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<blockquote data-quote="justinsluder" data-source="post: 4064000" data-attributes="member: 51"><p><strong>Advanced Displacer Beast Ghoul Rog 4/Warlock 6:</strong> CR 10: Large undead (augmented magical beast; HD 19d12; hp 129; Init +5; Spd 40 ft.; AC 22 (-1 size, +5 Dex, +7 natural, +1 deflection) touch 14, flat-footed 17; BAB/Grap +16/+25; Atk Tentacle +20 melee (1d8+5, x2) or <em>eldritch blast</em> +20 ranged touch (4d6, x2, 60 ft. or 250 ft. with eldritch spear); Full Atk 2 Tentacles +20 melee (1d8+5, x2) and 2 Claws +15 melee (1d4+2, x2) and Bite +15 melee (1d8+2, x2) or <em>eldritch blast</em> +20 ranged touch (4d6, x2, 60 ft. or 250 ft. with eldritch spear); S/R 10 ft./5 ft. (10 ft. with tentacles); SA - ghoul fever, invocations, paralysis, sneak attack +2d6; SQ - DR 1/cold iron, darkvision 60 ft., deceive item, detect magic, displacement, evasion, fell empowerment, low-light vision, resistance to ranged attacks, trap finding, trap sense +1, uncanny dodge; AL LE; SV Fort +12, Ref +17, Will +12; Str 20, Dex 20, Con --, Int 7, Wis 16, Cha 16.</p><p style="margin-left: 20px"><strong>Skills:</strong> Hide +13, Jump +17, Listen +13, Move Silently +13, Spot +13, Tumble +13, Use Magic Device +9.</p> <p style="margin-left: 20px"><strong>Feats:</strong> Ability Focus (baleful utterance), Ability Focus (ghoul fever), Ability Focus (paralysis), Alertness, Dodge, Improved Natural Attack (tentacles), Stealthy.</p> <p style="margin-left: 20px"><strong>Displacement (Su):</strong> A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position.</p> <p style="margin-left: 20px"><strong>Fell Empowerment (Ex):</strong> An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.</p> <p style="margin-left: 20px"><strong>Ghoul Fever (Su):</strong> Disease—bite, Fortitude DC 26, incubation period 1 day, damage 1d3 Con and 1d3 Dex.</p> <p style="margin-left: 20px">An afflicted living creature who dies of ghoul fever rises as a ghoul at the next midnight. A living creature who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A living creature of 4 Hit Dice or more rises as a ghast, not a ghoul.</p> <p style="margin-left: 20px"><strong><em>Invocations Known</em></strong> (CL 3rd; 3 least, 1 lesser): least - <em>baleful utterance</em> (Fort DC 17), <em>eldritch spear, spider walk</em>; lesser - <em>flee the scene</em>.</p> <p style="margin-left: 20px"><strong>Paralysis (Ex):</strong> Those hit by a ghoul’s bite, claw or tentacle attack must succeed on a DC 26 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.</p> <p style="margin-left: 20px"><strong>Resistance to Ranged Attacks (Su):</strong> A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks).</p> <p style="margin-left: 20px"><strong>Skills:</strong> A displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability.</p> <p style="margin-left: 20px"><strong><em>Spell-like Ability:</em></strong> At will - <em>detect magic</em>. Caster Level 6th.</p> <p style="margin-left: 20px"><strong>Possessions:</strong><em> chasuble of fell power</em> (lesser), <em>ring of charisma +2</em> (worn on a tentacle), <em>ring of protection +1</em> (worn on a tentacle).</p> <p style="margin-left: 20px"><strong>Note:</strong> I give all intelligent undead the Fell Empowerment ability.</p><p></p><p><strong>Boneclaw Ftr 2:</strong> CR 7; Large undead; 12d12+96; hp 180; Init +8; Spd 40 ft.; AC 23 (-1 size, +4 Dex, +4 natural, +5 armor, +1 deflection) touch 14, flat-footed ; BAB/Grap +7/+16; Atk Boneclaw +10 melee (2d6+7*, x2); Full Atk 2 Boneclaws +10 melee (2d6+7*, x2); S/R 10 ft./10 ft.; SA - reaching claws; SQ - +2 turn resistance, DR 5/bludgeoning, darkvision 60 ft., fell empowerment, immunity to cold, undead traits, unholy toughness; AL CE; SV Fort +11, Ref +8, Will +10; Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19.</p><p style="margin-left: 20px">*2 point Power Attack</p> <p style="margin-left: 20px"><strong>Skills:</strong> Hide +13, Intimidate +17, Jump +17, Listen +15, Move Silently +17, Search +15, Spot +15.</p> <p style="margin-left: 20px"><strong>Feats:</strong> Cleave, Combat Reflexes, Improved Initiative, Improved Natural Attack (claw), Improved Sunder, Power Attack, Weapon Focus (claw).</p> <p style="margin-left: 20px"><strong>Fell Empowerment (Ex):</strong> An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.</p> <p style="margin-left: 20px"><strong>Reaching Claws (Ex):</strong> A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 ft. (thereby allowing the boneclaw to threaten more squares than even its Large size would otherwise indicate).</p> <p style="margin-left: 20px"><strong>Unholy Toughness (Ex):</strong> A boneclaw gains bonus hit points equal to its Charisma bonus times its Hit Dice.</p> <p style="margin-left: 20px"><strong>Possessions:</strong> <em>+1 chain shirt, amulet of natural armor +1, cloak of resistance +1, ring of protection +1</em>.</p><p></p><p><strong>Evolved Wraith, Sor 4:</strong> CR 8; Medium undead (incorporeal); HD 9d12+27; hp 91; Init +7; Spd fly 60 ft. (perfect); AC 16 (+3 Dex, +3 deflection) touch 16, flat-footed 13; BAB/Grap +4/--; Atk Incorporeal touch +7 melee (1d4, x2, plus 1d6 Constitution drain); S/R 5 ft./5 ft.; SA - constitution drain, create spawn, spells; SQ - darkvision 60 ft., daylight powerlessness, fast healing 3, incorporeal traits, spell-like ability, spells, undead traits, unnatural aura, +2 turn resistance; AL LE; SV Fort +5, Ref +5, Will +10; Str --, Dex 16, Con --, Int 14, Wis 14, Cha 17.</p><p style="margin-left: 20px"><strong>Skills:</strong> Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 to find/follow tracks).</p> <p style="margin-left: 20px"><strong>Feats:</strong> Ability Focus (constitution drain), AlertnessB, Blind-Fight, Combat Reflexes, Eschew Materials, Improved InitiativeB.</p> <p style="margin-left: 20px"><strong>Constitution Drain (Su):</strong> Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 19 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points.</p> <p style="margin-left: 20px"><strong>Create Spawn (Su):</strong> Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.</p> <p style="margin-left: 20px"><strong>Daylight Powerlessness (Ex):</strong> Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. </p> <p style="margin-left: 20px"><strong>Fell Empowerment (Ex):</strong> An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.</p> <p style="margin-left: 20px"><strong><em>Sorcerer Spells Known</em></strong> (CL 4th; DC 13 + spell level)</p> <p style="margin-left: 20px"><p style="margin-left: 20px">2nd (4/day) - <em>death armor</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">1st (7/day) - <em>comprehend languages, magic missile, nightshield</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">0 (6/day) - <em>detect magic, ghost sound, mage hand, message, prestidigitation, read magic</em></p> </p> <p style="margin-left: 20px"><strong>Unnatural Aura (Su):</strong> Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.</p><p></p><p><strong>Nimble Ettin Skeleton:</strong> CR 5; Large undead; 10d12+20; hp 85; Init +6; Spd 40 ft., climb 40 ft.; AC 13 (-1 size, +2 Dex, +2 natural) touch 11, flat-footed 11; BAB/Grap +5/+17; Atk Large Morningstar +12 melee (2d6+8, x2) or Claw +12 melee (1d6+8, x2) or Large Javelin +6 ranged (1d8+8, x2, 30 ft.); Full Atk 2 Large Morningstars +12 melee (2d6+8, x2) or 2 Claws +12 melee (1d6+8, x2) or 2 Large Javelins +4 ranged (1d8+8, x2); S/R 10 ft./10 ft.; SQ - DR 5/bludgeoning, darkvision 60 ft., immunity to cold, superior two-weapon fighting, undead traits; AL NE; SV Fort +3, Ref +3, Will +7; Str 27, Dex 14, Con --, Int --, Wis 10, Cha 1.</p><p style="margin-left: 20px"><strong>Skill:</strong> Climb +16.</p> <p style="margin-left: 20px"><strong>Feat:</strong> Improved Initiative.</p> <p style="margin-left: 20px"><strong>Possessions:</strong> 2 Large Morningstars, 8 Large Javelins.</p><p></p><p><strong>Tadrak Invanil, male human lich Clr 3/Wiz 3/Mystic Theurge 8:</strong> CR 16; Medium undead (augmented humanoid); HD 14d12+84; hp 181; Init +6; Spd 30 ft.; AC 24 (+2 Dex, +5 natural, +7 armor, ) touch 12, flat-footed 22; BAB/Grap +7/+9; Atk damaging touch +9 melee (1d8+5 negative energy, x2, Will DC 20 half) or +9 melee touch (by effect) or +9 ranged touch (by effect); Full Atk ; S/R 5 ft./5 ft.; SA - fear aura, paralyzing touch, rebuke/command undead 10/day (+5 turn, 2d6+6); SQ - +4 turn resistance, DR 15/bludgeoning and magic, immunities; AL LE; SV Fort +, Ref +, Will +; Str 14, Dex 14, Con --, Int 22, Wis 22, Cha 17.</p><p style="margin-left: 20px"><strong>Skills:</strong> Concentration +16, Hide +10, Knowledge (arcana, history, religion) +22, Listen +14, Move Silently +10, Search +14, Sense Motive +30, Spellcraft +24, Spot +14.</p> <p style="margin-left: 20px"><strong>Feats:</strong> Corpsecrafter, Craft Wand, Craft Wondrous Item, Positive Energy Resistance, Practiced Spellcaster (cleric), Practiced Spellcaster (wizard), Scribe ScrollB.</p> <p style="margin-left: 20px"><strong>Fear Aura (Su):</strong> Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save (DC 17) or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.</p> <p style="margin-left: 20px"><strong>Fell Empowerment (Ex):</strong> An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.</p> <p style="margin-left: 20px"><strong>Immunities (Ex):</strong> Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.</p> <p style="margin-left: 20px"><strong>Paralyzing Touch (Su):</strong> Any living creature a lich hits with its touch attack must succeed on a Fortitude save (DC 20) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).</p> <p style="margin-left: 20px">The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.</p> <p style="margin-left: 20px"><strong><em>Cleric Spells Prepared</em></strong> (CL 14th; DC + spell level)</p> <p style="margin-left: 20px"><p style="margin-left: 20px">6th - <em>blade barrier, create undead</em>D, <em>wind walk</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">5th - <em>circle of death</em>D, <em>earth reaver, summon undead</em> x2</p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">4th - <em>divine power, freedom of movement</em>D, <em>giant vermin, greater blind sight, negative energy aura</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">3rd - <em>bestow curse</em> x3, <em>haste</em>D, <em>magic vestment, unholy storm</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">2nd - <em>darkness</em> x2, <em>desecrate</em>D, <em>hold person</em> x2, <em>infernal wound, shatter</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">1st - <em>bane, comprehend languages, divine favor, entropic shield, nightshield, protection from evil, shield of faith, true strike</em>D</p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">0 - <em>guidance</em> x6</p> </p> <p style="margin-left: 20px"><strong>D:</strong> Domain Spell; <strong>Domains:</strong> Time (gain Improved Initiative), Undeath (gain Extra Turning).</p> <p style="margin-left: 20px"><strong><em>Wizard Spells Prepared</em></strong> (CL 14th; DC + spell level)</p> <p style="margin-left: 20px"><p style="margin-left: 20px">6th - <em>globe of invulnerability, revive undead</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">5th - <em>death throes, feeblemind, graymantle</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">4th - <em>blast of flame, dimension door, enervation</em> x2</p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">3rd - <em>acid breath, arcane sight, displacement, nondetection, sound lance</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">2nd - <em>baleful transposition, levitate, scorching ray</em> x2, <em>spider climb, web</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">1st - <em>charm person</em> x2, <em>expeditious retreat, jump, magic missile, shield</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">0 - <em>amanuensis, mage hand, message, prestidigitation</em></p> </p> <p style="margin-left: 20px"><strong>Spellbook:</strong> Tadrak’s spell book has all the spells he has prepared plus the following:</p> <p style="margin-left: 20px"><p style="margin-left: 20px">6th - <em>chain lightning, disintegrate, greater dispel magic</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">5th - <em>cone of cold, summon undead V, teleport</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">4th - <em>orb of force, stoneskin, summon undead IV</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">3rd - <em>fireball, fly, haste, lightning bolt, summon undead III</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">2nd - <em>Melf’s acid arrow, protection from arrows, summon undead II</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">1st - <em>identify, mage armor, summon undead I</em></p> </p> <p style="margin-left: 20px"><p style="margin-left: 20px">0 - all PHB</p> </p> <p style="margin-left: 20px"><strong>Languages:</strong> Common, plus 3 others.</p> <p style="margin-left: 20px"><strong>Skills:</strong> Tadrak has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</p> <p style="margin-left: 20px"><strong>Possessions:</strong> <em>Ironguard Set, +1 twilight mithral shirt, gauntlets of ogre strength, headband of intellect +2, periapt of wisdom +2, wand of fireball</em> (CL 5th, 22 charges), <em>wand of inflict serious wounds</em> (CL 5th, 50 charges), <em>wand of orb of force</em> (CL 7th, 15 charges), Arcane Scrolls (<em>chain lightning</em> x2, <em>disintegrate</em> x5, <em>greater dispel magic</em> x10), Divine Scrolls (<em>create undead</em> x2, <em>flame strike</em> x3, <em>slay living</em> x2).</p><p></p><p><strong>Tadrak’s Mount, fast unkillable wyvern zombie:</strong> CR 5; Large undead; HD 14d12+45; hp 136; Init +0; Spd 40 ft., fly 90 ft. (poor); AC 22 (-1 size, +11 natural, +2 dodge) touch 11, flat-footed 20; BAB/Grap +7/+18; Atk Slam +13 melee (2d6+10, x2) or Talons +13 melee (2d6+7, x2); S/R 10 ft/5 ft.; SQ - DR 5/slashing, darkvision 60 ft., fast healing 5, undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str 25, Dex 10, Con --, Int --, Wis 10, Cha 1.</p><p style="margin-left: 20px"><strong>Feat:</strong> Improved Toughness, Toughness.</p><p></p><p><strong><em>Ironguard Set:</em></strong> This matching set of Bracers, Boots, Belt and Cloak must be worn for the magic to be effective. While all six items are worn, the wearer is continuously protected by the spell <em>ironguard</em>. This set fills the arms, feet, shoulders and waist body slots.</p><p><strong>CL</strong> 13th; <strong>Prerequisites</strong> Craft Wondrous Item, <em>ironguard</em>; <strong>Market Price</strong> 20,000 gp; <strong>Cost to Create</strong> 10,000 gp, 800 xp.</p><p></p><p></p><p>Here you go. I'm going to post them all to my site later and will post the link here.</p><p></p><p>Hope these work for you.</p></blockquote><p></p>
[QUOTE="justinsluder, post: 4064000, member: 51"] [B]Advanced Displacer Beast Ghoul Rog 4/Warlock 6:[/B] CR 10: Large undead (augmented magical beast; HD 19d12; hp 129; Init +5; Spd 40 ft.; AC 22 (-1 size, +5 Dex, +7 natural, +1 deflection) touch 14, flat-footed 17; BAB/Grap +16/+25; Atk Tentacle +20 melee (1d8+5, x2) or [I]eldritch blast[/I] +20 ranged touch (4d6, x2, 60 ft. or 250 ft. with eldritch spear); Full Atk 2 Tentacles +20 melee (1d8+5, x2) and 2 Claws +15 melee (1d4+2, x2) and Bite +15 melee (1d8+2, x2) or [I]eldritch blast[/I] +20 ranged touch (4d6, x2, 60 ft. or 250 ft. with eldritch spear); S/R 10 ft./5 ft. (10 ft. with tentacles); SA - ghoul fever, invocations, paralysis, sneak attack +2d6; SQ - DR 1/cold iron, darkvision 60 ft., deceive item, detect magic, displacement, evasion, fell empowerment, low-light vision, resistance to ranged attacks, trap finding, trap sense +1, uncanny dodge; AL LE; SV Fort +12, Ref +17, Will +12; Str 20, Dex 20, Con --, Int 7, Wis 16, Cha 16. [INDENT][B]Skills:[/B] Hide +13, Jump +17, Listen +13, Move Silently +13, Spot +13, Tumble +13, Use Magic Device +9.[/INDENT] [INDENT][B]Feats:[/B] Ability Focus (baleful utterance), Ability Focus (ghoul fever), Ability Focus (paralysis), Alertness, Dodge, Improved Natural Attack (tentacles), Stealthy.[/INDENT] [INDENT][B]Displacement (Su):[/B] A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position.[/INDENT] [INDENT][B]Fell Empowerment (Ex):[/B] An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.[/INDENT] [INDENT][B]Ghoul Fever (Su):[/B] Disease—bite, Fortitude DC 26, incubation period 1 day, damage 1d3 Con and 1d3 Dex.[/INDENT] [INDENT]An afflicted living creature who dies of ghoul fever rises as a ghoul at the next midnight. A living creature who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A living creature of 4 Hit Dice or more rises as a ghast, not a ghoul.[/INDENT] [INDENT][B][I]Invocations Known[/I][/B] (CL 3rd; 3 least, 1 lesser): least - [I]baleful utterance[/I] (Fort DC 17), [I]eldritch spear, spider walk[/I]; lesser - [I]flee the scene[/I].[/INDENT] [INDENT][B]Paralysis (Ex):[/B] Those hit by a ghoul’s bite, claw or tentacle attack must succeed on a DC 26 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.[/INDENT] [INDENT][B]Resistance to Ranged Attacks (Su):[/B] A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks).[/INDENT] [INDENT][B]Skills:[/B] A displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability.[/INDENT] [INDENT][B][I]Spell-like Ability:[/I][/B] At will - [I]detect magic[/I]. Caster Level 6th.[/INDENT] [INDENT][B]Possessions:[/B][I] chasuble of fell power[/I] (lesser), [I]ring of charisma +2[/I] (worn on a tentacle), [I]ring of protection +1[/I] (worn on a tentacle).[/INDENT] [INDENT][B]Note:[/B] I give all intelligent undead the Fell Empowerment ability.[/INDENT] [B]Boneclaw Ftr 2:[/B] CR 7; Large undead; 12d12+96; hp 180; Init +8; Spd 40 ft.; AC 23 (-1 size, +4 Dex, +4 natural, +5 armor, +1 deflection) touch 14, flat-footed ; BAB/Grap +7/+16; Atk Boneclaw +10 melee (2d6+7*, x2); Full Atk 2 Boneclaws +10 melee (2d6+7*, x2); S/R 10 ft./10 ft.; SA - reaching claws; SQ - +2 turn resistance, DR 5/bludgeoning, darkvision 60 ft., fell empowerment, immunity to cold, undead traits, unholy toughness; AL CE; SV Fort +11, Ref +8, Will +10; Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19. [INDENT]*2 point Power Attack[/INDENT] [INDENT][B]Skills:[/B] Hide +13, Intimidate +17, Jump +17, Listen +15, Move Silently +17, Search +15, Spot +15.[/INDENT] [INDENT][B]Feats:[/B] Cleave, Combat Reflexes, Improved Initiative, Improved Natural Attack (claw), Improved Sunder, Power Attack, Weapon Focus (claw).[/INDENT] [INDENT][B]Fell Empowerment (Ex):[/B] An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.[/INDENT] [INDENT][B]Reaching Claws (Ex):[/B] A boneclaw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 ft. (thereby allowing the boneclaw to threaten more squares than even its Large size would otherwise indicate).[/INDENT] [INDENT][B]Unholy Toughness (Ex):[/B] A boneclaw gains bonus hit points equal to its Charisma bonus times its Hit Dice.[/INDENT] [INDENT][B]Possessions:[/B] [I]+1 chain shirt, amulet of natural armor +1, cloak of resistance +1, ring of protection +1[/I].[/INDENT] [B]Evolved Wraith, Sor 4:[/B] CR 8; Medium undead (incorporeal); HD 9d12+27; hp 91; Init +7; Spd fly 60 ft. (perfect); AC 16 (+3 Dex, +3 deflection) touch 16, flat-footed 13; BAB/Grap +4/--; Atk Incorporeal touch +7 melee (1d4, x2, plus 1d6 Constitution drain); S/R 5 ft./5 ft.; SA - constitution drain, create spawn, spells; SQ - darkvision 60 ft., daylight powerlessness, fast healing 3, incorporeal traits, spell-like ability, spells, undead traits, unnatural aura, +2 turn resistance; AL LE; SV Fort +5, Ref +5, Will +10; Str --, Dex 16, Con --, Int 14, Wis 14, Cha 17. [INDENT][B]Skills:[/B] Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 to find/follow tracks).[/INDENT] [INDENT][B]Feats:[/B] Ability Focus (constitution drain), AlertnessB, Blind-Fight, Combat Reflexes, Eschew Materials, Improved InitiativeB.[/INDENT] [INDENT][B]Constitution Drain (Su):[/B] Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 19 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points.[/INDENT] [INDENT][B]Create Spawn (Su):[/B] Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.[/INDENT] [INDENT][B]Daylight Powerlessness (Ex):[/B] Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. [/INDENT] [INDENT][B]Fell Empowerment (Ex):[/B] An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.[/INDENT] [INDENT][B][I]Sorcerer Spells Known[/I][/B] (CL 4th; DC 13 + spell level)[/INDENT] [INDENT][INDENT]2nd (4/day) - [I]death armor[/I][/INDENT][/INDENT] [INDENT][INDENT]1st (7/day) - [I]comprehend languages, magic missile, nightshield[/I][/INDENT][/INDENT] [INDENT][INDENT]0 (6/day) - [I]detect magic, ghost sound, mage hand, message, prestidigitation, read magic[/I][/INDENT][/INDENT] [INDENT][B]Unnatural Aura (Su):[/B] Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.[/INDENT] [B]Nimble Ettin Skeleton:[/B] CR 5; Large undead; 10d12+20; hp 85; Init +6; Spd 40 ft., climb 40 ft.; AC 13 (-1 size, +2 Dex, +2 natural) touch 11, flat-footed 11; BAB/Grap +5/+17; Atk Large Morningstar +12 melee (2d6+8, x2) or Claw +12 melee (1d6+8, x2) or Large Javelin +6 ranged (1d8+8, x2, 30 ft.); Full Atk 2 Large Morningstars +12 melee (2d6+8, x2) or 2 Claws +12 melee (1d6+8, x2) or 2 Large Javelins +4 ranged (1d8+8, x2); S/R 10 ft./10 ft.; SQ - DR 5/bludgeoning, darkvision 60 ft., immunity to cold, superior two-weapon fighting, undead traits; AL NE; SV Fort +3, Ref +3, Will +7; Str 27, Dex 14, Con --, Int --, Wis 10, Cha 1. [INDENT][B]Skill:[/B] Climb +16.[/INDENT] [INDENT][B]Feat:[/B] Improved Initiative.[/INDENT] [INDENT][B]Possessions:[/B] 2 Large Morningstars, 8 Large Javelins.[/INDENT] [B]Tadrak Invanil, male human lich Clr 3/Wiz 3/Mystic Theurge 8:[/B] CR 16; Medium undead (augmented humanoid); HD 14d12+84; hp 181; Init +6; Spd 30 ft.; AC 24 (+2 Dex, +5 natural, +7 armor, ) touch 12, flat-footed 22; BAB/Grap +7/+9; Atk damaging touch +9 melee (1d8+5 negative energy, x2, Will DC 20 half) or +9 melee touch (by effect) or +9 ranged touch (by effect); Full Atk ; S/R 5 ft./5 ft.; SA - fear aura, paralyzing touch, rebuke/command undead 10/day (+5 turn, 2d6+6); SQ - +4 turn resistance, DR 15/bludgeoning and magic, immunities; AL LE; SV Fort +, Ref +, Will +; Str 14, Dex 14, Con --, Int 22, Wis 22, Cha 17. [INDENT][B]Skills:[/B] Concentration +16, Hide +10, Knowledge (arcana, history, religion) +22, Listen +14, Move Silently +10, Search +14, Sense Motive +30, Spellcraft +24, Spot +14.[/INDENT] [INDENT][B]Feats:[/B] Corpsecrafter, Craft Wand, Craft Wondrous Item, Positive Energy Resistance, Practiced Spellcaster (cleric), Practiced Spellcaster (wizard), Scribe ScrollB.[/INDENT] [INDENT][B]Fear Aura (Su):[/B] Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save (DC 17) or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.[/INDENT] [INDENT][B]Fell Empowerment (Ex):[/B] An intelligent undead creature with this ability gains bonus hit points per hit dice equal to their Wisdom bonus or Charisma bonus (whichever is greater), but do not lose hit points if both Wisdom and Charisma have ability penalties. Unholy empowerment also grants the same ability score bonus to the undead’s Fortitude saving throw. This ability stacks with Unholy Toughness.[/INDENT] [INDENT][B]Immunities (Ex):[/B] Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.[/INDENT] [INDENT][B]Paralyzing Touch (Su):[/B] Any living creature a lich hits with its touch attack must succeed on a Fortitude save (DC 20) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).[/INDENT] [INDENT]The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.[/INDENT] [INDENT][B][I]Cleric Spells Prepared[/I][/B] (CL 14th; DC + spell level)[/INDENT] [INDENT][INDENT]6th - [I]blade barrier, create undead[/I]D, [I]wind walk[/I][/INDENT][/INDENT] [INDENT][INDENT]5th - [I]circle of death[/I]D, [I]earth reaver, summon undead[/I] x2[/INDENT][/INDENT] [INDENT][INDENT]4th - [I]divine power, freedom of movement[/I]D, [I]giant vermin, greater blind sight, negative energy aura[/I][/INDENT][/INDENT] [INDENT][INDENT]3rd - [I]bestow curse[/I] x3, [I]haste[/I]D, [I]magic vestment, unholy storm[/I][/INDENT][/INDENT] [INDENT][INDENT]2nd - [I]darkness[/I] x2, [I]desecrate[/I]D, [I]hold person[/I] x2, [I]infernal wound, shatter[/I][/INDENT][/INDENT] [INDENT][INDENT]1st - [I]bane, comprehend languages, divine favor, entropic shield, nightshield, protection from evil, shield of faith, true strike[/I]D[/INDENT][/INDENT] [INDENT][INDENT]0 - [I]guidance[/I] x6[/INDENT][/INDENT] [INDENT][B]D:[/B] Domain Spell; [B]Domains:[/B] Time (gain Improved Initiative), Undeath (gain Extra Turning).[/INDENT] [INDENT][B][I]Wizard Spells Prepared[/I][/B] (CL 14th; DC + spell level)[/INDENT] [INDENT][INDENT]6th - [I]globe of invulnerability, revive undead[/I][/INDENT][/INDENT] [INDENT][INDENT]5th - [I]death throes, feeblemind, graymantle[/I][/INDENT][/INDENT] [INDENT][INDENT]4th - [I]blast of flame, dimension door, enervation[/I] x2[/INDENT][/INDENT] [INDENT][INDENT]3rd - [I]acid breath, arcane sight, displacement, nondetection, sound lance[/I][/INDENT][/INDENT] [INDENT][INDENT]2nd - [I]baleful transposition, levitate, scorching ray[/I] x2, [I]spider climb, web[/I][/INDENT][/INDENT] [INDENT][INDENT]1st - [I]charm person[/I] x2, [I]expeditious retreat, jump, magic missile, shield[/I][/INDENT][/INDENT] [INDENT][INDENT]0 - [I]amanuensis, mage hand, message, prestidigitation[/I][/INDENT][/INDENT] [INDENT][B]Spellbook:[/B] Tadrak’s spell book has all the spells he has prepared plus the following:[/INDENT] [INDENT][INDENT]6th - [I]chain lightning, disintegrate, greater dispel magic[/I][/INDENT][/INDENT] [INDENT][INDENT]5th - [I]cone of cold, summon undead V, teleport[/I][/INDENT][/INDENT] [INDENT][INDENT]4th - [I]orb of force, stoneskin, summon undead IV[/I][/INDENT][/INDENT] [INDENT][INDENT]3rd - [I]fireball, fly, haste, lightning bolt, summon undead III[/I][/INDENT][/INDENT] [INDENT][INDENT]2nd - [I]Melf’s acid arrow, protection from arrows, summon undead II[/I][/INDENT][/INDENT] [INDENT][INDENT]1st - [I]identify, mage armor, summon undead I[/I][/INDENT][/INDENT] [INDENT][INDENT]0 - all PHB[/INDENT][/INDENT] [INDENT][B]Languages:[/B] Common, plus 3 others.[/INDENT] [INDENT][B]Skills:[/B] Tadrak has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/INDENT] [INDENT][B]Possessions:[/B] [I]Ironguard Set, +1 twilight mithral shirt, gauntlets of ogre strength, headband of intellect +2, periapt of wisdom +2, wand of fireball[/I] (CL 5th, 22 charges), [I]wand of inflict serious wounds[/I] (CL 5th, 50 charges), [I]wand of orb of force[/I] (CL 7th, 15 charges), Arcane Scrolls ([I]chain lightning[/I] x2, [I]disintegrate[/I] x5, [I]greater dispel magic[/I] x10), Divine Scrolls ([I]create undead[/I] x2, [I]flame strike[/I] x3, [I]slay living[/I] x2).[/INDENT] [B]Tadrak’s Mount, fast unkillable wyvern zombie:[/B] CR 5; Large undead; HD 14d12+45; hp 136; Init +0; Spd 40 ft., fly 90 ft. (poor); AC 22 (-1 size, +11 natural, +2 dodge) touch 11, flat-footed 20; BAB/Grap +7/+18; Atk Slam +13 melee (2d6+10, x2) or Talons +13 melee (2d6+7, x2); S/R 10 ft/5 ft.; SQ - DR 5/slashing, darkvision 60 ft., fast healing 5, undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str 25, Dex 10, Con --, Int --, Wis 10, Cha 1. [INDENT][B]Feat:[/B] Improved Toughness, Toughness.[/INDENT] [B][I]Ironguard Set:[/I][/B] This matching set of Bracers, Boots, Belt and Cloak must be worn for the magic to be effective. While all six items are worn, the wearer is continuously protected by the spell [I]ironguard[/I]. This set fills the arms, feet, shoulders and waist body slots. [B]CL[/B] 13th; [B]Prerequisites[/B] Craft Wondrous Item, [I]ironguard[/I]; [B]Market Price[/B] 20,000 gp; [B]Cost to Create[/B] 10,000 gp, 800 xp. Here you go. I'm going to post them all to my site later and will post the link here. Hope these work for you. [/QUOTE]
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