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My next project (#4)!

cool, i like Great Fortitude although Multiattack is perfectly fine. ;)

borrowing from the iron golem a bit for the breath weapon format:
Breath Weapon (Ex): 10-foot cube, cloud of foul fumes lasting 1 round, free action once every four hours. Creatures inside the cloud must succeed on a DC 13 Fortitude save or be nauseated for 2d6 rounds. The save DC is Constitution-based.

how are these two abilities:
Disease and Poison Resistance (Ex): As a carrion eater, the DRAGONET needs to be highly resistant to toxins and disease-causing microbes, which often build up as a result of decay in rotting matter. They receive a +6 bonus on Fortitude saving throws against poison and disease.

Voice of the Dead (Su): A DRAGONET is possessed with the memories and voice (but not the intelligence or other mental qualities) of any intelligent being whose marrow it consumes. This functions essentially like a speak with dead spell, but with a duration of 2d4 hours. A complete corpse is not needed, since the dragon's mouth voices the answers from the spirit of the departed.
 

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welcome back! :)

eh, I guess that's a good enough answer for me, especially since I am running low on time. ;)


#61
this one probably needs the most work of any of these creatures...

Small Magical Beast
Hit Dice: 2dl0(11 hp)
Initiative: +14 (+10 Dex,+4 Improved Initiative)
Speed: 90 ft. (see text)
AC: 23 (+10 Dex, +2 natural, +1 size)
Attacks: 2 claws +13/+13/+13 melee (see text)
Damage: Claws Id4 each
Face/Reach: 5 ft x 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., Low-light Vision, Scent, Time Sync
Saves: Fort+3, Ref+ 13, Will+1
Abilities: Str 10, Dex 30, Con 10,.Int 3, Wis 12, Cha 7
Skills: Balance +11, Jump +3, Spot +3, Tumble +11
Feats: Weapon Finesse (claws)
Climate/Terrain: Temperate forest or hills, or underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small), 5-6 HP (Medium-size)
CHRONODUDE is a hunter that exists on a different temporal scale than most creatures on the material plane; the CHRONODUDE experiences time much quicker than everyone else. Physically, the CHRONODUDE looks like an average mountain monkey with a gray-silver coat.
Combat
Feats: CHRONODUDEs receive Weapon Finesse (claws) and Improved Initiative free as a racial bonus.
Time Sync (Ex): A CHRONODUDE experiences time at a far different rate than other creatures; effectively, the world around it is in temporal stasis, as the spell. However, when a CHRONODUDE focuses on a single creature or object, it pulls the object of its attention into the CHRONODUDE's own timeframe. This has a number of different effects:
>As long as the CHRONODUDE is not trying to drink, it can move across bodies of liquid as if they were solid.
>A CHRONODUDE leaves no tracks. However, it can be tracked by scent.
>Only one being will normally be able to fight a CHRONODUDE at any given time ? the current object of its attention. The allies of the victim will not even perceive the battle; they will only see the results when the CHRONODUDE flees or dies, returning its victim to normal time. The CHRONODUDE's target can use any sort of touch spells or melee weapons, or magical items that have touch-target powers or intrinsic properties such as rings, or magical arms or armor. However, any effect that projects beyond the user -- any ranged attack of any sort, whether magical or material ? will freeze in place the instant it leaves the hand of the user, as it is returned to its normal timeframe. The GM should keep track of these attacks; when the battle is concluded and the victim is returned to normal time, all of these postponed effects will suddenly occur at once.
>Should the CHRONODUDE become distracted ? should it decide to flee, become paralyzed by a spell like ghoul touch, or die, for instance ? its victim will immediately be returned to normal time. If it dies, the CHRONODUDE's body will become visible to the victim's companions, as well. However, the remains of the CHRONODUDE are still subject to its accelerated timeframe, which means that a minute of real time is the equivalent of seven days for the CHRONODUDE; needless to say, the remains will decompose with astounding speed.
>When a CHRONODUDE pulls a victim out of time, it does not quite pull him to the same time frame as the CHRONODUDE. As a result, the CHRONODUDE receives approximately three actions every round. This is taken into account in the statistics given above. If the CHRONODUDE and its victim were fully synchronized, it would only move at a speed of 30 feet and receive one melee attack per round. The effect of this is that in any round the CHRONODUDE may move up to 30 feet before making an attack, and if it wishes to it may move an additional 30 feet after making its first or second attacks.
 

Eee. You're right. I always liked the idea behind CHRONODUDEs, but that's way broken for a CR 2. So let's see...

A CHRONODUDE should be able to act (and attack) in normal time if it so chooses. And there should be a saving throw to be pulled into 1/3 time for the CHRONODUDE's attacks. Probably Will, although I can see a case being made for Fort.

1/3 time, as it stands, is clumsy. I think that instead of experiencing three rounds while a victim experiences one, it should just have the ability to act as if it had three rounds (3x speed and the ability to make 6 claw attacks). I'd consider giving it 3.0 haste aka quickness, like a choker.

And of course, feat-wise, Weapon Finesse could be a racial feat and Improved Initiative a bonus. I'd consider paring down the Dex score, and/or raising the CR a few marks.

Demiurge out.
 

I was right that this guy needs a lot of work! The mechanics are way wacky.

First off all, I think that we should not reference the temporal stasis spell, as that is confusing. It's not the rest of the world that is in stasis, it is the creature that is so ridiculously sped up!

There are a lot of ramifications that this can imply, but I don't want to overcomplicate things by going into all of that. :p

You really think that this creature should have the ability to turn time sync on and off?

The problem with adding a saving throw to being pulled into the time sync is that the DC would be pretty low, I'm sure.

Instead of the quickness working only when creatures are pulled out of time, I could do as you suggest and just give it this ability that works constantly:
Quickness (Su): A CHRONODUDE can take two extra standard actions or move actions during its turn each round. Instead of taking two extra standard actions or two extra move actions, a CHRONODUDE can take one extra standard action and one extra move action in a round.

That should get rid of the 1/3 time and 3 rounds of actions in one round. I think the Time Sync ability may need to be split up somewhat.

You really think a Dex decrease is necessary? I don't mind increasing the CR, and we can discuss that after finishing work on this guy.
 

I like that version of quickness. And a Dex decrease isn't really necessary if the CR increases a bit. And you're right about the time sync DC being too low.

How about this? A CHRONODUDE is always in accelerated time, hence quickness and all the other side benefits. But then how do we work the idea that only one creature can effectively percieve the CHRONODUDE? A very high miss chance, perhaps? This one's a puzzler.

Demiurge out.
 

The reason that only one creature at a time can perceive the CHRONODUDE is because the CHRONO pulls that creature into its own weird "time-zone" first. Once there, the victim will perceive the CHRONO and sees the rest of the world as it does. The CHRONO is still ridiculously quick though, and able to outmaneuver most creatures. I'm going to remove the "full synchronization" part as that is really confusing.

Let me try reworking some of the things it does:
(should we set a limit on the amount of material it can bring, in the case of water or gas or a very large object? Maybe a specific number of cubic feet?)

Temporal Alignment (Ex): A CHRONODUDE experiences time at a far different rate than other creatures; effectively, the world around it seems completely motionless and silent. One minute of normal time is equivalent to one week of time for a CHRONODUDE. A CHRONODUDE is unable to affect creatures and objects in normal time, and creatures in normal time cannot affect a CHRONODUDE. A CHRONODUDE leaves no physical tracks, and can even move across bodies of water as if they were solid, although creatures can track it by scent.

Time Sync (Ex): A CHRONODUDE may bring a single creature or unattended object into its own timeframe by focusing on it for a full round. Anything brought into a CHRONODUDE's timeframe can affect it normally, and vice versa. Anything that leaves a time synced creature returns to normal time. Thus, a time synced creature can make melee and touch attacks against the CHRONODUDE; however, ranged attacks and ranged touch attacks will fail, as any effect that projects beyond the creature will freeze in place the instant it leaves contact with the creature, occurring instead in normal time. A creature or object will remain in sync with the CHONODUDE until the CHRONODUDE dies, becomes helpless, moves more than X feet away from it, or spends a full round focusing to will it back to normal time.

Other creatures cannot perceive what happens to anything brought into a CHRONODUDE's timeframe. Whatever a CHRONODUDE brings with it simply seems to disappear, and then immediately reappear when the CHRONODUDE is done with it. If a CHRONODUDE dies, it becomes immediately visible to creatures in normal time; however, since it still remains in its own timeframe, it will decompose very rapidly.


There, that actually wasn't as hard as I expected. ;) but then, your help makes it all much easier. How does that look, make sense or no? anything missing?
 

I think the distance for desync should be 60 feet. Still gives the CHRONO and the victim plenty of space to maneuver, and the CHRONO's best asset is its extreme manueverability anyway.

One wording slightly confused me. Is the full-round action to return to normal time taken by the victim? I don't think they should be able to will themselves back into normal time. How would they know to do that (both IC and OOC), anyway? I think, though, that a CHRONO should be able to send a victim back into real time, if it thinks the fight's too hard, that sort of thing. Unless, of course, I'm reading it wrong and the CHRONO can will victims back into real time.

Other than that confusion, it all looks good.

Demiurge out.
 

You know what; I think I'm going to call the max range 90 feet. That way, if the CHRONO decides the fight is too much, it can move its maximum range away from its melee opponent, and thus end the fight without having to use the full round action.

The CHRONO is able to send victims back to normal time, but victims cannot return themselves. I'll reword that to make it more clear.

Should we set a limit on the amount of material it can bring, in the case of water or gas or a very large object? Maybe a specific volume and/or weight?
 

I don't know about that. And why would water or gas matter? Being inert, it doesn't matter how time reacts to it. Or am I misunderstanding? If you were to give it a weight/volume limit, it should be a pretty big one, so it can transport Huge or bigger creatures.

And I like the 90ft idea.

Demiurge out.
 

Into the Woods

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