New monster: Alia

Eternalknight

First Post
Please, critiques wanted.

Medium-Size Outsider
Hit Dice: 1d8+1 (5hp)
Initiative: +2 (Dex)
Speed: 30ft, fly 30ft (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: Claw +5 melee, bite +0 melee
Damage: Claw 1d6+4, bite 1d4+4
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Darkness 3/day
Special Qualities: Darkvision 60ft, immune to poison, acidic blood
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 19, Dex 14, Con 13, Int 13, Wis 8, Cha 10
Skills: Listen +4, Move Silently +5, Spot +4
Feats: Alertness (factored in)

Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20) or band (30-100)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: By character class


The alia are an aggressive, organized killing force. Bred on a hellish world of fire, acid and rock, the alia are the basic grunts of an army of evil intent on destruction. They have a hatred of all things natural, and will generally kill on sight, unless ordered by their masters not too.
Alia are similar in appearance to orcs, but with several major differences. Their skin is pitch black and hairless, and if one looks closely they can see small black scales cover them from head to toe. They have sharp teeth and claws, and use these as their primary weapons. They never where armour, and appear to be sexless. Small black wings protrude from their backs, which they use to fly short distances and to swoop down upon their enemies.

COMBAT
Alia are bred for combat. They live for nothing else. When attacking a small group, the generally start by getting close enough then using their darkness ability before closing for battle. If fighting a large scale battle, they usually use swarm tactics to overwhelm the enemy.
Spell-like Abilities: Darkness 3/day.
Acidic Blood (Ex): Whenever an alia is hit by a slashing or piercing weapon, the wound emits a spurt of acid. Anyone within 5ft has a chance of being splashed by this acid. They must make a Reflex save at DC 12 or suffer 1d6 acid damage.


ALIA CHARACTERS
An alia character can take classes in sorcerer only, and may only advance up to three levels. They may not have any other class. Indeed, many alia have a level of sorcerer. The reason they cannot advance any further is part of their breeding.
 

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Couple of comments:

1) Damage on bite should be +2. Monsters get half damage from strength on their secondary attack. I am preety sure on this.

2) Their charisma isn't high enough to be effective sorcerers. In fact, it isn't high enough to cast darkness. Maybe you should make it 11.

3) These guys may be a CR 2. Flight, darkness, acidic blood all these things could reek havoc on a first level party. They really are a CR 1.5ish in my opinion. Be careful how you use them.


This is a really good concept. I would recommend giving them 2 HD though. This would make them a solid CR2.


EDIT: this should go to the Creature Catolgue Homebrew forum as well. Those guys really know what they are talking about!
 
Last edited:


trentonjoe said:
Couple of comments:

1) Damage on bite should be +2. Monsters get half damage from strength on their secondary attack. I am preety sure on this.

Correct.


2) Their charisma isn't high enough to be effective sorcerers. In fact, it isn't high enough to cast darkness. Maybe you should make it 11.

For spell-like abilities, it doesn't matter. They don't have to have the requisite ability scores. Several monsters (notably outsiders like demons and devils) use spell-like abilities where as if it were an actual spell they couldnt cast it because their ability score is not high enough to permit it.

3) These guys may be a CR 2. Flight, darkness, acidic blood all these things could reek havoc on a first level party. They really are a CR 1.5ish in my opinion. Be careful how you use them.
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Yeppers- I would say at least CR 2.
 

Eternalknight said:


ALIA CHARACTERS
An alia character can take classes in sorcerer only, and may only advance up to three levels. They may not have any other class. Indeed, many alia have a level of sorcerer. The reason they cannot advance any further is part of their breeding.

Since sorcerer seems to be this guy's favored class, I would definately raise its Cha score to at least 12. I realize that the scores given in the stat block are just averages and what-not, but if the guy's favored class is sorcerer it definately needs a slightly higher ability score for Cha.
 

Good points. I will put the charisma up to 12. I had the thought today that challenge rating 2 would be more appropriate, but wasn't 100% sure. Do you think upping it to 2HD would be appropriate for CR 2?
 

I think so. Go 2HD. They can do all these cool things but still may be dropped by a crossbow bolt. It inot like their AC is going to protect them!

Three more thoughts:

1) Are they immune to their own blood? or blown of their own race? Maybe they should get acid immunity instead of posion immunity. Maybe acid resistance 10?

2) Can they use shields?

3) If you are interested icirclegames is having a new monster competition. YOu may want to submit this when you sre all done with it. Their website is this:

www.icirclegames.com/


Goodluck!
 

Thanks trentonjoe. They can use shields, but they don't. As for theit poison immunity... I never thought about their own blood. I may just change it to immune to acid. I actually have a whole series of these monsters planned (hope my players aren't reading this) and several of them use acid, so this is probably better in the long run.
 


The updated version:

Medium-Size Outsider
Hit Dice: 2d8+2 (10hp)
Initiative: +2 (Dex)
Speed: 30ft, fly 30ft (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: Claw +5 melee, bite +0 melee
Damage: Claw 1d6+4, bite 1d4+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Darkness 3/day
Special Qualities: Darkvision 60ft, acid resistance 8, acidic blood
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 19, Dex 14, Con 13, Int 13, Wis 8, Cha 12
Skills: Listen +4, Move Silently +5, Spot +4
Feats: Alertness (factored in)

Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20) or band (30-100)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: By character class
 

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