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My next project (#4)!

i like Stealthy for this one. will work on the speed later. how is the screech?

here are the more standardized abilities:
Improved Grab (Ex): To use this ability, a KITTY must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a KITTY charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d4+1.
 

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How about:
Screech (Su): The KITTY can emit a high-pitched screech that deals Id8 points of sonic damage to anyone within sixty feet. A successful Fortitude save (DC 14) negates the damage. The KITTY can use this ability once every ten minutes.

Do we need something about hearing it? Like, "creatures that cannot hear the screech are unaffected"?

Demiurge out.
 

stating that it is a sonic effect should take care of that. how about a bit of rearrangement:

Screech (Su): Once every 10 minutes, a KITTY can emit a high-pitched screech. All creatures within 60 feet of a screeching KITTY must succeed on a DC 14 Fortitude save or take 1d8 points of sonic damage. The save DC is Constitution-based. This is a sonic effect.
 


Increased Speed (Ex): A KITTY can increase its base movement speed to 80 feet per round by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that, it must succeed on a DC 10 Constitution check each round to maintain its pace. The DC increases by 1 for each check made. When a check fails, the KITTY cannot use this ability for 10 rounds and cannot move any faster than its normal base speed of 50 feet per round. It may run in either mode using the normal rules for running (see "Movement" in the PHB, Chapter 9).

do any more adjustments need to be made for this? do i need to include all of this information or can some of it just be assumed by the RAW?
 

That looks good. The problem is that the increased speed is similar to the run ability, except that running can stack on top of it. So I think that what's there should probably stay there.

Demiurge out.
 


I think I can summarize it pretty well by taking some of that text out and leaving a reference point. Let me know if I've made it any harder to follow.

Increased Speed (Ex): A KITTY can increase its base land speed to 80 feet per round by dropping to all fours. A kitty can run as a full-round action with this new base speed instead of using its normal base speed (see (see "Full-Round Actions" in the Player's Handbook, Chapter 8). When a KITTY fails its Constitution check, it cannot use this ability for 1 minute (10 rounds), and during that time cannot move any faster than its normal base speed of 50 feet per round.
 


great! next!

#64
should the damage reduction be versus magic and bludgeoning? Obviously, the weapon immunity will be folded into that.

Medium-Size Undead
HitDice: 2dl2(13hp)
Initiative: +4 (Improved Initiative)
Speed: 20ft.
AC: 12(+2natural)
Attacks: 2 claws+5 melee
Damage: Clawld4+4anddeathgrip
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, death grip
Special Qualities: Undead, damage reduction 10/+1, illusory death, weapon immunity, turn resistance+2
Saves: Fort+0,Ref+0,Will+3
Abilities: Strl8,Dexll,Con- Int6,Wisll,Cha 10
Skills: Intimidate +3, Hide +5, Listen +4, Sense Motive +3, Spot+5
Feat: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Alwayschaoticevil
Advancement: 3-4 (Medium-size); 5-6 HD (Large)
The UNDEAD is an undead creature formed as the result of an incomplete death ritual. They are found on stranded funeral barges or in other situations where corpses have not been delivered to their final rest. They hate life and attack living creatures on sight. A UNDEAD appears much as it did in life. Its clothes hang in shreds and its skin is dry, brittle, and drawn tightly over its bones. Its hands end in sharp claws with long nails. At a distance, they are often mistaken for zombies.
COMBAT
A UNDEAD attacks using its claws. It attempts to grab a foe around the throat and will not release its grip until either it or its victim is dead.
Improved Grab (Ex): To use this ability, the UNDEAD must hit an opponent of Large size or smaller with both claw attacks. If it getsahold, ituses its death grip. The UNDEAD has a grapple bonus of+5.
Death Grip (Ex): A UNDEAD deals lc!4+4 points of damage per round with a successful grapple check (grapple bonus +5) against a Large or smaller creature. Because the UNDEAD grasps the victim's throat, a creature in its grasp cannot speak or cast spells with verbal components.
Illusory Death (Ex): In any round a UNDEAD is struck for 6 or more points of damage by a single non-magical weapon, it slumps to the ground as if dead. If it has fastened its death grip on a victim, the victim falls as well, unless a successful Reflex save (DC 12) is made. Even if the save is made, the UNDEAD does not release its grip but rather slumps against its opponent's body. On its next turn, the UNDEAD rises again as if through reanimation. Any creature viewing this must succeed at a Will save (DC 10) or become panicked for 2d4 rounds (see "Condition Summary" in the DMG, Chapter 3).
Weapon Immunity (Ex): A UNDEAD takes half damage from all piercing and slashing weapons.
 

Into the Woods

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