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My next project (#4)!

Actually, the fear aura isn't particularly different from that of a lich, so I think I'll rewrite it a bit to match.

Flavor text: A UNDEAD's very presence inspires great fear, and if the UNDEAD is unseen, those affected may not understand why they feel intensely frightened. When clearly visible, the sight of a UNDEAD with its eerie lantern is enough to freeze the bravest heart.

Fear Aura (Ex): Creatures in a 60-foot radius of a UNDEAD that see it must succeed on a DC 21 Will save or be affected as though by fear (caster level 7th). A creature that successfully saves cannot be affected again by the same UNDEAD's aura for 24 hours. The save DC is Charisma-based.


I get what you're saying about the vulnerability to fearlessness thing. It is weird, but it makes a kind of weird sense. Maybe paladins and the like can affect this undead as if it were not immune to crits, or as if they all of their weapons had the bane property, or maybe they lose their deflection bonus to AC?
 

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Ooh, I like the bane idea the most. I think they should keep the AC, and I'm always resistant to making undead crittable.

Demiurge out.
 

cool, i'll go with bane.

Flavor text: Those who are completely immune to fear, such as paladins, are especially effective against a UNDEAD. The power of confidence and purity of heart that the truly fearless possess is enough to severely unravel the UNDEAD's already tenuous physical existence.

Vulnerability to Fearlessness (Ex): The weapons of any creature that is immune to fear are considered to have the bane quality against undead when they strike a UNDEAD. This property does not apply to creatures that are immune to fear because of their creature type.



also, how does the fear aura above look now?
 
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I'd change the flavor text a bit (since it implies that the fear effect works to some degree even if the UNDEAD is unseen), but otherwise it looks good.

Demiurge out.
 

and how is the rewritten vulnerability? :)


how's that for the flavor text:
A UNDEAD's very presence inspires great fear, and even those who cannot see it may feel a tingling of fright. When clearly visible, the sight of a UNDEAD with its eerie lantern is enough to freeze the bravest heart.
 
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cool. :) let's move on then...

#54
how is this little guy? does the familiar section look allright?

Tiny Magical Beast
Hit Dice: Id 10 (5 hp)
Initiative: +4 (Dex)
Speed: 10 ft., fly 40 ft. (average)
AC: 18 (+4 Dex, +2 size, +2 natural)
Attacks: 2 claws +7 melee
Damage: Claws Id3-1 each
Face/Reach: 2 1/2 ft. x 2 1/2 ft./O ft.
Special Attacks: Cause Fear
Special Qualities: Darkyisipn 60 ft., Superior Low-Light Vision, Spell Resistance 12
Saves: Fort +2, Ref +6, Will ±2
Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 14, Cha 12
Skills: Balance +8, Hide +16, Listen +16, Move Silently +22, Sense Motive +6, Spot +8 (+16 in low-light and dark conditions)
Feats: Alertness, Weapon Finesse (claws)
Climate/Terrain: Forest, hills, or plains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: , Always neutral
Advancement: 2 HD (Tiny), 3 HD (Small)
OWLs look like normal barn owls except for the intelligence lingering in their black inset eyes.
Combat
Cause Fear (Sp): Three times per day, a OWL can let out a shrill cry as a free action that can cause fear in all opponents within 30 feet. Any living creature within range of the owl's screech must make a successful Will save (DC 14) or suffer the effects of a cause fear spell. This is a sonic, mind-affecting, fear effect.
Magical Beast: Magical beasts have Darkvision with a range of 60 feet. OWLs have Superior Low-light Vision that lets them see five times as far as a human in low-light conditions such as torchlight, moonlight, etc.
Skills: All owls gain a +8 racial bonus to Listen checks and a +14 racial bonus to Move Silently checks. Owls also gain a +8 racial bonus to Spot checks in low-light and dark conditions. OWLs receive a +8 size bonus to Hide checks, as well. These bonuses are included m the above stats.

OWLS AS fAMILIARs
A OWL can be made into a familiar by a magic user of at least 3rd level with the Summon Familiar ability, and no current familiar, although it is slightly more powerful than a standard familiar. In this case, it follows all of the special rules for familiars. It grants its master a +2 to Spot checks, and uses its own Spell Resistance unless that endowed by its master is higher.
 

Make it an Improved Familiar. The feat's in the SRD, so that's safe.
A +14 racial bonus?!? :eek:
Drop the Magical Beast paragraph, and make superior llv into a paragraph of its own.
Drop the mention of the size bonus to Hide (but keep the bonus itself).
 



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