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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Piratecat" data-source="post: 323297" data-attributes="member: 2"><p>A few things you've seen recently....</p><p></p><p>------------------------------------------------------------</p><p></p><p><strong>Tentacle Wraith</strong></p><p></p><p><em>These are nothing but advanced wraiths with two attacks, 10 ft. reach, and a nasty habit of attacking from cover thanks to their incorporeality. It made for a frustrating fight without a whole lot of fear once the PCs hid in sunlight. If I wanted to make this scarier, i'd have them drain 1 point of constitution even on a successful save.</em></p><p></p><p>Large-Size Undead (Incorporeal)</p><p>Hit Dice: 10d12 (64 hp)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft., fly 60 ft. (good)</p><p>AC: 15 (+3 Dex, +3 deflection)</p><p>Attacks: Incorporeal touch +9 melee</p><p>Damage: Incorporeal touch 1d4 and 1d6 permanent Constitution drain</p><p>Face/Reach: 10 ft. by 5 ft./10 ft.</p><p>Special Attacks: Constitution drain, create spawn</p><p>Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness</p><p>Saves: Fort +3, Ref +6, Will +9</p><p>Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 16</p><p>Skills: Hide +11, Intimidate +10, Intuit Direction +12, Listen +12, Search +10, Sense Motive +8, Spot +16</p><p>Feats: Alertness, Blind-Fight, Combat Reflexes (3 AoO’s), Improved Initiative, weapon focus (touch)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, gang (2-5), or pack (6-11)</p><p>Challenge Rating: 9?</p><p>Treasure: None</p><p>Alignment: Always lawful evil</p><p>Advancement: 6-10 HD (Large-size) (already advanced)</p><p></p><p><strong><u>Combat</u></strong></p><p></p><p>Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution drain.</p><p></p><p>Create Spawn (Su): Any humanoid slain by a tentacle wraith becomes a true ghoul in 1d4 rounds. Spawn are under the command of the tentacle wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</p><p></p><p>Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.</p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.</p><p></p><p>Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 323297, member: 2"] A few things you've seen recently.... ------------------------------------------------------------ [b]Tentacle Wraith[/b] [i]These are nothing but advanced wraiths with two attacks, 10 ft. reach, and a nasty habit of attacking from cover thanks to their incorporeality. It made for a frustrating fight without a whole lot of fear once the PCs hid in sunlight. If I wanted to make this scarier, i'd have them drain 1 point of constitution even on a successful save.[/i] Large-Size Undead (Incorporeal) Hit Dice: 10d12 (64 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 30 ft., fly 60 ft. (good) AC: 15 (+3 Dex, +3 deflection) Attacks: Incorporeal touch +9 melee Damage: Incorporeal touch 1d4 and 1d6 permanent Constitution drain Face/Reach: 10 ft. by 5 ft./10 ft. Special Attacks: Constitution drain, create spawn Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness Saves: Fort +3, Ref +6, Will +9 Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 16 Skills: Hide +11, Intimidate +10, Intuit Direction +12, Listen +12, Search +10, Sense Motive +8, Spot +16 Feats: Alertness, Blind-Fight, Combat Reflexes (3 AoO’s), Improved Initiative, weapon focus (touch) Climate/Terrain: Any land and underground Organization: Solitary, gang (2-5), or pack (6-11) Challenge Rating: 9? Treasure: None Alignment: Always lawful evil Advancement: 6-10 HD (Large-size) (already advanced) [b][u]Combat[/u][/b] Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution drain. Create Spawn (Su): Any humanoid slain by a tentacle wraith becomes a true ghoul in 1d4 rounds. Spawn are under the command of the tentacle wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. [/QUOTE]
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