(Cydra Rogues' Gallery-My Players STAY OUT)


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the Jester said:
Now, my normal fix for low-hp undead is to slap that brilliant ability called Unholy Toughness on them, jack the CR up by 1 and call it a day. But deathbringers only have a Charisma score of 7! Whoops, even if I push that up with their every four level stat bump, it won't be all that high.

How about using some of their treasure for an Inherent+5 bonus and an item of Cha +6 (or more)? That brings their Cha to a minimum of 18.
 


Despite the fact that deathbringers are clearly melee-oriented, I have decided that this:

Cheiromancer said:
Maybe the glass jaw makes fighter non-associated?

...makes too much sense to ignore.

Now, the cool thing about that is, I can layer 10 more fighter levels on top and maintain the same CR- and that should end up making the CR "feel" right.

Will post those guys after I revise 'em. :)
 

I don't have the MM II on me, but why don't you just increase their HD by 4 for +1 CR? They pretty much get 1-2 feats every CR you tack on (better than Fighter) and +2 BAB (also better than Fighter). They even have better Fort saves and are harder to turn, not to mention an average of +26 hp per level.
 

Sollir Furryfoot said:
I don't have the MM II on me, but why don't you just increase their HD by 4 for +1 CR? They pretty much get 1-2 feats every CR you tack on (better than Fighter) and +2 BAB (also better than Fighter). They even have better Fort saves and are harder to turn, not to mention an average of +26 hp per level.

That was my initial plan, but they advance by character class. :(

I thought about just "cheating", but I'm already feeling a little guilty about certain sloppy design decisions I've made lately.

Anyway, here they are:

Deathbringer Fighter--- CR 27
Deathbringer (MM2 55) fighter 20
NE large undead
Init +7 plus Quickstrike; Senses Listen +35, Spot +40
Languages Giant, Infernal

AC 44 (-1 size, +3 dex, +16 natural, +13 armor, +3 deflection), touch 15, flat-footed 43
Hit Dice 30d12 + 20d10 (305 hp)
Immune undead traits
Fort +26, Ref +23, Will +29

Speed 40 ft. (8 squares)
Melee heavy flail +35/30/25/20 (2d6+12/17-20 plus 2d6 unholy); and heavy flail +35/30 (2d6+12/17-20 plus 2d6 unholy); Devastating Critical, Overwhelming Critical
Base Atk +25 plus Epic Prowess x2; Grp +37
Space 10 ft.; Reach 10 ft.
Atk Options Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Hold the Line, Improved Bull Rush, Improved Sunder, Improved Two-Weapon Fighting, Power Attack, Quickdraw, Quickstrike, Two-Weapon Fighting
Special Actions negative burst, trample 2d4+9
Spell-like Abilities (CL 20): at will- greater dispel magic.

Str 22, Dex 17, Con -, Int 11, Wis 14, Cha 8
Feats Ambipotency, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Hold the Line, Improved Bull Rush, Improved Critical (heavy flail), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Power Attack, Quickdraw, Quickstrike, Two-Weapon Fighting, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Epic Feats Devastating Critical (heavy flail), Epic Fortitude, Epic Prowess (x2), Overwhelming Critical (heavy flail)
Skills Intimidate +52, Listen +36, Move Silently +35, Spot +45
Possessions +5 full plate, +4 unholy heavy flails (2), ring of protection +3

Negative Burst (Su): A deathbringer can release a silent burst of negative energy at a range of up to 100’. The burst has a 20’ radius and inflicts 1d8+10 points of negative energy damage to each living thing in the area, healing undead for a like amount (Will DC 24 half).
 
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Death Bringers are real fun, I used a trio of them mixed in with some other undead against my PCs back when they were around 17th level, nasty fight :)

I'm not sure if this helps, but check the Desecrate spell. IIRC, undead created within one get +1 hp/HD permanently, 2 hp/level if it was tied to an unholy altar (they don't retain the other bonuses, though). That'd be +100 more hp there.
 

Here's another treat from the forthcoming Beyond Bile Mountain adventure. Though "only" CR 20 (! I can't believe I just wrote that), my theory in this case is, with enough of them, they'll be a threat. :]

GREATER SHADOW ROGUE--- CR 20
Greater shadow rogue 11 with unholy toughness
CE medium undead (incorporeal)
Init +6; Senses darkvision 60’; Listen +23, Spot +23
Languages understands Giant

AC 16 (+2 deflection, +1 dodge, +3 dex), touch 15, flat-footed 12; Mobility, improved uncanny dodge; +3 vs. traps
Miss Chance 50% (incorporeal)
Hit Dice 9d12 + 11d6 +40 (136)
Resist +2 turn resistance
Immune incorporeal, undead
Fort +8, Ref +13 (+16 vs. traps), Will +10; evasion

Speed fly 40 ft. (8 squares)
Melee incorporeal touch +15 (1d8 str damage)
Base Atk +12; Grp -
Space 5 ft.; Reach 5 ft.
Atk Options crippling strike, sneak attack +6d6 and 2 str, Spring Attack
Special Actions create spawn

Str -, Dex 17 Con -, Int 6, Wis 12, Cha 14
Feats Alertness, Dodge, Great Fortitude, Improved Initiative, Mobility, Skill Focus (hide), Spring Attack
Skills Hide +41, Listen +23, Search +17, Spot +23, Tumble +16

*Goes down by 14 in a brightly lit area.

A close look at their stat block (and notes) will tell you a little bit about their tactics, and, actually, give you a clue as to their surroundings. :] Incorporeal creatures with Spring Attack rule.
 

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