Castlevania Critters...

Psychotic Jim

First Post
The karasuman is pretty cool. This would make a good archfiend for Ravenloft, with its unhealthy fixation for ravens. First off, the Chaotic subtype should be added to the karasuman because it is a chaotic evil outsider. . The Con modifier for 16 is +3, so the total bonus HP for Con should only be +45 instead of +60, making the creatures total average hp 112. The reach should be 10 ft, not 5 ft. You forgot to include the -1 size attack roll modifier for large creatures in the karusuman's attack bonuses. They should be +18 for the claws and +16 for all the other attacks. You also have 10 more skill points to spend; you might want to spend these on any one other knowledge or to boost up other skills. As for the special attacks and abilities, does the Summon Raven special attack work just like the Summon Tanarri special attack does? And what does Raven Empathy do? (it's listed in the special qualities section but never given a description).
 
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Magus Darkholme

First Post
Yea, I totally forgot to add the size mods to their attack scores :D .
First off, the Chaotic subtype should be added to the karasuman because it is a chaotic evil outsider.
I already have it listed as a CE outsider.

The Con modifier for 16 is +3, so the total bonus HP for Con should only be +45 instead of +60, making the creatures total average hp 112.
I guess my math ws a bit off on that one :D . I'll correct it post haste!

As for the special attacks and abilities, does the Summon Raven special attack work just like the Summon Tanarri special attack does?
Yep. I should have thrown that little tidbit of info in there with it.

And what does Raven Empathy do? (it's listed in the special qualities section but never given a description).
Basically the same as Lycanthropic Empathy, but replace lycanthrope with karasuman, and the animal in question is the raven ;) .

Thanks for pointing out the size mod/attack bonus thing. It completely slipped my mind :D .
 






Clifford

First Post
wel i was concentrating on monsters. AS well as a couple of heroic PR classes (LIke Vampire Killer) I could make some sort of Pr Class built arround Maria. And make her the Sample character.

also is anyone else interested in lending some time to this project?

Cliff
>=)
 

DnDChick

Demon Queen of Templates
3.5'ed

DHURON
Medium Undead
Hit dice: 5d12 (32 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +2 natural, +3 hide armor), touch 12, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Rapier +5 melee (1d6+3), or claw +5 melee (1d4+4)
Full Attack: Rapier +5 melee (1d6+3+electrical charge [see below]), or claw +5 melee (1d4+4+electrical charge [see below])
Space/reach: 5 ft. by 5 ft.
Special attacks: Electricity charge
Special qualities: Undead traits, immunities, turn resistance +2
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 16, Dex 14, Con ---, Int 10, Wis 12, Cha 8
Skills: Hide +8, Move Slently +8, Spot +10, Listen +10, Search +6
Feats: Alertness, Combat Reflexes
Climate/terrain: Any land and underground
Organization: Solitary, pair, or troupe (3-6)
Challenge rating: 3
Treasure: Standard
Alignment: Neutral evil
Advancement: 6-15HD (medium-sized)

A dhuron is a special form of undead that is created when a criminal is beheaded. They stalk the land, searching for living victims to slaughter mercilessly.
A dhuron looks like a headless skeleton, with yellow colored bones, wearing tattered hide armor. In one hand it wields a rapier, and in the other it cradles its severed, skeletal head.
Dhuron usually act as guards in a necromancer’s, lich’s, or other powerful undead’s lair. They are able to understand most orders, as long as they aren’t complex ones. In whatever they’re charged to do, they carry it out relentlessly.
Dhurons are do not speak save for inhuman screams and grunts. They understand common and any other language they knew in life.

COMBAT
A dhuron enter combat by methodically advancing and slashing against the target. If an enemy proves to be too powerful, a dhuron will use its electricity charge ability.

Electricity Charge (Su): By taking a full round action, a dhuron is able to channel electrical energy form the quasi-elemental plane of electricity into its being. This energy lasts for a total of 10 rounds, and is expended through its attacks. When a dhuron is under this effect, all creatures struck by its sword or claw attacks take an extra 2d6 points of damage. Also, any creature that physically touches a dhuron while this ability is in effect, takes the said damage as well. If a creature is immune to electricity, then it is immune to this attack.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.

Immunities: Dhurons have a cold and electricity immunity. Because it has no flesh or internal organs, they take only half damage from piercing and slashing weapons.

Erica's note: Even as a full-round action, the Electrical Discharge as written is a powreful abilty for a 5 HD, CR 3 creature. I'd suggest knocking it down to +1d6 or + 1d8 electrical damage, and attach a Ref save. If you go this route, the save DC is 11, and is Charisma-based. If DC 11 feels too low, you can either boost its Charisma stat, and/or give it the Ability Focus feat as a bonus feat). Since its Claw attack is its only natural attack, I increased the damage bonus to 1.5x Str bonus.

Also ... this thing would get an Armor Check penalty to Hide and Move Silently for its armor. I don't have easy access to my PHB right now so I'm not sure what that penalty would be.
 
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DnDChick

Demon Queen of Templates
3.5'ed!

BONE PILLAR
Medium Undead
Hit dice: 5d12 (32 hp)
Initiative: -3
Speed: ---
Armor Class: 15 (-3 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (2d4+4)
Full Attack: Bite +5 melee (2d4+4)
Space/reach: 5 ft. by 5 ft.
Special attacks: Fire spit, flame breath
Special qualities: Undead traits, immune to fire, cold, electricity, intruder sense
Saves: Fort +1, Ref -1, Will +4
Abilities: Str 16, Dex 4, Con ---, Int 4, Wis 10, Cha 8
Skills: Intimidate +1, Spot +5, Listen +5
Feats: Ability Focus (Fire Spit), Ability Focus (Flame Breath), Alertness (b)
Climate/terrain: Any land or underground
Organization: Solitary, Pair, or cluster (4-20)
Challenge rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---

Bone pillars are undead created by necromancers to guard their magic hordes and other important rooms.
Bone pillars are bleached dragon skulls with a flame in the eye sockets. They are rooted in the place where they are supposed to guard by the neck bone, which is still attached to the head, and is separated three feet from the base.
Bone pillars are given the exact command at their creation, and they may not be told anything else from that point. Commands differ, but are usually something like “Don’t let anyone but my servants enter this room” or “Kill all who enter”. Most always, bone pillars are made in pairs, with one head stacked on top of the other. When guarding hallways, they usually face opposite directions.
Bone pillars do not speak and cannot understand any language except the command when they are first created.

COMBAT
Most of the time, bone pillars are placed on ledges and other hard to reach places where they can’t be attacked easily. A bone pillar lies dormant until an intruder draws near, when they activate and blast enemies with their fire spit attack. If an opponent comes close enough, it will loose its flame breath attack, and if the foe happens to advance to melee range, it will use its bite. Bone pillars can swivel on their base, where the skull meets the neck, so that they may follow an opponent’s movements.

Intruder Sense (Ex): A bone pillar has the unique ability to sense the presence, living or undead, of another being other than its creator within a radius of 60 ft. It uses this sense to see, and it can sense an intruder as though it had the blind sight ability.

Fire Spit (Su): As an attack action, a bone pillar can loose a ball of fire that acts like a fireball spell as cast by a 4th level sorcerer. A bone pillar's fire spit has a range of 60 feet and deals 4d6 points of fire damage. Targets can make a DC 13 Reflex save for half damage. The save DC . Creatures that are immune to fire are immune to this attack. This ability can be used once every round. The save DC is Charisma-based, and includes a +2 bonys from the Ability Focus feat.

Flame Breath (Su): As an attack action, a bone pillar can loose a cone of fire with a range of 15 ft. Those caught in the flame take 4d8 points of fire damage; Reflex (DC 13) for half damage. Creatures that are immune to fire are immune to this attack. This ability can be used once every round The save DC is Charisma-based, and includes a +2 bonys from the Ability Focus feat.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.

Construction: A bone pillar’s body consists of a bleached white dragon’s skull that is still connected to the neck, which is severed exactly 3ft from the base. Only a wizard with knowledge in the school of necromancy can create one. All that is needed is the necessary head and neck and the necromantic spell, create bone pillar.

CREATE BONE PILLAR
Necromancy (Evil)
Level: Wiz/Sor 4, Clr 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target or Targets: One dragonhead or two stacked on top of each other.
Duration: Permanent (see text)
Saving Throw: ---
Spell Resistance: ---

Wizards and necromancers use this spell to create bone pillars, ghastly undead guardians. The necessary materials (a dragonhead or two) are laid in position on the spot chosen for them to guard. Once the pieces are in place, the spell is cast. Immediately upon “awakening” the bone pillar is given its special command, which cannot be changed at anytime hereafter. The bone pillar will recognize it’s creator, even if polymorphed, and it will not attack him, even if he strikes out against it. Unlike most spells with a permanent duration, the bone pillar is not subject to dispel magic. When created, the bone pillar immediately takes root wherever it was placed, and cannot be moved from its rest by any means.

Arcane Material Components: A dragonhead (or two), two small fire opals (placed in the eye sockets), and a pinch of ash from a freshly extinguished fire.

Erica's note: This one's skill points came out a lot lower in 3.5e thanks to the low Intelligence score. Also, it had Combat Reflexes, which is kinda useless for a monster with such a low Dex. I swapped that out for Ability Focus (Fire Spit). I also gave it Ability Focus (Flame Breath) and moved Alertness off to a bonus feat. Since its Bite attack is its only natural attack, I increased the damage bonus to 1.5x Str bonus.
 
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