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Monster Request Thread!!!
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<blockquote data-quote="dante58701" data-source="post: 3786021" data-attributes="member: 40336"><p><strong>Here is my winterwight revision.</strong></p><p></p><p>My question is did I screw it up somehow? Or is this all correct according to the Krusty universe.</p><p></p><p>And can someone make it a template???</p><p></p><p></p><p>Winterwight</p><p>Medium Undead (Cold)</p><p>Hit Dice: 32d12 (224 hp)</p><p>Initiative: +12 (+8 Dex, +4 Improved Initiative)</p><p>Speed: 60 ft.</p><p>Armor Class: 47 (+8 Dex, +29 natural)</p><p>Base Attack/Grapple: +16/+37</p><p>Attack: Claw +40 melee (1d8+21/19–20 (+1d6 on critical hit) plus blight-fire)</p><p>Full Attack: 2 claws +40 melee (1d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 melee (1d8+10 plus blightfire)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Blightfire, rend 2d8+31, spell-like abilities</p><p>Special Qualities: Cold aura, damage reduction 15/–, spell resistance 42, undead traits, virtual size categories 2</p><p>Skills: Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43</p><p>Feats: Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)</p><p>Epic Feats: Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)</p><p>Saves: Fort +14, Ref +18, Will +24</p><p>Abilities: Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28</p><p>Climate/Terrain: Any</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 23</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 33–64 HD (Medium), 65-96 HD (Large)</p><p></p><p>Winterwights speak Common and Infernal.</p><p></p><p>Combat</p><p></p><p>A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p>Blightfire (Su): If the winterwight deals damage to a living opponent, a night-black flame begins to consume the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 3 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 3 points of Constitution per round. The creature regains 5 lost hit points whenever it drains 1 point of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.</p><p></p><p>Cold Aura (Su): The winterwight is surrounded by a 15-foot-radius spread cold aura. All creatures of the cold sub-type in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 15. Creatures subject to cold Damage take 3d10 points of cold damage each round they remain within the cold aura.</p><p></p><p>Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+31 points of Damage.</p><p></p><p>Spell-Like Abilities: At will—cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 32nd. The save DCs are Charisma-based.</p><p></p><p>Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3786021, member: 40336"] [b]Here is my winterwight revision.[/b] My question is did I screw it up somehow? Or is this all correct according to the Krusty universe. And can someone make it a template??? Winterwight Medium Undead (Cold) Hit Dice: 32d12 (224 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 60 ft. Armor Class: 47 (+8 Dex, +29 natural) Base Attack/Grapple: +16/+37 Attack: Claw +40 melee (1d8+21/19–20 (+1d6 on critical hit) plus blight-fire) Full Attack: 2 claws +40 melee (1d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 melee (1d8+10 plus blightfire) Space/Reach: 5 ft./5 ft. Special Attacks: Blightfire, rend 2d8+31, spell-like abilities Special Qualities: Cold aura, damage reduction 15/–, spell resistance 42, undead traits, virtual size categories 2 Skills: Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43 Feats: Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw) Epic Feats: Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw) Saves: Fort +14, Ref +18, Will +24 Abilities: Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28 Climate/Terrain: Any Organization: Solitary or pair Challenge Rating: 23 Treasure: Standard Alignment: Always chaotic evil Advancement: 33–64 HD (Medium), 65-96 HD (Large) Winterwights speak Common and Infernal. Combat A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Blightfire (Su): If the winterwight deals damage to a living opponent, a night-black flame begins to consume the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 3 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 3 points of Constitution per round. The creature regains 5 lost hit points whenever it drains 1 point of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based. Cold Aura (Su): The winterwight is surrounded by a 15-foot-radius spread cold aura. All creatures of the cold sub-type in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 15. Creatures subject to cold Damage take 3d10 points of cold damage each round they remain within the cold aura. Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+31 points of Damage. Spell-Like Abilities: At will—cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 32nd. The save DCs are Charisma-based. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. [/QUOTE]
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