electrical Resistance 20, Fire Resistance 20, Darkness 3/day, Blasphemy, Desecrate, Poison 3/day, Contagion; Vision: Darkvision 60; AL:NE; SV Fort +9, Ref +3, Will +3; Str 30, Dex 15, Con 20, Int 12, Wis 13, Cha 20. Height 10', weight 600 lbs</p><p></p><p>Skills and Feats: Concentration +11, Handle Animal +11, Hide +0, Knowledge (Arcana) +7, Listen +9, Ride +19, Spellcraft +7, Spot +9, Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Large and in Charge, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample</p><p></p><p>Spell-Like Abilities: 1/day-charm person, cone of cold, fear, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).</p><p></p><p>Regeneration (Ex): The Fairy Knight takes normal damage from any fire or acid damage that exceeds the knight's resistance to those attacks. If he loses a limb or body part, he can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. The Fairy Knight cannot regrow lost body parts.</p><p></p><p>Possessions: Huge Greatsword, Huge Heavy Lance, Giant-sized Full Plate, Fiendish Dire Horse (the Dire Horse can be found in Masters of the Wild; otherwise, the Dire template found at the Creature Catalog can be applied to a heavy warhorse).</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 119209, member: 363"] OK, here is the Giant Fairy Knight I mentioned above. He's based on an Ogre Mage with the Half-Fiend Template, with a few modifications and 7 levels of fighter. Now, this guy is pretty tough. However, I like using the device of creatures having vulnerabilities that can be exploited. This seems especially appropriate to an Arthurian setting - perhaps the Knight does not regenerate damage by any weapon that has been blessed by the purest maiden, or loses his resistances if within 100 yards of a holy site, or he cannot abide the touch of iron. Something along those lines. While plot devices like this have been used in stories, the main inspiration in this case comes from The Grey Knight, a Pendragon adventure from years back. Whaddaya think? [b]Unseelie Faerie Knight, Giant:[/b] Faerie Giant5 /Fighter7; CR 15 Size:L; Type Large Giant; HD (5d8)+(7d10)+60; hp 141; Init +6; Spd Walk 30'; AC 17; Huge Heavy Lance (2d8+10 20/x3) or Huge Greatsword (2d8+10 19-20/x2) +19/+14 melee, +11/+6 ranged; SA: Regeneration (Ex), Spell-like Abilities(Sp), Immune to poison, Acid Resistance 20, Cold Resistance 20, Electrical Resistance 20, Fire Resistance 20, Darkness 3/day, Blasphemy, Desecrate, Poison 3/day, Contagion; Vision: Darkvision 60; AL:NE; SV Fort +9, Ref +3, Will +3; Str 30, Dex 15, Con 20, Int 12, Wis 13, Cha 20. Height 10', weight 600 lbs Skills and Feats: Concentration +11, Handle Animal +11, Hide +0, Knowledge (Arcana) +7, Listen +9, Ride +19, Spellcraft +7, Spot +9, Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Large and in Charge, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample Spell-Like Abilities: 1/day-charm person, cone of cold, fear, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level). Regeneration (Ex): The Fairy Knight takes normal damage from any fire or acid damage that exceeds the knight's resistance to those attacks. If he loses a limb or body part, he can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. The Fairy Knight cannot regrow lost body parts. Possessions: Huge Greatsword, Huge Heavy Lance, Giant-sized Full Plate, Fiendish Dire Horse (the Dire Horse can be found in Masters of the Wild; otherwise, the Dire template found at the Creature Catalog can be applied to a heavy warhorse). [/QUOTE]
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