An assortment of monstrous abilities

Fieari

Explorer
I'm trying to make a nice new epic monster, the likes of which have not been seen before, and there are a few abilities on it that I'd like critiques on. The Pillar of Fire, for example, seems a little wordy, but I don't really want to trim its functionality down too much. The Run-by Attack feat might need some work (I'd love to make it available to my players, but it needs prerequisits... some steep ones, I think). I'm also curious what you guys think of "Armor Piercing" and the Fire/Light Heal abilities... Shift Circle would make a neat new spell too, for that matter.

In general, this is less a monster thread, and more an ability thread. But at the same time, I'm curious what CR you'd put this beast at.... (Flavor text and battle tactics omitted for the time being)



Code:
[size=4][b]Khaagas Naladak[/b][/size]
[i]Medium Construct (Extraplanar)[/i]

[b]HD:[/b] 	54d10+20 (290 hp)
[b]Init:[/b]	+3
[b]Speed:[/b]	120ft (24 squares), climb 125ft, swim 125ft
[b]AC:[/b]	40 (+10 dex, +20 natural), touch 20, flatfooted 30
[b]BAB:[/b]	+40
[b]Grapple:[/b]+47
[b]Attack:[/b]	Sharp Keen Claw +47 (2d6+3 18-20/x3), Sharp Keen Tail +47 (2d8+7 18-20/x3) (Tail counts as a two-handed weapon for purposes of power attack, and has a reach of 10')
[b]FullAtk:[/b]Claw x2 +47 (2d6+3/18-20/x3), Tail Slice +42 (2d8+7/18-20/x3)
[b]Special Attacks:[/b]
	Pillar of Fire, Shift Circle, Armor Piercing, Heart Seeking
[b]Special Qualities:[/b]
	Construct Traits, DR 10/Shadowsteel, darkvision 60', low-light vision, blindsense, immunity to magic, fire-heal 1, light-heal 1, fire hiding, safe fall, name vulnerability, head vulnerability
[b]Saves:[/b]	Fort +18, Ref +28, Will +19
[b]Abilties:[/b]
	Str 24  (+7)
	Dex 30  (+10)
	Con --
	Int --
	Wis 12  (+1)
	Cha 7   (-2)
[b]Skills:[/b]	Hide +10, Move Silently +10, Listen -10, Spot +1, Jump +400 (+404 running start)
[b]Feats:[/b]	Run, Run-by Attack, Improved Critical (Claws), Improved Critical (Tail), Power Attack

Run-by Attack (Feat): When performing a full round action that includes movement, such as a charge or run, Khaagas Naladak gains an additional standard action that may be used at any point in the middle of the movement.

Pillar of Fire (Sp): As a full round action, Khaagas Naladak can create a collumn of red light 10' wide that stretches to the sky and is visible for miles. Within this pillar, intense magical flames burst from the ground hot enough to vaporize steel at the center. Things not utterly destroyed by heat will be thrown up into the air. Anything within this 10' range must make a DC 20 reflex save or take fire damage, by the following chart.

Code:
[b]Failed	Damage 
By	Taken[/b]
===================================================
<5	1d6 fire, and must make a DC10 blanace check or fall prone
<10	5d6 fire, and is thrown 10' up into the air
<15	50d6 fire, and is thrown 20' up into the air
<20	500d6 fire, and is thrown 30' up into the air
>20	1000d6 fire, and is thrown 50' up into the air
The squares effected by this pillar will now catch fire, whether or not there is any flammable material to burn (this includes normally fire retardant substances like water). This fire burns high, deals 1d6 fire damage to anything standing in it, and provides half cover for medium sized creatures. Each round thereafter, every 5' square of flame able to do so will spawn an additional 5' patch of flame in any one non-flaming adjacent area (which can be straight up, for example, with regards to trees or cliffs). This fire is magical in nature and cannot be extinguished by normal means. However, any spell, even another fire spell, cast at the flames will extinguish them.

The magic in the flames will stop sustaining them at the stroke of noon, or midnight, whichever happens first. At this time, magic will no longer automatically extinguish the flames, but they may be put out via regular firefighting techniques at this point.

The same magic that sustains the fire will also sustain the structural integrity of whatever substance is currently being burned, such as a wooden building or tree.


Shift Circle (Sp): As the spell "Teleportation Circle" except as follows: The destination must be another plane, the creation of the circle takes only 5 rounds, and it can only be used by Khaagas Naladak unless the person attempting to use the circle makes a DC30 spellcraft check to identify the circle, and then a DC30 Use Magic Device roll to activate it.

Armor Peicing (Ex): While engaged in a grapple, Khaagas Naladak can execute a Coup de Grace as a standard action.

Heart Seeking (Ex): With its claws, after confirming a critical hit on a natural 20 or a Coup de Grace, Khaagas's victim dies by removal of the heart. Targets without a heart, or those not effected by critical hits and Coup de Grace are immune to this effect.

Fire Heal (Su): Fire and spells with the Fire descriptor which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while within fire, it will reattach instantly.

Light Heal (Su): Light spells which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while bathed in normally damage inflicting light, it will reattach instantly.

Fire Hiding (Ex): When in flames, Khaagas gains full concealment and gains +12 to its hide check.

Immunity to Magic (Ex): Khaagas Naladak avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells with the Fire and/or Light descriptors are not effected by this immunity,

Dispeling Touch (Su): Khaagas's mere touch unravels magic. Any spell or spell-like ability that Khaagas touches, either voluntarily or involuntarily, has Dispel Magic cast on it, CL 24. If Khaagas touches or is touched by a summoned creature, that creature is effected by a Dismissal spell, CL 24. Spells with the Fire and/or Light descriptors are not effected by this immunity.

Safe Fall (Ex): Khaagas treats any fall as if it were 200 feet shorter for the purposes of determining falling damage.

Name Vulnerability (Ex): Khaagas Naladak's true name can be added to the verbal component of any spell. Doing so will allow the spell to bypass Khaagas's immunity to magic and dispelling touch. Furthermore, Khaagas Naladak may be summoned by a Gate spell in this manner, and upon being summoned must make a will save or be under the command of the summoner. Khaagas gains a +20 to its Listen skill against anyone who has knowledge of its name, even if that name is merely written down and in the possession of someone who has not read it.

Head Vulnerability (Ex): As all constructs, Khaagas is immune to the normal effects of a critical hit. Unlike other constructs however, a confirmed critical from a bludgeoning weapon will stun Khaagas for 1d4 rounds. This critical hit deals no extra damage, but the stun still occurs if the damage reduction causes the attack to deal no damage at all. Khaagas is not killed by a vorpal weapon severing its head, however, on such an attack the vorpal weapon will deal normal critical damage and blind khaagas.
 

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Sorry it took me so long to respond; I saw your monster early on but was a little busy to comment at the time.

I don't particularly like armor piercing or heart seeking; they seem like very specific abilities, and I think they're liable to be forgotten in the heat of battle, or else distract the DM from other features of the monster. Perhaps one more generic ability can replace both -- with some kind of mnemonic name like Quick Killer or somesuch.

Again, in the name of standardization for helping DMs, I might make fire heal and light heal fast healing a la the mephit ability. (It appears to work the same way, so that shouldn't be too difficult.)

Run-By Attack is a nice ability for a monster, but it would make a very powerful feat for a PC. I'd be very careful about the requirements and wording. Is casting a spell while fleeing combat (moving x4) within the intent of the feat? It appears to be allowed by the text.

Pillar of Fire is the keystone ability of the monster and is very cool, so I'd leave it as is despite the wordiness.

**********

On the monster itself: I think its CR is around 17, assuming shadowsteel is very difficult/nearly impossible to find. It just doesn't have a very effective offense.

How did it get its Jump check to +400? 57 ranks, +7 Str, +36 speed... I'm getting 100, not 400.

Why and how does its Name Vulnerability give it +20 to Listen checks (vs. those who have or know the name)?
 

The +400 is -mostly- due to "Inherant Bonuses"... which basically means that I wanted this thing to be able to jump straight up ten stories and catch a dragon on the wing without actually being able to fly or needing to use magic to do so. +400 is what is needed to get that kind of height. The alternative was to make its base speed something obscene in order to get that bonus, or up the strength to something absurd as well. Since all I really wanted here was the jump, I just wove my hands and gave it the jump.

Heart Seeking is apparently a magical weapon quality like vorpal, except for peircing weapons instead. Actually, I don't even have the source it comes from... I just remember a forum comment someone made about its existence and what it did. I'm not really all that attached to it... Quick Killer works for me.

The +20 to listen has to do with that flavor text I didn't post. Basically, in my campaign world, magic is highly tied in with music and sound. Khaagas here, however, was made to be -completely- deaf, in such a way as to make it completely immune to magic. However, its master needed to be able to command it, and so built in a single tie to sound... its name. Possession of the name enables magic to be cast on the creature, but also allows the creature to hear you. Hence the natural -10 to listen (I might increase that to -20, now that I think about it), and the +20 with the name (likewise, up that to +30).

Hm. CR 17 though... was hoping for it to be higher... at least in the range of 24, if not even more. Two easy ways to raise the CR would probably be to up the strength, and up the DR. (Shadowsteel is described in MM3, it's basically metal infused with the stuff of the plane of shadow. So yes, quite hard to obtain indeed)



Here's an initial attempt for prerequisites on the Run-By Attack... as you said, as written, it would allow spellcasting while running away. On the other hand, most characters would need to be a level 18 monk to gain this feat now, so not many characters will be able to really take advantage anyway. What do you think?

Run-by Attack [General]
Prerequisites: Run, Dex 20, Movement 90'
Benefit:When performing a full round action that includes movement, such as a charge or run, you gain an additional standard action that may be used at any point in the middle of the movement.
Special: A fighter may select Run-by Attack as one of his fighter bonus feats.
 

The average HP you show does not match the hit dice. You show "54d10+20 (290 hp)". So if the average roll on a d10 is 5.5, then 54d10 would be 297, plus 20 from being a construct of medium size and you get 317.
 

Fieari said:
The +400 is -mostly- due to "Inherant Bonuses"... which basically means that I wanted this thing to be able to jump straight up ten stories and catch a dragon on the wing without actually being able to fly or needing to use magic to do so. +400 is what is needed to get that kind of height. The alternative was to make its base speed something obscene in order to get that bonus, or up the strength to something absurd as well. Since all I really wanted here was the jump, I just wove my hands and gave it the jump.

OK, just checking. (You should probably list this at the end of the monster entry as "Skills: Khaaglas has a +300 racial bonus to Jump checks.")

Fieari said:
The +20 to listen has to do with that flavor text I didn't post. Basically, in my campaign world, magic is highly tied in with music and sound. Khaagas here, however, was made to be -completely- deaf, in such a way as to make it completely immune to magic. However, its master needed to be able to command it, and so built in a single tie to sound... its name. Possession of the name enables magic to be cast on the creature, but also allows the creature to hear you. Hence the natural -10 to listen (I might increase that to -20, now that I think about it), and the +20 with the name (likewise, up that to +30).

I was also just checking here. In the same way, you might want to mention this in the entry. I was wondering how the Listen check was so low, but I guessed (correctly!) that it would be related to the Listen bonus here.

Fieari said:
Hm. CR 17 though... was hoping for it to be higher... at least in the range of 24, if not even more. Two easy ways to raise the CR would probably be to up the strength, and up the DR. (Shadowsteel is described in MM3, it's basically metal infused with the stuff of the plane of shadow. So yes, quite hard to obtain indeed)

Several years ago, before 3.5 came out, I wrote a "race generator" which tried to estimate CR. It was actually pretty good, at least (a) compared to other estimators, like the Dragon CR Guesstimator, and (b) for melee-style monsters. It rated about 85% of the monsters in the 3.0 MM to within a point of CR.

Now I know this is old and ugly, and 3.5 has different balance assumptions than 3.0, but just for kicks I entered your monster.
http://mwtools.thyle.net/race_gen.html

It suggests a CR of 16, although admittedly it's not counting in the +20 hit points Medium-szie constructs get in 3.5 (since oozes, not constructs, got the bonus in 3.0). Higher damage would be the primary method of increasing the CR, as you said.

(If you decide to fool around with the race gen, I'll warn you now that it doesn't rate DR as high as it should be rated, mainly as a result of 3.0 -> 3.5 changes.)
 

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