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cool. how are they now?

DUDE
Small Humanoid (DUDE)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 clothing), touch 14, flat-footed 15
Base Attack/Grapple: +0/+4
Attack: Dagger +1 melee (1d4/19-20 and poison)
Full Attack: Dagger +1 melee (1d4/19-20 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, spell-like ability
Special Qualities: Detect magic, light blindness, see in darkness
Saves: Fort +l, Ref +5, Will +0
Abilities: Str 11, Dex 16, Con 12, Int 9, Wis 10, Cha 8
Skills: Climb +5, Hide +11, Listen +1, Move Silently +8, Sleight of Hand +3, Spot +1
Feat: Blind-Fight

Environment: Temperate forest, mountain, and underground
Organization: Gang (2-4) or clan (20-80 plus 1 DUDE LEADER per 20 DUDEs)
Challenge Rating: 2
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

DUDEs are 4-foot tall humanoids with thin, light frames. They have gray skin and dark white eyes with gray pupils. DUDEs dress in black or brown clothing that reeks of filth. When their clothing begins to rot with age and fall from their bodies, they simply add another layer, rather than remove the tattered rags. DUDEs speak their own babbling language understandable only to other DUDEs and DUDE LEADERs (see that entry).

COMBAT
DUDEs create darkness to gain the advantage in combat. Once the advantage is obtained, DUDEs seek to pilfer valuables from their opponents, favoring magic items over normal items. They are particularly fond of daggers, rings, and jeweled items. A DUDE never flees or parleys during combat. They fight until they or their opponents are dead. DUDEs that witness a DUDE's death throes will often flee in terror, but quickly regroup when they can.
Death Throes (Ex): When killed, a DUDE spontaneously explodes in a flash of white-hot light. All creatures within 10 feet must make a successful DC 11 Fortitude save or be blinded for 1d6 x10 minutes. The save DC is Constitution-based.
Spell-Like Ability: 3/day—darkness. Caster level 8th.
Detect Magic (Su): A DUDE can continuously detect magic as the spell (caster level 12th). It can suppress or resume this ability as a free action.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds DUDEs for 1 round. On subsequent rounds, they are dazzled while op¬erating in bright light.
See in Darkness (Su): DUDEs can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Clothing: A DUDE wears layer upon layer of rotting cloth that provides a +4 armor bonus. This clothing is essentially light armor and weighs 15 pounds, and has an armor check penalty of -1, a maximum Dexterity bonus of +4, and an arcane spell failure chance of 15%. If a DUDE's clothing is removed, it is destroyed and becomes useless.
Skills: A DUDE has a +4 racial bonus on Climb, Hide, and Move Silently checks.

DUDE SOCIETY
It is known that subterranean cities of DUDEs exist. Most creatures that have seen these cities venture no closer than necessary, for the route to the city is often lined with traps, snares, and other deadly devices to detour would-be trespassers. Each city is a large circular pit with a spiraling staircase leading down to the multi-layered city. A DUDE city is constantly shrouded in a cloud of impenetrable darkness. The actual habitat and details of DUDE society remain a mystery, as those that have ventured into a DUDE city have yet to return and tell of their exploits. It is believed that the race known as DUDE LEADERs are the leaders of such cities.

DUDES AS CHARACTERS
DUDE characters possess the following racial traits.
- +6 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A DUDE's base land speed is 30 feet.
- +4 racial bonus on Climb, Hide, and Move Silently checks.
- Special Attacks (see above): Death throes, spell-like ability
- Special Qualities (see above): Detect magic, light blindness, see in darkness
- Automatic Languages: Undercommon. Bonus Languages: Common, Terran.
- Favored Class: Rogue
- Level Adjustment: +2.
 

They don't really strike me as being CR 2. You might want to give them poison use (because there's poison on their daggers, for whatever reason) and maybe Weapon Finesse as a bonus feat. Because 5 hp and a +1 attack bonus is pretty weak for a CR 2.

Demiurge out.
 

hmm, weird! good thing you pointed that out.

DUDE LEADERS had:
Poison: Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 1d6 Str. The save DC is Constitution-based.
 


i will give them the same poison. why not? :) they probably should have had it in the first place, if it is listed in the attack line.
 

so, moving on...

#66
I don’t think the DR should be vs. magic; maybe cold iron?

Need another feat.

Large Magical Beast
HitDice: 5dlO+lO(37hp)
Initiative: +3 (Dex)
Speed: 50ft
AC: 15(-lsize,+3Dex,+3natural)
Attacks: Snout+8melee
Damage: Snout disenchantment
Face/Reach: 5ft.bylOft./5ft.
Special Attacks: Disenchantment
Special Qualities: Detect magic, damage reduction 10/+1, darkvision60ft.
Saves: Fort+6,Ref+7,Will + l
Abilities: Strl6,Dexl6,Conl4,Int2,Wis 11, Cha4
Skills: Listen+3, Spot+4
Feat: WeaponFocus (snout)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-12 FID (Large); 13-15HD(Huge)
The EATER is greatly feared for the damage it can cause. Much like a rust monster, it feeds on objects most adventurers hold near and dear to their hearts. The EATER resembles a drom¬edary animal. It has a long snout with a suction cup on the end. The EATER is covered with blue fur, and its body is slightly translucent.
COMBAT
A EATER cannot di¬rectly harm an opponent; rather, it targets magical items carried or worn by an opponent. A EATER is able to discern the mostpowerful magi¬cal items in a group and always attack those items first, unless those items are too difficult to reach (such as hidden in a backpack), in which case the EATER will choose to attack a more readily available item (such as a magical shield). It fastens itssnoutontoanitem and drains the item’s magical properties. Magical weapons striking a EATER cannot be drained of their magical properties.
Disenchantment (Ex): A EATER that makes a successful touch attack with its snout causes die target magical item to be instantly and pemianently drained of any magic it possesses. Items worn or carried have an AC equal to the target creature’s Dexterity modifier plus any magical deflection bonus to AC (such as from aringofprotection) the creature may have. For example, if the EATER attacks a creature with Dexterity 14 (+2 bonus) wearing +1 plate armor, it needs only to hit AC 12 (+2 for the Dexterity bonus). The annor bonus does not apply. A held object (such as a sword) receives a +5 bonus to AC because the creature can quickly move it out of harm’s way.
An item struck receives a Fortitude save (DC 14) to negate die effects of the disenchantment. The modifier is equal to the target creature’s base Fortitude save bonus as long as the targeted item is being held, touched, or worn. Otherwise, the magic item has a base save bonus of 2 + 1/2 its caster level (see the DMG, Chapter 8). If the save is successful, the item retains its magic. If failed, it becomes a normal non-magical item forevermore.
Detect Magic (Su): A EATER can continuously detect mage as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action.
 

DR 10/cold iron would work, I think. And Ability Focus (disenchant) would be the best (meanest) choice.

Also, I noticed a couple simple editing errors in this one (die instead of the in the save description, "detect mage" instead of detect magic).

Demiurge out.
 


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