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HELP ERIK MONA: What's Up With Stalker

Erik Mona

Adventurer
Folks,

Can anyone here give me a quick run-down of the god "Stalker" from Monster Mythology? I'm away from my library and am in the middle of a conversation where this info would be most helpful.

Thanks to anyone who can help!

--Erik Mona
Editor-in-Chief
Dragon & Dungeon
 

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Haha, stupid me. I figure you mean a DnD deity

Result #2:


Stalker
The Goblinoid
Demigod
Symbol: A creeping shadow
Home Plane: Wanders
Portfolio: Hate, death, cold
Worshipers: Goblinoids
Cleric Alignments: NE, CE, LE
Domains: Cold, Death, Evil
Favored Weapon: Claw (dagger)


Dogma


Clergy and Temples


STALKER
Cleric 20/Rogue 20
Medium Outsider (Chaos, Cold, Evil, Incorporeal)
Divine Rank: 3
Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Cleric) plus 20d6+160 (Rogue) (920 hp)
Initiative: +16 (+12 Dex, +4 Improved Iniative)
Speed: 60 ft.
AC: 50 (+12 Dex, +3 divine, +16 natural, +9 deflection) touch 34, flat-footed 38
Base Attack/Grapple: +40/+53
Attack: +5 frost, shadowstrike, unholy claw +61 melee; or spell +53 melee touch or +55 ranged touch
Full Attack: 2 +5 frost, shadowstrike, unholy claws +61/+56/+51/+46 melee; or spell +53 melee touch or +55 ranged touch
Damage: +5 frost, shadowstrike, unholy claw 1d4+15 plus 1d6 cold/19-20; or by spell.
Face/Reach: 5 ft./5 ft.
Special Attacks: Rebuke undead (+6 to rebuke undead) 12/day, sneak attack +10d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil).
Special Qualities: Divine immunities, DR 15/epic, fire resistance 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, uncanny dodge, trap sense +6, improved uncanny dodge, rogue special ability (crippling strike, defensive roll, improved evasion, opportunist), SR 35, divine aura (30 ft., DC 22).
Saves: Fort +43, Ref +47, Will +44
Abilities: Str 30, Dex 35, Con 26, Int 26, Wis 28, Cha 29
Skills: Balance +44, Bluff +37, Climb +38, Concentration +36 (+40 when casting defensively), Craft (alchemy) +36, Decipher Script +36, Diplomacy +45, Disable Device +36, Disguise +37 (+41 acting), Escape Artist +40, Gather Information +41, Heal +37, Hide +62, Intimidate +41, Jump +42, Knowledge (arcana) +40, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (religion) +56, Knowledge (the planes) +40, Listen +37, Move Silently +66, Open Lock +40, Search +36, Sense Motive +37, Sleight of Hand +44, Spellcraft +60 (+64 to decipher scroll), Spot +37, Swim +38, Tumble +44, Use Magic Device +37 (+47 with scroll).
Feats: Arterial Strike, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claw), Improved Feint, Improved Iniative, Mobility, Power Attack, Profane Boost, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (necromancy), Spring Attack, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (claw)
Goblinoid traits: Darkvision; +4 racial bonus on Move Silently.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Reality, Control Creatures (goblinoids), Divine Shield, Life Drain
Domain Powers: 12/day turn or destroy fire creatures, or rebuke or command cold creatures; 3/day death touch (if subject touched does not have at least 120 hp, it dies); cast evil spells at +1 caster level.
Spell-like Abilities: Stalker uses these abilities as a 13th-level caster, except for evil spells, which he uses as a 14th-level caster. The save DCs are 22 + spell level. Animate dead, blasphemy, cause fear, chill metal, chill touch, cone of cold, control weather, create greater undead, create undead, death knell, death ward, desecrate, destruction, dispel good, ice storm, magic circle against good, obedient avalanche, polar ray, protection from good, slay living, sleet storm, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee, wall of ice.
Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level; DC 20 + spell level with necromancy spells.
Possessions: Stalker uses his claws which have a +5 enhancement to their attacks as well as the frost, shadowstrike, and unholy special abilities.

Other Divine Powers
As a demigod, Stalker treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Stalker can see, hear, touch, and smell at a distance of three miles. As a standard action, he can perceive anything within three miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.
Portfolio sense: Stalker is aware of any act of hatred or death that happens if it affects at least 1,000 goblinoids.
Automatic actions: Stalker can use Hide, Knowledge (religion), Move Silently, and Spellcraft as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round.
Create Magic Items: Stalker can create any kind of magic item that creates cold or uses negative energy, as long as the item’s market price does not exceed 4,500 gp.

Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Complete Divine (3.5E), Complete Warrior (3.5E), Arms and Equipment Guide (3E), and Deities and Demigods (3E).

Courtesy of: http://boards1.wizards.com/showthread.php?t=197789&page=20&pp=30
 

Also:

The Stalker(demigod of Revenge )

3rd Order Of Life

Characteristics
CLIMATE/TERRAIN: Any Land
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivores
INTELLIGENCE: 17-18 Genius
TREASURE:
ALIGNMENT: Neutral Evil
Encounter Information
NO. APPEARING: 1
ARMOR CLASS: -1
MOVEMENT: 0, Fl 30(A)
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Claw/Chill: 1d8+4/1d8
SPECIAL ATTACKS:
SPECIAL DEFENSES: Immune to fear, illusions, mind-affecting spells, caused wounds, paralyzation, gas attacks, energy drains, and Symbols.1/2 damage from blunt weapons.Can absorb 50 hp cold damage per day and reflect relevent attacks such as a Cone of Cold.
MAGIC RESISTANCE: 30%
SIZE: Man-Sized
MORALE: Unreliable (2)
XP VALUE: 6000

Description
The Stalker appears as a black shadow of various sizes (anywhere from 2-20 feet in length, as the Stalker desires). The mass is a swirling cloud of mindless death and destruction. It is so chaotic that to view its pulsating mass is a strain on the mind.

Combat
The Stalker is a demigod, and as such has the following abilities (usable at will): Command, Comprehend Languages, Detect Alignment, Gate (same pantheon only, Geas (90' range), Teleport Without Error (other places or planes), True Seeing, Quest 90' range, no save).The Stalker has the following stats- S 18/70 I 17 W 15 D 17 Co 12 Ch 1. It is a 12th level cleric.The Stalker radiates Fear in a 10' radius (save vs. spells to avoid). It also radiates a chill at tis range (1d8 cold damage, save vs. spells for 1/2).The Stalker can use and cold spell 1/day as an 18th level caster (mage or priest).In melee, the Stalker attacks with a claw (1d8+4).The Stalker is immune to fear, illusion, mind-affecting, caused wounds, paralysis, gas, energy drain, and symbols. It takes only 1/2 damage from blunt weapons. It reflects up to 50 hp of cold damage per round back at the source.

Habitat/Society
The Stalker is an elemental entity of goblinoid myth, held in the tales of the pantheon to come from a vast cavern deep within the earth. The tale says that a group of goblinoids found and entered the Stalker's lair, accidentally driving him out. He has sough revenge ever since. Stalker has no priesthood; he is driven by and feeds on the deaths of goblinoids, so it constantly seeds war, conflict, and death amongst them. It is not strong enough to oppose Malugbiyet and other goblinoid gods, so it mainly focuses it's attention on bugbears, kobolds, urds, gnolls, and mongrelmen.

Ecology
The Stalker will send its single avatar when there is a good prospect of preying on weaker communities or damaged populations (such as after a massed battle). The goblinoid gods often permit "Stalker's share" of souls after such a conflict. The Stalker has no priesthood. It is said that the human priest of the Arc kingdoms summoned the stalker from across the Vail with great magical powers of the past. They made a bargain with him to allow the whole sale slaughter of goblinoids to reduce their great population. This deal has been kept secret from all but the Arc texts transcribe in the book of Flesh by the great priesthood of the past. One every 100 years the Stalker appears from the sky and swoops down on the nations of goblins to kill and mayhem all that stand before him in battle. This ability to cross the Vail is granted but for a limited time of three moons and then he must return with the souls to the Outer Realm.It is rumored that the god is so vengeful to the goblin race because in life his mortal family was killed and tortured by such creatures.By Ryan Sethman

Generated by the Advanced Dungeons & Dragons Core Rules 2 Expansion

Courtesy of: http://members.aol.com/gods10900/Gods.html
 




diaglo said:
sorry i wasn't awake. :heh:

same here... i botched my initiative roll. ;)

let's just say, he/she/it is a god that the goblins are too afraid to worship, so they sacrifice to him to keep him away. :)
 


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