Brasswatchman
First Post
Hey - here's a nice little 'boss' monster I'm trying to whip up for my players. Tell me what you think; could especially use a CR check. Thanks.
RABITE KING
Medium Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 30 feet (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17.
Base Attack/Grapple: +4/+9
Attack: Bite +9 (1d6+7).
Full Attack: Bite +9 (1d6+7).
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, vampire bite.
Special Qualities: Darkvision 60 ft., rabite control, rabite resurrection, rabite rage.
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 21 (+5), Dex 14 (+2), Con 15 (+2), Int 10, Wis 13 (+1), Cha 12 (+1).
Skills: Intimidate +5, Jump +17, Listen +4, Sense Motive +3, Spot +2, Survival +3.
Feats: Skill Focus (Jump), Improved Initiative, Power Attack.
Challenge Rating: 6
Alignment: Chaotic evil.
Improved Grab (Ex): When the rabite king hits with its bite attack, it (in addition to dealing normal damage) can attempt to start a grapple as a free action with provoking an attack of opportunity (see pg. 310, MM, for more information). If the grapple check succeeds, the rabite king has latched onto its opponent with its powerful jaws; from the following round on, it can use its vampire bite attack.
Vampire Bite (Su): In order to use this ability, the rabite king must have established a grapple with an opponent using its improved grab special attack (see above). In the following round after establishing the grapple, the rabite king can suck the life energy out of the grappled opponent. The attack deals 3d6 points of damage; the rabite king gains the damage dealt as temporary hit points. The rabite king cannot drain more than the target’s current hit points + 20, which is enough to kill the subject. The temporary hit points that result from this attack last for an hour, then disappear.
Rabite Control (Su): The rabite king can, as a free action, immediately establish telepathic contact with and control over all rabites and zombie rabites within a 30-mile radius. All rabites instinctively and unquestioningly follow the rabite king’s will. This ability does not and cannot extend to any creature, object, or monster which is not specifically a rabite.
Rabite Resurrection (Su): Any rabite who is killed within a 30-mile radius of the rabite king, and whom the rabite king has established control over, is instantly revived as a zombie rabite, as per the spell animate dead (pg. 198, PHB). Zombie rabites which are destroyed cannot be revived or resurrected any further using this ability.
Rabite Rage (Su): Once per day, the rabite king may inspire a deep bloodlust within a small group of its subjects. All rabites (but not zombie rabites) within 30 feet of the rabite king are affected as if by the spell rage (pg. 268, PHB). The effect lasts 6 rounds. The eyes of rabites under the influence of this ability glow red.
RABITE KING
Medium Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 30 feet (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17.
Base Attack/Grapple: +4/+9
Attack: Bite +9 (1d6+7).
Full Attack: Bite +9 (1d6+7).
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, vampire bite.
Special Qualities: Darkvision 60 ft., rabite control, rabite resurrection, rabite rage.
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 21 (+5), Dex 14 (+2), Con 15 (+2), Int 10, Wis 13 (+1), Cha 12 (+1).
Skills: Intimidate +5, Jump +17, Listen +4, Sense Motive +3, Spot +2, Survival +3.
Feats: Skill Focus (Jump), Improved Initiative, Power Attack.
Challenge Rating: 6
Alignment: Chaotic evil.
Improved Grab (Ex): When the rabite king hits with its bite attack, it (in addition to dealing normal damage) can attempt to start a grapple as a free action with provoking an attack of opportunity (see pg. 310, MM, for more information). If the grapple check succeeds, the rabite king has latched onto its opponent with its powerful jaws; from the following round on, it can use its vampire bite attack.
Vampire Bite (Su): In order to use this ability, the rabite king must have established a grapple with an opponent using its improved grab special attack (see above). In the following round after establishing the grapple, the rabite king can suck the life energy out of the grappled opponent. The attack deals 3d6 points of damage; the rabite king gains the damage dealt as temporary hit points. The rabite king cannot drain more than the target’s current hit points + 20, which is enough to kill the subject. The temporary hit points that result from this attack last for an hour, then disappear.
Rabite Control (Su): The rabite king can, as a free action, immediately establish telepathic contact with and control over all rabites and zombie rabites within a 30-mile radius. All rabites instinctively and unquestioningly follow the rabite king’s will. This ability does not and cannot extend to any creature, object, or monster which is not specifically a rabite.
Rabite Resurrection (Su): Any rabite who is killed within a 30-mile radius of the rabite king, and whom the rabite king has established control over, is instantly revived as a zombie rabite, as per the spell animate dead (pg. 198, PHB). Zombie rabites which are destroyed cannot be revived or resurrected any further using this ability.
Rabite Rage (Su): Once per day, the rabite king may inspire a deep bloodlust within a small group of its subjects. All rabites (but not zombie rabites) within 30 feet of the rabite king are affected as if by the spell rage (pg. 268, PHB). The effect lasts 6 rounds. The eyes of rabites under the influence of this ability glow red.