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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
M:tG 3.0 to 3.5, Wave 2 - Thrulls!
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<blockquote data-quote="HellHound" data-source="post: 1978949" data-attributes="member: 3397"><p><strong>Necrite</strong></p><p></p><p>Medium Aberration</p><p>Hit Dice: 3d8+3 (17 hp)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 30 ft</p><p>AC: 19 (+3 Dex, +6 Natural)</p><p>Attacks: 2 Claws +3 melee</p><p>Damage: Claws 1d6+1 plus Death</p><p>Face/Reach: 5 ft by 5 ft / 5 ft</p><p>Saves: Fort +2, Refl +4, Will +4</p><p>Abilities: Str 12, Dex 16, Con 12, Int 9, Wis 13, Cha 8</p><p>Skills: Hide +6, Spot +4, Listen +4, Move Silently +8,</p><p>Search +2</p><p>Feats: none</p><p>Climate/Terrain: Underground, indoors</p><p>Organization: Solitary (1), Murder (2-5)</p><p>Challenge Rating: 3</p><p>Treasure: ½ Normal</p><p>Alignment: Usually neutral evil</p><p>Advancement: Assassin</p><p></p><p>Necrites were one of the last of the Thrulls bred by the Ebon Hand. Designed to be assassins against the Order’s political enemies, they never dreamed that the Necrites</p><p>would soon kill the very Master Breeder who created them. There is something about the Necrites which is deadly, as if their very existence was death. It is rumoured that during the creation of a Necrite, the Master Breeders invested them with a little bit of their fell God, making them into the assassins they are.</p><p></p><p>COMBAT</p><p></p><p>Necrites attack with their blade-like claws, working like a whirlwind of death in melee, but prefering to strike silently from hiding.</p><p></p><p>Death (Su): There is something about Necrites that kills. Even spending too much time in the presence of Necrites can be deadly to non-thrulls (save against the Death effect</p><p>once every hour that someone is within 20 feet of a Necrite). Anyone struck by a Necrite must immediately make a Fortitude save DC 10 + ½ Necrite’s HD + Con</p><p>Bonus (DC 13 for generic non-classed Necrites) or suffer as if poisoned, losing 3D6 Con, and having to save again against the loss of a further 3D6 Con in 1 minute. This is</p><p>not actually poison, but a supernatural aura of death surrounding the Necrite.</p><p></p><p>Necrite Characters: All necrites advance as Assassins, even though they do not have the class pre-requisites. They may not advance as any other class.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978949, member: 3397"] [b]Necrite[/b] Medium Aberration Hit Dice: 3d8+3 (17 hp) Initiative: +3 (+3 Dex) Speed: 30 ft AC: 19 (+3 Dex, +6 Natural) Attacks: 2 Claws +3 melee Damage: Claws 1d6+1 plus Death Face/Reach: 5 ft by 5 ft / 5 ft Saves: Fort +2, Refl +4, Will +4 Abilities: Str 12, Dex 16, Con 12, Int 9, Wis 13, Cha 8 Skills: Hide +6, Spot +4, Listen +4, Move Silently +8, Search +2 Feats: none Climate/Terrain: Underground, indoors Organization: Solitary (1), Murder (2-5) Challenge Rating: 3 Treasure: ½ Normal Alignment: Usually neutral evil Advancement: Assassin Necrites were one of the last of the Thrulls bred by the Ebon Hand. Designed to be assassins against the Order’s political enemies, they never dreamed that the Necrites would soon kill the very Master Breeder who created them. There is something about the Necrites which is deadly, as if their very existence was death. It is rumoured that during the creation of a Necrite, the Master Breeders invested them with a little bit of their fell God, making them into the assassins they are. COMBAT Necrites attack with their blade-like claws, working like a whirlwind of death in melee, but prefering to strike silently from hiding. Death (Su): There is something about Necrites that kills. Even spending too much time in the presence of Necrites can be deadly to non-thrulls (save against the Death effect once every hour that someone is within 20 feet of a Necrite). Anyone struck by a Necrite must immediately make a Fortitude save DC 10 + ½ Necrite’s HD + Con Bonus (DC 13 for generic non-classed Necrites) or suffer as if poisoned, losing 3D6 Con, and having to save again against the loss of a further 3D6 Con in 1 minute. This is not actually poison, but a supernatural aura of death surrounding the Necrite. Necrite Characters: All necrites advance as Assassins, even though they do not have the class pre-requisites. They may not advance as any other class. [/QUOTE]
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M:tG 3.0 to 3.5, Wave 2 - Thrulls!
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