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<blockquote data-quote="Cheiromancer" data-source="post: 1788764" data-attributes="member: 141"><p>The <a href="http://www.wizards.com/default.asp?x=dnd/ex/20041001a&page=3" target="_blank">revived fossil</a> template is an interesting one. After 10 HD/CR 6 the monsters are pretty hard for an equal level cleric to turn, but before that clerics are about the only thing that can hurt them.</p><p></p><p>If you somehow applied this template to a human (<em>flesh to stone</em> maybe, then special acids to etch away the fossilized flesh? Some kind of teleportation/etherealness effect that materializes them into solid stone?), the creature would have AC 21 (-1 Dex, +12 natural armor) +20 bonus hit points, two claw attacks for 2d6 damage each and DR 10/adamantine. That's a pretty tough CR 1 monster if the party doesn't have a cleric; but with a cleric it can be turned/destroyed pretty easily.</p><p></p><p>A 20 HD revived fossil has a CR of 9; there is not much that a 9th level cleric can do to hurt one. But by then the party will have adamantine weapons and good damage dealing capabilities. One hopes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyways, the revived fossil allows turning to be very useful at low levels, less useful at mid to high levels.</p><p></p><p>You could probably tinker with the template to make the resultant creature a construct instead of an undead; the result would be to nerf turning at all levels!</p><p></p><p>[edit] It's odd, isn't it, that a revived fossil gets combat reflexes *and* a -2 penalty to dex? I wonder what the design decision behind that was.</p><p></p><p>And the example creature, a 8 HD megaraptor, has a CR of 10. The accompanying chart says the CR should be 5. What do you think the real CR is? [/edit]</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1788764, member: 141"] The [URL=http://www.wizards.com/default.asp?x=dnd/ex/20041001a&page=3]revived fossil[/URL] template is an interesting one. After 10 HD/CR 6 the monsters are pretty hard for an equal level cleric to turn, but before that clerics are about the only thing that can hurt them. If you somehow applied this template to a human ([i]flesh to stone[/i] maybe, then special acids to etch away the fossilized flesh? Some kind of teleportation/etherealness effect that materializes them into solid stone?), the creature would have AC 21 (-1 Dex, +12 natural armor) +20 bonus hit points, two claw attacks for 2d6 damage each and DR 10/adamantine. That's a pretty tough CR 1 monster if the party doesn't have a cleric; but with a cleric it can be turned/destroyed pretty easily. A 20 HD revived fossil has a CR of 9; there is not much that a 9th level cleric can do to hurt one. But by then the party will have adamantine weapons and good damage dealing capabilities. One hopes. :) Anyways, the revived fossil allows turning to be very useful at low levels, less useful at mid to high levels. You could probably tinker with the template to make the resultant creature a construct instead of an undead; the result would be to nerf turning at all levels! [edit] It's odd, isn't it, that a revived fossil gets combat reflexes *and* a -2 penalty to dex? I wonder what the design decision behind that was. And the example creature, a 8 HD megaraptor, has a CR of 10. The accompanying chart says the CR should be 5. What do you think the real CR is? [/edit] [/QUOTE]
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