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My next project (#4)!

Magic and bludgeoning certainly works, although I'd consider reducing it to 5/magic and bludgeoning, due to the low CR. Death grip is essentially a constrict + unverbal, ala the choker, which means that that's probably a good place to start a comparison for the text. And what's the Reflex DC based on? If it's Cha, it should be DC 11. If Str, DC 15.

Demiurge out.
 

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i'll have to investiagate that saving throw when i have the chance; busy today though, maybe later tonight.

Constrict (Ex): A UNDEAD deals 1d4+4 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the UNDEAD's grasp cannot speak or cast spells with verbal components.
 

Does constrict deal damage equal to Str or Str x 1.5? I never can remember. Aside from the slight chance that the damage might be 1d4+6 (although I'm pretty sure it isn't), that looks great.

Demiurge out.
 

i think it can be either, actually, and i'm pretty sure i've seen both. the back of the MM is non-specific on the issue.

what to be done with this ability, now:
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).
 

Hm... so, the UNDEAD is still grappling the poor guy, whether the save is made or not? Maybe a Balance check instead of a Reflex save (which would help with the arbitrary DC). And the phrase "as if through reanimation" is somewhat meaningless. Just say "on its next turn (action, perhaps?), the UNDEAD reanimates and can act normally." And the Will save DC should be 11.

Demiurge out.
 

heh, it is a bit of a weird ability. it does make sense though, in a way (though it seems a bit unecessary to me). it's sort of like "playing possum". it goes "oh, you got me" and falls over, bringing anyone it's grappling down with it (the victim gets a save to keep standing).

just when the PCs think, "OK, let's get this thing off our friend", it pops back up and goes "ya don't got me!" and attacks again, prompting a saving throw from everyone watching - of course, with a DC that low, only very suspectible PCs will fail.

i can only think this ability would only work once per encounter, since a second time it would be like "oh, come on, we already saw that trick." and it's really not an "illusion" at all so it probably needs a new name.

how can we reword this ability to work like how i described above?
 

Rename it "false death", and add something about how creatures that make a saving throw against the attack (whether they pass or fail) become immune to that UNDEAD's false death fear effect for 24 hours, somewhat akin to frightful presence.

Demiurge out.
 

OK, how about:

False Death (Ex): Any time a UNDEAD takes at least 6 points of damage from a single hit by a non-magical weapon, it slumps to the ground as if dead. If it is constricting a victim, that victim can make a successful grapple check to escape or fall down with the UNDEAD; the UNDEAD does not release its death grip as it falls, but instead slumps against the opponent.
 


#65
the original text suggests a ECL of 4; does this guy look like a +3 LA?

Small Humanoid (DUDE)
HitDice: Id8+l(5hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 18 (+1 Size, +3 Dex, +4 clothing)
Attacks: Dagger +1 melee
Damage: Dagger 1 d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Darkness, death throes
Special Qualities: Detect magic, light blindness, armor, see in darkness
Saves: Fort + l,Ref+5,Will+0
Abilities: Strll,Dexl6,Conl2,Int9,Wis 10, Cha8
Skills: Climb +5, Hide + 13, Listen + 1, Move Silently +8, Pick Pocket +3, Spot + 1
Feat: Blind-Fight
Climate/Terrain: 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
DUDEs are 4-foot tall humanoids with a thin, light frame. 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.
Darkness (Su): 3/day ? darkness as the spell cast by an 8th-level sorcerer.
Death Throes (Ex): When killed, the DUDE spontaneously explodes in a flash of white-hot light. All creatures within a 10-foot radius must succeed at a Fortitude save (DC 11) or be blinded (as the blindness spell) for Id6 x 10 minutes. Other DUDEs within 60 feet that witness a DUDE?s death throes must make a Will save (DC 15) or flee in terror for Id6 rounds.
Detect Magic (Su): A DUDE can continuously detect magic as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight otadaylight spell) blinds DUDEs for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls,
saves, and checks while operating in bright light.
See in Darkness (Su): DUDEs can see perfectly in darkness of any kind, including that created by deeper darkness spells.
Armor: DUDEs? clothing consists of layer upon layer of rotted cloth. When a layer of clothing rots away, the DUDE simply covers it with a new layer of clothing. This grants it a +4 armor bonus to its AC.
Skills: DUDEs receive a +4 racial bonus to 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.
DUDE CHARACTERS
The favored class of a DUDE is rogue.
PLAYER CHARACTER DUDES
Player character DUDEs have +6 Dex, +2 Con, -2 Int, and -2 Cha. A DUDE character is ECL 4.
 

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