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The Grave Hunter (A new tanar'ri I have made (or an update))
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<blockquote data-quote="las" data-source="post: 1209558" data-attributes="member: 889"><p><span style="color: #ffffff"><strong>Grave Hunter</strong></span></p><p><span style="color: #ffffff">Large Outsider (Chaotic,Extraplanar, Evil, Tanar’ri)</span></p><p><span style="color: #ffffff"><strong>Hit Dice:</strong> 12d8+60 (114 hp)</span></p><p><span style="color: #ffffff"><strong>Initiative:</strong> +3 (+3 Dex)</span></p><p><span style="color: #ffffff"><strong>Speed:</strong> 40 ft., Fly 30 ft. (Poor)</span></p><p><span style="color: #ffffff"><strong>AC:</strong> 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20</span></p><p><span style="color: #ffffff"><strong>Base Attack/Grapple:</strong> +12/+20</span></p><p><span style="color: #ffffff"><strong>Attack:</strong> Bite +16 (2d6+6 plus Poison)</span></p><p><span style="color: #ffffff"><strong>Full Attack:</strong> Bite +16 (2d6+6 plus Poison) and 2 claws +11 (1d6+2)</span></p><p><span style="color: #ffffff"><strong>Space/Reach:</strong> 5 ft./10 ft.</span></p><p><span style="color: #ffffff"><strong>Special Attacks:</strong> Spell-like abilities, Poison</span></p><p><span style="color: #ffffff"><strong>Special Qualities:</strong> Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft.</span></p><p><span style="color: #ffffff"><strong>Saves:</strong> Fort +13, Ref +11, Will +13</span></p><p><span style="color: #ffffff"><strong>Abilities:</strong> Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22</span></p><p><span style="color: #ffffff"><strong>Skills:</strong> Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15</span></p><p><span style="color: #ffffff"><strong>Feats:</strong> Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover</span></p><p><span style="color: #ffffff"><strong>Environment:</strong> Infinite Layers of the Abyss (Thanatos)</span></p><p><span style="color: #ffffff"><strong>Organization:</strong> Solitary, troupe (1 grave hunter, 2-12 zombies or 2-24 skeletons), or grave troupe (2 grave hunter, 4-24 zombies or 4-48 skeletons, 1 zovvut****, 2-4 wights)</span></p><p><span style="color: #ffffff"><strong>Challenge Rating:</strong> 13</span></p><p><span style="color: #ffffff"><strong>Treasure:</strong> Standard</span></p><p><span style="color: #ffffff"><strong>Alignment:</strong> Always Chaotic Evil</span></p><p><span style="color: #ffffff"><strong>Advancement:</strong> 13-20 HD (Large), 21-36 (Huge)</span></p><p><span style="color: #ffffff"><strong>Level Adjustment:</strong> -</span></p><p> </p><p><span style="color: #ffffff"><em>A large skeletal humanoid looking this with large bat wings stands in front of you. It’s hard to tell if it’s living or really is dead to your eyes. Though it seams to give off the chill of undeath.</em></span></p><p> </p><p><span style="color: #ffffff">Grave Hunters look like skeletal humanoids with big bat wings sprining from their spine. A common follower of Orcus and his other survents. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. Unlike like other demons they are not the least interested in infernal politics they would rather study undeath and the undead to find new ways to make or become undead them selves. They commonly capture mortals to conduct all sorts of experiments on them so they can finds better ways to do what they do best.</span></p><p> </p><p><span style="color: #ffffff"><strong>Combat</strong></span></p><p><span style="color: #ffffff">A Grave Hunter would rather fight at a distance then up close. He would rather send his undead troops them him self.</span></p><p><span style="color: #ffffff"><strong>Spell-Like abilitys (Sp):</strong> At will-<em>Chill of the Void* (DC 20), Command Undead(DC 18), Wall of Bones**, Wrack*** (DC 20)</em>; 3/day—<em>Animate Dead, Deathwatch, Pain** (DC 20), Unliving Weapon*** (DC 19)</em>; 1/day—<em>Creat Undead</em>. Caster level 12th. The Save DCs are Charisma-based.</span></p><p><span style="color: #ffffff"><strong>Poison (Ex):</strong> Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, seconday damage 3d6 Con. The save DC is Constitution-based and include a +2 bonus from the Ability Focus feat.</span></p><p><span style="color: #ffffff"><strong><em>Summon Tanar’ri</em> (Sp):</strong> Oncer per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.</span></p><p><span style="color: #ffffff"><strong>Skills:</strong> Grave Hunters have a +6 racial bonus on Listen and Spot checks.</span></p><p> </p><p><span style="color: #ffffff">* New spell see below.</span></p><p><span style="color: #ffffff">** See Oriental Adventures for this spell.</span></p><p><span style="color: #ffffff">*** See the Book of Vile Darkness for this spell.</span></p><p><span style="color: #ffffff">**** See Monster Manual 2 for this creature.</span></p><p> </p><p><span style="color: #ffffff"><strong>Chill of the Void </strong></span></p><p><span style="color: #ffffff">Necromany [Cold]</span></p><p><span style="color: #ffffff"><strong>Level:</strong> Sor/Wiz 4</span></p><p><span style="color: #ffffff"><strong>Components:</strong> V, S</span></p><p><span style="color: #ffffff"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="color: #ffffff"><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</span></p><p><span style="color: #ffffff"><strong>Effect:</strong> Ray</span></p><p><span style="color: #ffffff"><strong>Duration:</strong> Instantaneous</span></p><p><span style="color: #ffffff"><strong>Saving Throw:</strong> Fortitude partial; see text</span></p><p><span style="color: #ffffff"><strong>Spell Resistance:</strong> Yes</span></p><p> </p><p><span style="color: #ffffff">A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 10d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.</span></p><p> </p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">What do you think.</span></p></blockquote><p></p>
[QUOTE="las, post: 1209558, member: 889"] [color=#ffffff][b]Grave Hunter[/b] Large Outsider (Chaotic,Extraplanar, Evil, Tanar’ri) [b]Hit Dice:[/b] 12d8+60 (114 hp) [b]Initiative:[/b] +3 (+3 Dex) [b]Speed:[/b] 40 ft., Fly 30 ft. (Poor) [b]AC:[/b] 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20 [b]Base Attack/Grapple:[/b] +12/+20 [b]Attack:[/b] Bite +16 (2d6+6 plus Poison) [b]Full Attack:[/b] Bite +16 (2d6+6 plus Poison) and 2 claws +11 (1d6+2) [b]Space/Reach:[/b] 5 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, Poison [b]Special Qualities:[/b] Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft. [b]Saves:[/b] Fort +13, Ref +11, Will +13 [b]Abilities:[/b] Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22 [b]Skills:[/b] Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15 [b]Feats:[/b] Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover [b]Environment:[/b] Infinite Layers of the Abyss (Thanatos) [b]Organization:[/b] Solitary, troupe (1 grave hunter, 2-12 zombies or 2-24 skeletons), or grave troupe (2 grave hunter, 4-24 zombies or 4-48 skeletons, 1 zovvut****, 2-4 wights) [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always Chaotic Evil [b]Advancement:[/b] 13-20 HD (Large), 21-36 (Huge) [b]Level Adjustment:[/b] -[/color] [color=#ffffff][i]A large skeletal humanoid looking this with large bat wings stands in front of you. It’s hard to tell if it’s living or really is dead to your eyes. Though it seams to give off the chill of undeath.[/i][/color] [color=#ffffff]Grave Hunters look like skeletal humanoids with big bat wings sprining from their spine. A common follower of Orcus and his other survents. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. Unlike like other demons they are not the least interested in infernal politics they would rather study undeath and the undead to find new ways to make or become undead them selves. They commonly capture mortals to conduct all sorts of experiments on them so they can finds better ways to do what they do best.[/color] [color=#ffffff][b]Combat[/b] A Grave Hunter would rather fight at a distance then up close. He would rather send his undead troops them him self. [b]Spell-Like abilitys (Sp):[/b] At will-[i]Chill of the Void* (DC 20), Command Undead(DC 18), Wall of Bones**, Wrack*** (DC 20)[/i]; 3/day—[i]Animate Dead, Deathwatch, Pain** (DC 20), Unliving Weapon*** (DC 19)[/i]; 1/day—[i]Creat Undead[/i]. Caster level 12th. The Save DCs are Charisma-based. [b]Poison (Ex):[/b] Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, seconday damage 3d6 Con. The save DC is Constitution-based and include a +2 bonus from the Ability Focus feat. [b][i]Summon Tanar’ri[/i] (Sp):[/b] Oncer per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success. [b]Skills:[/b] Grave Hunters have a +6 racial bonus on Listen and Spot checks.[/color] [color=#ffffff]* New spell see below. ** See Oriental Adventures for this spell. *** See the Book of Vile Darkness for this spell. **** See Monster Manual 2 for this creature.[/color] [color=#ffffff][b]Chill of the Void [/b] Necromany [Cold] [b]Level:[/b] Sor/Wiz 4 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Effect:[/b] Ray [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude partial; see text [b]Spell Resistance:[/b] Yes[/color] [color=#ffffff]A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 10d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.[/color] [color=#ffffff] What do you think.[/color] [/QUOTE]
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