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

Alright, the Cursed Rogue arose from a hideously melodramatic short story I wrote a while back. Basically, the world (Sidereal) was very young; no Dragons had yet achieved Great Wyrm status. Sidereal was in a warring city-states type of situation. The Cursed Rogue (not yet cursed) had a twin, who was killed by a brigand with a poisoned sword. The sword had been a gift from a powerful Wizard-king named Gantraal. The Rogue (actually he had a few fighter/unfettered levels then) found this out and went of to try to kill Gantraal. He failed miserably, and Gatraal Cursed him, after which the Rogue managed to kill everyone in the fortress, including Gantraal. At the time I wrote the story, I had never played DnD or read AU, but now I've decided that Gantraal probably killed the Rogue and used a heightened greater animate the dead spell, and the Rogue succeeded at the save to resist being controlled. Of course, that's not set in stone, so feel free to go crazy with ideas. So, the Rogue's been around for apprx. 7,000 years, hibernating occasionally. Thanks again.

EDIT: And that idea for whoever kills the Rogue becomes him ROCKS! Kinda like the Mark of Cain, and really cool.
 
Last edited:

log in or register to remove this ad

Ok, I've made a promise to myself that I am actually going to stat up the cursed rogue, and write him some decent tactics and such. I think that my idea of "whoever kills the cursed rogue becomes him" is a good one, but in terms of game implimentation, it is very much a "the DM is screwing with your mind" kind of ability, rather than a "that is a REALLY COOL twist on the rules" kind of ability. Personally, I like the latter kind much better.

So it was nice that when I was musing upon being a loner/sociopath that is FAR to old, I found a new freebie on Monte Cook's site: The Damned. Basically, its a template you apply to a paladin/cleric/religous dude after this evil god thing has directly ripped him from the path of virtue. So, basically, if I change around the flavor text to "anyone who has succumbed to hatred-y stuff", it works really well, and is really interesting.

So I'm gonna grab that template, grab the larger backstory you just provided, and go to work.

And I promise, promise, promise, swear on something important to lots of people, that I will have him written up and posted by Friday, April 25th. And perhaps I will keep around the "whoever kills the cursed rogue becomes him" thing by making it so that the person who gives the killing blow to him immediatly gains the "damned" template.
 

That's great Connor. I follow Monte Cook's site nigh-religiously, as well as Diamondthrone.com and the AU boards. Using the Damned template is a great idea.
 

ConnorSB said:
And my health has returned!

Pogre, here's the stat blocks for the fake ogre mage. I haven't finished writing up thier tactics yet, as I am still figuring out the best way to optimize the combined 16K gp they get (beyond the +1 flaming Greatsword and +1 fullplate I gave the Ogre). The rat needs quite a few protection items for, well, protection.

Grumucus the Patsy, Ogre Fighter 1

The True Grumucus, Awakened Rat Sorcerer 7

Spent a few hours painting these fellas tonight. I finished the ratboy, ogre is moving along nicely. I'll post pictures here as soon as they are done.

thanks again!
 

John:

I'm still working on the Cursed Rogue's actual stat block, but I can tell you now that he is a Fighter 20 with the Lich template followed by the Damned template, and with a few poison related extra attacks to make up for the weirdness of applying the lich template to a non-spellcaster.

He's roughly CR 25, with gear. I'm also giving him an abnormally high amount of gear, as I figure he's had a 25th level NPC's money for roughly 9000 years, and thats, well, a LOT of compound interest.

The going is rather hard as I'm trying to class him up in a sort of natural progression, rather than just randomly choosing a bunch of feats and skills and items. I figure he's had a LOT of time to figure out exactly his fighting style, and his prefered gear. So far the list includes a Greater Cloak of Arachnida, a few almost-artifact level wonderous items, and some specially made gauntlets to fit the spiderlike claws that stick out from his back.

One of the abilities I'm giving him I'm still working out ruleswise. Basically, it allows his main two attacks, the long tenticle-claw-hand things that sprout from his back, to each "appear" as if they were coming from an adjacent square to his own. That is, with those two attacks, the square he stands in isn't neccesarally the square he threatens from. This allows him to, if he wishes to, flank someone by standing directly in front of them but having his claw atttacks "threaten" from either of the squares to the side of the character. Like this:

XRX
TCT

where the Xs are empty squares, the R is where the rogue's body is, and the square the character would attack to hit him, C is the character, and T are the squares the rogue's tenticle attacks threaten from, the right square with his right tenticle, and the left square from his left tenticle.
 


Bumped to aid others in their searches and to remind myself I have to finish painting a miniature or two now that it is Summer!
 

Ok, so its been like a month. And I just cant bring myself to finish the Cursed Rogue. I keep telling myself to, and I keep putting it off, and realisticly, I dont think I'll ever quite finish. So I'm just gonna post his half-done stats as is. Which is a littlebit of a letdown for myself and a definite letdown for John.

I just... its so terribly difficult to work with highlevel monsters. You change one number, and suddenly there are a million different things that need to be changed- DCs, HPs, attacks, damage, spells, etc. Its just too darn daunting. I'll leave it to Blackdirge, and stick with low level monsters.

The Cursed Rogue, Damned Lich Fighter 20
Medium Undead (Evil)
Hit Points: 20d12
Init: +
Speed: 30 ft.
AC: (+7 Natural
Base/Grapple: +20/+28
Standard attack: Long Claw +26 (1d8+6 + unholy touch + corrupting venom + paralysis) OR
Short Claws +26 (1d4+3 + unholy touch + corrupting venom + paralysis) OR
Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis) OR
Lifetakers +26/+21/+16/+11 (1d10+11 + unholy touch + paralysis)

Full attack:
2 Long Claws +24 (1d8+6 + unholy touch + corrupting venom + paralysis) OR
2 Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis)
Bite +19(1d6+3 + unholy touch + paralysis)
2 Short Claws +19(1d4+3 + unholy touch + corrupting venom + paralysis) OR
2 Lifetakers +24/+19/+14/+9 (1d10+8 + unholy touch + paralysis)

Special Abilities: Long Claws (Ex), Corrupting Venom (Ex),Howl of the Damned (Su), Unholy Touch(Su)DC 25, Fear Aura (Su) DC 25, Paralyzing Touch(Su) DC 25

Special Qualities: Aura of Damnation (Su) DC 25, Proof Against Aging, Spell-Like Abilities, Turn Resistance (Ex), DR 15/Bludgoning and Magic, Undead Immunities (Ex), Darkvision 60 ft.

Saves: Fort +12, Ref +9, Will +11
Abilities: Str 22, Dex 17, Con -, Int 19, Wis 20, Cha 20
Skills: MAX 23, CC 11.5, +8 to Hide, Listen, MS, Search, Sense Motive, Spot
Feats: 11 Bonus Feats, 7 Regular
Gear: Greater Cloak of Arachnida, 2 Deathdealers (+4 Unholy Flaming Burst Bastard Swords), 2 Lifetakers (+5 Vorpal Scimitars)

Long Claws (Ex):
The Cursed Rogue has two long, segmented claws sprouting from his back. These claws end in what could be called hands, and can hold weapons. When used as natural weapons, they are each primary weapons, and deal regular damage, the unholy touch ability, the paralyzing touch ability, and the corrupting venom ability. When used to hold either a weapon (either or both claws), The Cursed Rogue can channel both the unholy touch and the paralyzing touch through his weapon, but not the corrupting venom. Unfortunately, weapons in these long claws are treated as an extension of natural weapons, and do not gain their full attack progression.

Due to the length of these long claws, each claw can be treated as threatening either from the Cursed Rogue’s combat square, or from any unoccupied square within five feet of his square (the eight directly around him). The long claws may both attack from the same unoccupied square, if he wishes. They do in fact “attack” from those squares, allowing the Cursed Rogue a semblance of reach. That is, he can strike an enemy two squares away by attacking with his claws from the square in between himself and his enemy.

This also allows him to “flank” an enemy with his long claws, granting each a +2 bonus if they attack from both sides.

Corrupting Venom (Ex): To be added... eventually.
Howl of the Damned (Su):To be added... eventually.
Unholy Touch(Su)DC 25:To be added... eventually.
Fear Aura (Su) DC 25:To be added... eventually.
Paralyzing Touch(Su) DC 25:To be added... eventually.
Aura of Damnation (Su) DC 25:To be added... eventually.
Proof Against Aging:To be added... eventually.
Spell-Like Abilities:To be added... eventually.
Turn Resistance (Ex):To be added... eventually.

Undead Immunities (Ex): Cold, Electricity, Polymorph (Can willingly fail saves), Mind-affecting effects, Poison, Sleep, Paralysis, Stunning, Disease, Death Effects. Not Subject to Critical Hits, Nonlethal Damage, Ability Drain, or Energy Drain. Immune to Physical Stat (Str, Dex, Con) damage, as well as fatigue and exhaustion effects. Immune to effects that require Fortitude saves (unless they also affect objects or are harmless). Uses Cha mod for Concentration checks. Does not suffer death from massive damage (but still takes damage). Destroyed if reduced to 0 HP.


Equipment:
(Soon to be Greater) Cloak of Arachnida: This black garment gives the wearer the ability to climb as if a spider climb spell had been placed upon him or her. In addition, the cloak grants the wearer immunity to entrapment by web spells or webs of any sort-the wearer can actually move in webs at half his or her normal speed.
Once per day, the wearer of this cloak can cast web. The wearer also gains a +2 luck bonus to all Fortitude saves against poison from spiders.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, spider climb, web; Market Price: 6,000 gp; Weight: 1 lb.
MORE OTHER STUFF... To be added... eventually.

NOTE: The Damned Template explains some of the Cursed Rogue's special attacks, Like Corrupting Venom and Howl of the Damned. So check it out at Monte Cook's site if you want to, you know, use this bad boy.
 
Last edited:

That's fine, Connor. I've liked your ideas and I'll try to carry the "unchanging" one from a while back a little farther. If I ever finish it I'll post it in a different thread. Thanks anyway.
 

ConnorSB said:
I just... its so terribly difficult to work with highlevel monsters. You change one number, and suddenly there are a million different things that need to be changed- DCs, HPs, attacks, damage, spells, etc. Its just too darn daunting. I'll leave it to Blackdirge, and stick with low level monsters.

LOL

I hear you. The sheer number of stats and special abilities on high level beasties can just be overwhelming, especially if you throw class levels into the mix. I am working on a critter now that has two full, single spaced pages of special abilities. Two pages! Sheesh.

How I yearn for CR 5. :D

Anyway, glad to see you back in action.

Dirge
 

Remove ads

Top