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Daelkyr 4th edition

Hellgrammite

First Post
I actually started working on this this morning. Still got some changes to work out, but I feel it is a decent conversion from 3.5 so far.

The daelkyr's stone to flesh ability here I made to allow him to convert stones to weapons. In actuality the power is much more diverse, but for the sake of combat this is all he needs.

Daelkyr – Level 27 Aberrant Humanoid: Level 27 Elite Controller
HP:514; bloodied 257
AC: 43
Immune: disease, fear, poison, charm
Aura of Madness Aura 2; at the start of each enemy’s turn, if that creature is within the aura, the Daelkyr targets that creature with confusion power.

Str:27 (+21) Dex: 20(+18) Con: 29(+22) Int: 25(+20) Wis 21(+18) Ch 28(+21)

:melee: Slam: +31 vs AC; 2d10 + 10 Necrotic damage and target is stunned (save ends).

:bmelee: Symbiont Tentacle: Reach 3;+32 vs AC; 3d8 + 5 Necrotic and psychic damage, and ongoing 5 poison damage (save ends).

:melee: Vile attack-Bastard Sword: Weapon +31 vs AC 1d10 + 10, psychic damage, and the target is weakened (save ends).
*this is an example, see vile stone for details.

:ranged: Vile attack-Javelin: Weapon Ranged 10/20; +31 vs AC 1d6 + 10, psychic damage, and the target is weakened (save ends).
*this is an example, see vile stone for details.

:melee: Flesh Storm: standard; at will – Necrotic, psychic, poison; weapon
The Daelkyr makes two symbiont Tentacle attacks, and one vile attack if able.

:close: Confusion(minor; recharge 4,5,6): (Charm) Close Burst 2; +32 vs Will, the target charges its nearest ally, and makes a melee basic attack against it(save ends). If a target saves, it gets a +2 bonus to will saves for the rest of the encounter (bonus does not stack with itself, ends after encounter).

:area: Aberrant Earth(standard;encounter) Polymorph, Necrotic Zone
Area burst 4 within 15; the ground morphs into pulsing organic material, fleshy tentacles sprout and attempt to overwhelm target(aberrants are immune), +30 vs. Reflex; the target is restrained (save ends). If a creature begins its turn within the zone, or attempts to move within the zone, it must make the save or be restrained(save ends). The zone is difficult terrain. Any creature that starts its turn in the zone takes 10 necrotic damage. The zone lasts until the end of the encounter.

Alien Mind: immediate interrupt: Any Creature that attempts to attack the Daelkyr’s mind (Charm) or to read its mind, +33 vs Will, suffer the effects of Confusion power.

*Vile Stone: minor; recharges when the Daelkyr hits with a melee attack- Polymorph: The Daelkyr can morph any stone it is currently holding into any melee weapon it wishes(medium sized). The weapon becomes organic in composition, made of bone and flesh which allows for it to make a vile power attack.
 
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I'd be tempted to just do it as

'Vile Weapon' and say it's a constantly morphing weapon. It can do the same damage and the rest of it.

Alien Mind should be an immediate interrupt most likely.
 

Hmm... looks okay, though the "stone to flesh" ability inspires another conversion idea: What if the Daelkyr could turn the ground below the PCs into living flesh, making it difficult terrain that attacks the players with slimy, gory tendrils?

Something like this:

:area: Groundflesh Tendrils (Standard action, encounter) * Zone
Burst 2 within 10 squares, +29 vs. Reflex; 4d10+9 damage and creates zone of hostile flesh: Zone is difficult terrain and enemies take 2d8+10 damage at the start of their turn.

Cheers, LT.
 

*updated alien mind

*I am not sure about the weapon shifting--seems like a waste of energy for a Daelkyr

What I have been thinking though is that if he crits with a vile weapon, it does alot of damage, but is weapon is destroyed (turns to dust.) Also I will add hand axe as an example of a vile attack. Daelkyr would probably love chucking these babies, and can keep making more.

:melee: Vile attack-Bastard Sword: Weapon +31 vs AC 1d10 + 10, pyschic damage, or 2d10 + 20 on critical hit. The target is weakened (save ends). (if with critical hit, the weapon is destroyed.)
*this is an example, see vile stone for details

*ground flesh is interesting---something to think about. Seems alittle to powerful, but is inspiring.

Actually a different version would be that it shoots a symbiote at an enemy, and the enemy becomes overwhelmed by a growing symbiote.
 
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Hellgrammite said:
*ground flesh is interesting---something to think about. Seems alittle to powerful, but is inspiring.
About the "too powerful", you may want to compare it against the Mind Flayer Mastermind (Level 18 Elite Controller), specifically its "illusion of pain".

My Groundflesh deals more initial damage, yes, but doesn't cause ongoing damage and doesn't immobilize targets. Plus it's only a per encounter ability without recharge.

Cheers, LT.
 

Groundflesh Tendrils (Standard action, encounter) * Zone
Burst 2 within 10 squares, +29 vs. Reflex; 4d10+9 damage and creates zone of hostile flesh: Zone is difficult terrain and enemies take 2d8+10 damage at the start of their turn.

Area burst 1 within 10; enemies within the burst imagine that
the area is fi lled with writhing, barbed tentacles; +27 vs. Will;
2d10 + 5 psychic damage, and the target takes ongoing 10
psychic damage and is immobilized (save ends both).

-Groundflesh does seem alittle strong in comparison. 4d10+9, even for an encounter ability, is really tough stuff.

-I like the ability, but instead of doing damage, it should be difficult terrain, and possibly immobalize the target. I like the idea of the gound being squishy, with tentacles.
 

Hellgrammite said:
-Groundflesh does seem alittle strong in comparison. 4d10+9, even for an encounter ability, is really tough stuff.
I went by the DMG chart, pg. 185... it's harder to go by comparison, as the number of high level monsters is low, especially if you want a benchmark for controller AND elite.

Well, I think I'll do my own take on squishy tentacled things soon (though not necessarily a Daelkyr)! ;)

Cheers, LT.
 

Why does the Vile Stone ability change rocks? Why not just change his hands?

Let 'im change his hands back as a free action, and into weapons as a minor.
 

Why does the Vile Stone ability change rocks? Why not just change his hands?

I dont really see a precedent for that based on the Eberron Campaign setting. Granted I think it is interesting, but I try to base his abilites from previous versions.

Daelkyr have the ability to polymorph objects, and change stone to flesh. They do not alter themselves to much (seeking instead to alter natural eberron creatures. They use symbiotes instead to improve themselves.)

Changing hands might be possible, but I am looking to making a more general template for how a Daelkyr would be in a campaign.

My Groundflesh deals more initial damage, yes, but doesn't cause ongoing damage and doesn't immobilize targets. Plus it's only a per encounter ability without recharge.

It is a really interesting ability. But it seems that a powerful creature initiating this would want the effect to last for some time. That several rounds would be ideal. Especially if it has to manipulate that much ground and use alot of energy. If we agree on that, then game balance wise it would make sense for it to do less damage, and have it ongoing. Plus with the type of character, and having it more of a controller than artillery, I would probably go for this.

If we have it a controller also, I would have the ability also be more of a controlling nature. Probably limiting movement and immbolizing targets.

With the mind flayers and other creatures, usually their effects are blasts/bursts that explode with some sort of damaging energy, that damage body or mind.

With this ground manipulating ability, it seems more of the energy of the attack is going to polymorph earth than do direct damage. But if he has the earth trying to grab his foes, that leaves them at his mercy. Daelkyr are all about torture and manipulation, and would love to see its enemies struggle.

If he is considered with dealing quick, immidiate direct damager...he would probably try the Mind flayers Illusion of Pain, or throw out a fire ball, or just start polymorphing players.

Again I think its cool, but this ability the way you described would probably work well with a flying striker creature.....hmm that gives me some ideas.
 

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