Connor's Sorta Low CR Monster Thread- To be updated... eventually...

Most excellent my man! I look forward to reading the tactics. :cool:

Let the painting commence - I will post the figures I paint for this pair here if you don't mind?
 
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Whoa, sure! And if you want me to retroactivly mess with stuff so that the stats look like the mini (it might not have a greatsword, for exampe), I can do that too...
 


Here's a quick foe: the Skeletal Dragon Turtle. Go, Draconomicon, Go!

Skeletal Dragon Turtle
Huge Undead
Hit Dice: 12d12+12 (90 hp)
Initiative: +4
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 12 (–2 size, +4 natural), touch 8, flat-footed 12
Base Attack/Grapple: +12/+28
Attack: Bite +18 melee (4d6+8)
Full Attack: Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Capsize
Special Qualities: Darkvision 60 ft., immunity to fire, cold, sleep, and paralysis, low-light vision, scent, DR 5/Bludgening, Undead Traits
Saves: Fort +13, Ref +8, Will +9
Abilities: Str 27, Dex 10, Con -, Int -, Wis 10, Cha 12
Skills: Hide +7, Swim +21
Feats: Improved Initiative
Environment: Aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 13–14 HD (Huge)
Level Adjustment: —
This thirty-foot monstrosity is a sailor’s worst nightmare. Silent and dark, it quickly and mindlessly destroys ships. It typically guards the ocean around evil fortresses or sunken cities. Some insane ocean races use skeletal turtles as troop transports, hiding in the remnants of its gut, protected by the ribs and shell.

Combat
Skeletal dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.
Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills: A skeletal dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.
*Dragon turtles have a +8 racial bonus on Hide checks when submerged.
 
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Oh whoa! I competely forgot about that! I'm totally going to get on that right now. And Since I just picked up some d20 books at my FLGS, I'm totally gonna peruse them for more ideas. And I am definitly going to write up the "Cursed Rogue." If only I could think up a better (and more sensible) curse than "the inability to die."

It would be good of you if you could maybe just post a few details about what was happening campaign world wise around the time the cursed rogue became who he was... that might jumpstart my creativity.

Right now, the only thing I can think of is "if I kill you, do I become you?" The idea that if you kill someone, you become them, basically. So if the cursed rogue killed someone, he would over time transform into that person. And if someone killed the cursed rogue, the killer would very slowly become the cursed rogue. So it would be like an "extra personality" that is trying to forcefully enter the collective social structure of the world. You can't actually kill the cursed rogue, as you become him if you kill him. The best you can do is make him kill something nigh-unkillable but absolutly powerless.

Basically, the weird "curse" would be a template that you would apply to whoever the cursed rogue is at any particular time, and that template would give the current person some of the abilities of the person they "used to be"

So if a 12th level figher killed the cursed rogue, who was at the time a small child, the fighter would, over the course of a few weeks, shrink and change shape and become the small child. His mind would transform into that of a small child. But certain memories would stick around, and the 12th level fighter would gain the child's stats, become the child completely, save for the template, which would emulate some of his old abilities. Then if the child killed a dog by accident, he would slowly transform into a dog. What it would look like to the outside world (assuming they checked up on the child and the dog a week before the death, and then a month after it), is that there would first be a child and a dog, and then there would be no child at all, but a dog with some fleeting memories of being a child.

But to make things interesting, maybe the curse has some sort of overall goal, like "destroy this kingdom", and so it gives its "hosts" certain impulses as part of thier being cursed.

I'm rambling, so I'll stop now.

Oh, wait, I wont. Here's something- the only way to slay this curse is for one of the heros to let the cursed rogue slay him- and therebye the cursed rogue would turn into the hero, who would sequester himself or whatever.

And I wonder what happens when the cursed rogue takes his own life...?
 

ConnorSB said:
And I wonder what happens when the cursed rogue takes his own life...?
He becomes himself, only faster because both sides of the curse (killing and being killed) come into play.
 

Lela said:
He becomes himself, only faster because both sides of the curse (killing and being killed) come into play.
Thats true- and a little trippy. Do you think that means that the Cursed Rogue can't actually hurt himself? Or at least that all the hurt parts regenerate to "become himself"? Whoa- this whole idea is a little hard to wrap my head around- which means its SURE to freak the players out!
 


I wouldn't go that far. The curse is about death and dying. He who cuts an arm or leg off doesn't have their leg become the rogue's leg. It's only when they take his life that the curse comes into effect.

Which allows for a good amount of ways to stop him (seal him somewhere being the best option, with Inprisonment probably).

That does, however, bring in the idea of aging. Can he simply get old and die? No one killed him, including himself, so doesn't he just die? Personally, I'd say he's immortal in that sense. And I'd add in that he doesn't need to eat or breathe to cover that area as well (not that he doesn't like eating and breathing, just that it won't kill him).


In any case, my DM gave me an assignment to find a fey that might follow the group around. Basically, someone who might be interested in magic and my character specifically (Exalted Sor, Vow of Poverty). The idea would be for s/he/it to tag along but rarely do anything. Very low power level.

I was thinking abilities suited to hiding (Invis, bonus to Hide/Move Silent, etc.) rather than fighting. Definitally needs a good Cha and Int (16-22ish). Small to tiny size, flight.

Any thoughts Conner?
 

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