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The Third Diakk
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<blockquote data-quote="demiurge1138" data-source="post: 1696517" data-attributes="member: 7451"><p>It's been a pretty slow summer, monster-wise. I haven't posted anything for months.</p><p></p><p>That's about to change.</p><p></p><p>You see, I wrote up a bunch of monsters in a journal while I was on vacation in June, but I haven't gotten them into computer format. As I type up more of them, I will share them with you, the reader at home.</p><p></p><p>Comments always welcome. Of course.</p><p></p><p><strong>Sarcoph</strong></p><p><strong>Huge Outsider (Diakk, Evil, Extraplanar)</strong></p><p><strong>Hit Dice: </strong> 15d8+135 (202 hp)</p><p><strong>Initiative: </strong> +7</p><p><strong>Speed:</strong> 40ft (8 squares)</p><p><strong>Armor Class: </strong> 31 (-2 size, +3 Dex, +20 natural), touch 11, flat-footed 28</p><p><strong>Base Attack/Grapple: </strong> +15/+31</p><p><strong>Attack:</strong> Claw +21 melee (2d6+8)</p><p><strong>Full Attack</strong><strong>:</strong> 2 claws +21 melee (2d6+8) and bite +19 melee (2d12+4)</p><p><strong>Space/Reach:</strong> 15ft/15ft</p><p><strong>Special Attacks:</strong> Improved grab, spell-like abilities, weakness gaze</p><p><strong>Special Qualities:</strong> Darkvision 60ft, DR 10/good, freeze, SR 25</p><p><strong>Saves:</strong> Fort +18, Ref +12, Will +14</p><p><strong>Abilities:</strong> Str 27, Dex 16, Con 29, Int 17, Wis 20, Cha 17</p><p><strong>Skills:</strong> Concentration +30, Diplomacy +24, Hide +21, Intimidate +21, Knowledge (history, planes) +21, Jump +40, Listen +33, Move Silently +21, Sense Motive +23, Spot +33</p><p><strong>Feats:</strong> Alertness, Cleave, Combat Reflexes, Improved Initiative, Multiattack, Power Attack</p><p><strong>Environment: </strong> Grey Wastes of Hades</p><p><strong>Organization: </strong> Solitary or flock (1 plus 2-12 of mixed varath and carcene)</p><p><strong>Challenge Rating: </strong> 16</p><p><strong>Treasure: </strong> Standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 16-30 HD (Huge), 31-45 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This massive bird-like creature has an oddly human face behind a long hooked beak. Although its body is covered with grey and brown feathers, the thing’s neck and head have merely naked pink skin. It has muscular clawed arms in place of wings, and its powerful legs tense to leap as you approach.</em></p><p></p><p>Every berk has heard of the Law of Threes, and how it even applies to the natives of the Planes. So why hasn’t anybody asked why there’s only two types of diakka?</p><p></p><p>The chant is, the third type, called “giant” by the Clueless and sarcoph by those with more common sense, are the spymasters of the Blood War. They watch every battle on the Grey Wastes from afar, and their secrets flow as free as the waters of the Styx, for the right price. So clever are these diakk that most people who don’t need to know they exist simply don’t, and they have an uncanny ability to melt into the landscape.</p><p></p><p>Sarcophs don’t spend much time among their fellow diakk, finding them petty and stupid, but occasionally a sarcoph will command a flock in order to accomplish some goal known only to them.</p><p></p><p>Sarcophs stand about 20 feet tall and weigh up to a ton. They speak Infernal, Abyssal, Diakk and Yugoloth.</p><p></p><p><strong>Combat</strong></p><p>Sarcophs avoid combat at all costs, but are nasty fighters if forced, using their phenomenal leaping ability to stay out of range while using spell-like abilities and their gaze attack. If forced into a melee, they use their powerful claws and beak to rip opponents apart.</p><p></p><p><strong>Improved Grab (Ex):</strong> In order to use this ability, a sarcoph must hit a Large or smaller opponent with a claw attack. It can then make a grapple check as a free action without provoking an attack of opportunity.</p><p></p><p><strong>Spell-like Abilities:</strong> At will- <em>chill touch </em> (DC 14), <em>jump, ray of enfeeblement</em>; 3/day- <em>contagion</em> (DC 17), <em>greater teleport </em> (self plus 50lbs of items only), <em>ray of exhaustion </em> (DC 16); 1/day- <em>blasphemy, cloudkill </em> (DC 18), <em>unholy aura </em> (DC 21). Caster level 15th. The save DCs are Charisma-based. </p><p></p><p><strong>Weakness Gaze (Su): </strong> Although sarcophs cannot enter a dance of weakness like other diakka, they make up for it with a debilitating gaze attack. All creatures within 30ft of a sarcoph must make Fortitude saves every round (DC 20) or take 1d8 points of Strength and Dexterity damage. The save DC is Charisma-based.</p><p></p><p><strong>Diakk Traits: </strong> Immune to poison and disease, resistance to acid 10, cold 10 and electricity 10. All diakka have a +10 racial bonus to Jump checks.</p><p></p><p><strong>Freeze (Ex): </strong> Sarcophs can stand very still for hours, even days, at a time. Any creature that sees a sarcoph must make a Spot check (DC 30) to determine that it is, in fact, alive.</p><p></p><p><strong>Skills:</strong> A sarcoph gains a +8 racial bonus on all Hide, Listen and Spot checks.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1696517, member: 7451"] It's been a pretty slow summer, monster-wise. I haven't posted anything for months. That's about to change. You see, I wrote up a bunch of monsters in a journal while I was on vacation in June, but I haven't gotten them into computer format. As I type up more of them, I will share them with you, the reader at home. Comments always welcome. Of course. [B]Sarcoph Huge Outsider (Diakk, Evil, Extraplanar)[/B] [B]Hit Dice: [/B] 15d8+135 (202 hp) [B]Initiative: [/B] +7 [B]Speed:[/B] 40ft (8 squares) [B]Armor Class: [/B] 31 (-2 size, +3 Dex, +20 natural), touch 11, flat-footed 28 [B]Base Attack/Grapple: [/B] +15/+31 [B]Attack:[/B] Claw +21 melee (2d6+8) [B]Full Attack[/B][B]:[/B] 2 claws +21 melee (2d6+8) and bite +19 melee (2d12+4) [B]Space/Reach:[/B] 15ft/15ft [B]Special Attacks:[/B] Improved grab, spell-like abilities, weakness gaze [B]Special Qualities:[/B] Darkvision 60ft, DR 10/good, freeze, SR 25 [B]Saves:[/B] Fort +18, Ref +12, Will +14 [B]Abilities:[/B] Str 27, Dex 16, Con 29, Int 17, Wis 20, Cha 17 [B]Skills:[/B] Concentration +30, Diplomacy +24, Hide +21, Intimidate +21, Knowledge (history, planes) +21, Jump +40, Listen +33, Move Silently +21, Sense Motive +23, Spot +33 [B]Feats:[/B] Alertness, Cleave, Combat Reflexes, Improved Initiative, Multiattack, Power Attack [B]Environment: [/B] Grey Wastes of Hades [B]Organization: [/B] Solitary or flock (1 plus 2-12 of mixed varath and carcene) [B]Challenge Rating: [/B] 16 [B]Treasure: [/B] Standard [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 16-30 HD (Huge), 31-45 HD (Gargantuan) [B]Level Adjustment:[/B] - [I]This massive bird-like creature has an oddly human face behind a long hooked beak. Although its body is covered with grey and brown feathers, the thing’s neck and head have merely naked pink skin. It has muscular clawed arms in place of wings, and its powerful legs tense to leap as you approach.[/I] Every berk has heard of the Law of Threes, and how it even applies to the natives of the Planes. So why hasn’t anybody asked why there’s only two types of diakka? The chant is, the third type, called “giant” by the Clueless and sarcoph by those with more common sense, are the spymasters of the Blood War. They watch every battle on the Grey Wastes from afar, and their secrets flow as free as the waters of the Styx, for the right price. So clever are these diakk that most people who don’t need to know they exist simply don’t, and they have an uncanny ability to melt into the landscape. Sarcophs don’t spend much time among their fellow diakk, finding them petty and stupid, but occasionally a sarcoph will command a flock in order to accomplish some goal known only to them. Sarcophs stand about 20 feet tall and weigh up to a ton. They speak Infernal, Abyssal, Diakk and Yugoloth. [B]Combat[/B] Sarcophs avoid combat at all costs, but are nasty fighters if forced, using their phenomenal leaping ability to stay out of range while using spell-like abilities and their gaze attack. If forced into a melee, they use their powerful claws and beak to rip opponents apart. [B]Improved Grab (Ex):[/B] In order to use this ability, a sarcoph must hit a Large or smaller opponent with a claw attack. It can then make a grapple check as a free action without provoking an attack of opportunity. [B]Spell-like Abilities:[/B] At will- [I]chill touch [/I] (DC 14), [I]jump, ray of enfeeblement[/I]; 3/day- [I]contagion[/I] (DC 17), [I]greater teleport [/I] (self plus 50lbs of items only), [I]ray of exhaustion [/I] (DC 16); 1/day- [I]blasphemy, cloudkill [/I] (DC 18), [I]unholy aura [/I] (DC 21). Caster level 15th. The save DCs are Charisma-based. [B]Weakness Gaze (Su): [/B] Although sarcophs cannot enter a dance of weakness like other diakka, they make up for it with a debilitating gaze attack. All creatures within 30ft of a sarcoph must make Fortitude saves every round (DC 20) or take 1d8 points of Strength and Dexterity damage. The save DC is Charisma-based. [B]Diakk Traits: [/B] Immune to poison and disease, resistance to acid 10, cold 10 and electricity 10. All diakka have a +10 racial bonus to Jump checks. [B]Freeze (Ex): [/B] Sarcophs can stand very still for hours, even days, at a time. Any creature that sees a sarcoph must make a Spot check (DC 30) to determine that it is, in fact, alive. [B]Skills:[/B] A sarcoph gains a +8 racial bonus on all Hide, Listen and Spot checks. Demiurge out. [/QUOTE]
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