Corlon
First Post
Okay, so the background is that currently I'm running a campaign with a party of three people. They're a level 9 party (a wizard, a cleric, and a fighter) and have heard of a strange insect race attacking the nomadic tribes of the north, and have decided to investigate. They've already had a few encounters with the creatures. They are something like formians (they have the same immunities, resistances, and hive mind ability), but they have a lot of teleportation abilities, they constantly see magical auras as if under the effect of detect magic, and they all have a few interesting abilities such as acid blood (if they're hit by a piercing or slashing weapon, everyone in a 5ft. radius must make a ref save DC 15 or get dealt 1d6 acid damage, a successful save negates it.) There's one downside to their teleporting powers, and that is whereever they appear there is a large firecracker noise, thereby alerting people to their presence. They're the new creations of a godlike dragon and are his part of an alliance of evil people to take over the world (basically).
Each of them fills a niche, the general warrior is just the main attack force. They only have dimension door so they rely on transporters to transport them within about a mile or so of their target. The supporters are general on site commanders for the warriors, and they can also act as assasins (with their teleport without error and their good hide/ms scores). The devastators basically circle around battlefields and blast everything with fireballs or cones of fire.
"The Swarm's" main goal is to collect any magical items that they find, primarily to find a powerful artifact that the god wants, and secondarily to consume all non-needed magical items to create more of themselves.
Here are their stat blocks, I was just wondering if you guys a) thought they were a cool idea, and b) if the CRs are about right.
Arctic Bug Attackers:
General Warrior (Med Size Lawful, Evil Outsider)
Hit Dice: 8d8+16(52)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40ft.
Armor Class: 18 (+3 Dex, +5 Natural)
Attack: 2 Claws +12 melee, bite+9
Damage: 2 Claws 2d4+3, bite 1d6+1 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 14, 1d6 primary/secondary str damage).
SQ: Dimension Door at will (1st level caster), Can Detect Magic via sight, Acidic Blood(DC 15), Poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 18. Hive Mind.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills: Climb +12, Hide +12, Listen +8, Spot +8, Move Silently +12, Concentration +18, Use Magic Device +4
Feats: Multiattack, Improved Initiative, Weapon Focus (claw)
CR: 5
Alignment: Always Lawful Evil
Supporter (Med Size Lawful, Evil Outsider)
Hit Dice: 10d8+20 (65)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40ft.
Armor Class: 24 (+3 Dex, +7 Natural, +4 Mage Armor)
Attack: 2 Claws +14 Melee, Bite +11
Damage: 2 Claws 2d4+4, Bite 1d6+2 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 15, 1d6 intial/secondary strength damage), , Giant Vermin at will (CL 7)
SQ: Teleport Without Error at will (1st level caster), can detect magic via sight, acidic blood, poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 20, death knell (20ft. radius, 10d6 acid damage, DC ref 14), Constant Mage Armor, Hive Mind.
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 14, Cha 12
Skills: Climb +15, Hide +14, Listen +10, Spot +10, Move Silently +14, Concentration +12, Use Magic Device +8
Feats: Multiattack, Improved Initiative, Augmented Giant Vermin(+4 str and con for giant vermin)).
CR: 9
Alignment: Always Lawful Evil
Devastator (Med Size Lawful, Evil Outsider)
Hit Dice: 8d8+16 (52)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30ft., 60 ft. fly (good).
Armor Class: 25 (+5 Dex, +6 Natural, +4 Mage Armor)
Attack: 2 Claws +12 Melee
Damage: 2 Claws 1d6+4
Face/Reach: 5ft. by 5ft./5ft.
SA: Fireball (10d6 dmg, Ref DC 17, 800ft. range ), Firecone (50ft., 10d6 dmg, Ref DC 17), Fireball/Firecone can only be used once every d2 rounds.
SQ: Teleport Without Error at will (1st level caster), can detect magic via sight, acidic blood, poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 20, death knell (20ft. radius, 10d6 acid damage, DC ref 14), Constant Mage Armor, Hive Mind.
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 16, Cha 12
Skills: Hide +14, Listen +14, Spot +14, Move Silently +14, Concentration +12, Use Magic Device +8
Feats: Improved Initiative, Spell focus (fireball), flyby attack
CR: 8
Alignment: Always Lawful Evil
Transporter (Large Lawful, Evil Outsider)
Hit Dice: 6d8+24(51)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20ft.
Armor Class: 19 (+2 Dex, +7 Natural)
Attack: 2 Claws +13 melee, bite+10
Damage: 2 Claws 2d4+7, bite 1d6+3 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 18, 1d8 primary/secondary str damage).
SQ: Dimension Door at will (20th level caster), Teleport at will(20th level caster), Planeshift once per day (20th level caster), Can Detect Magic via sight, Acidic Blood(DC 15), Poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 18. Hive Mind.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 25, Dex 14, Con 18, Int 10, Wis 12, Cha 11
Skills: Climb +12, Hide +12, Listen +8, Spot +8, Move Silently +12, Concentration +18, Use Magic Device +4
Feats: Multiattack, Improved Initiative, Weapon Focus (claw)
CR: 6
Alignment: Always Lawful Evil
Currently I'm creating a "seer" which is basically just a huge creature that can't move but has a lot of spell-like abilities, especially divinations, and they coordinate most movements of "the swarm." They're basically generals, and are responsible for containing the magical energies that the swarm brings back and to create new members of the swarm. Eventually I'll create a supreme king of the swarm that controls everything.
Ah yes, one last thing. The warriors are initially created and then they're upgraded into the other forms depending on the need of the swarm. I haven't really outlined rules for this yet, but there it is.
So, what do you guys think?
Each of them fills a niche, the general warrior is just the main attack force. They only have dimension door so they rely on transporters to transport them within about a mile or so of their target. The supporters are general on site commanders for the warriors, and they can also act as assasins (with their teleport without error and their good hide/ms scores). The devastators basically circle around battlefields and blast everything with fireballs or cones of fire.
"The Swarm's" main goal is to collect any magical items that they find, primarily to find a powerful artifact that the god wants, and secondarily to consume all non-needed magical items to create more of themselves.
Here are their stat blocks, I was just wondering if you guys a) thought they were a cool idea, and b) if the CRs are about right.
Arctic Bug Attackers:
General Warrior (Med Size Lawful, Evil Outsider)
Hit Dice: 8d8+16(52)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40ft.
Armor Class: 18 (+3 Dex, +5 Natural)
Attack: 2 Claws +12 melee, bite+9
Damage: 2 Claws 2d4+3, bite 1d6+1 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 14, 1d6 primary/secondary str damage).
SQ: Dimension Door at will (1st level caster), Can Detect Magic via sight, Acidic Blood(DC 15), Poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 18. Hive Mind.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills: Climb +12, Hide +12, Listen +8, Spot +8, Move Silently +12, Concentration +18, Use Magic Device +4
Feats: Multiattack, Improved Initiative, Weapon Focus (claw)
CR: 5
Alignment: Always Lawful Evil
Supporter (Med Size Lawful, Evil Outsider)
Hit Dice: 10d8+20 (65)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40ft.
Armor Class: 24 (+3 Dex, +7 Natural, +4 Mage Armor)
Attack: 2 Claws +14 Melee, Bite +11
Damage: 2 Claws 2d4+4, Bite 1d6+2 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 15, 1d6 intial/secondary strength damage), , Giant Vermin at will (CL 7)
SQ: Teleport Without Error at will (1st level caster), can detect magic via sight, acidic blood, poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 20, death knell (20ft. radius, 10d6 acid damage, DC ref 14), Constant Mage Armor, Hive Mind.
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 14, Cha 12
Skills: Climb +15, Hide +14, Listen +10, Spot +10, Move Silently +14, Concentration +12, Use Magic Device +8
Feats: Multiattack, Improved Initiative, Augmented Giant Vermin(+4 str and con for giant vermin)).
CR: 9
Alignment: Always Lawful Evil
Devastator (Med Size Lawful, Evil Outsider)
Hit Dice: 8d8+16 (52)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30ft., 60 ft. fly (good).
Armor Class: 25 (+5 Dex, +6 Natural, +4 Mage Armor)
Attack: 2 Claws +12 Melee
Damage: 2 Claws 1d6+4
Face/Reach: 5ft. by 5ft./5ft.
SA: Fireball (10d6 dmg, Ref DC 17, 800ft. range ), Firecone (50ft., 10d6 dmg, Ref DC 17), Fireball/Firecone can only be used once every d2 rounds.
SQ: Teleport Without Error at will (1st level caster), can detect magic via sight, acidic blood, poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 20, death knell (20ft. radius, 10d6 acid damage, DC ref 14), Constant Mage Armor, Hive Mind.
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 16, Cha 12
Skills: Hide +14, Listen +14, Spot +14, Move Silently +14, Concentration +12, Use Magic Device +8
Feats: Improved Initiative, Spell focus (fireball), flyby attack
CR: 8
Alignment: Always Lawful Evil
Transporter (Large Lawful, Evil Outsider)
Hit Dice: 6d8+24(51)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20ft.
Armor Class: 19 (+2 Dex, +7 Natural)
Attack: 2 Claws +13 melee, bite+10
Damage: 2 Claws 2d4+7, bite 1d6+3 (and poison)
Face/Reach: 5ft. by 5ft./5ft.
SA: Poison (bite dc 18, 1d8 primary/secondary str damage).
SQ: Dimension Door at will (20th level caster), Teleport at will(20th level caster), Planeshift once per day (20th level caster), Can Detect Magic via sight, Acidic Blood(DC 15), Poison/cold/petrifaction immunity, fire/electricity/sonic resistance 20, SR 18. Hive Mind.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 25, Dex 14, Con 18, Int 10, Wis 12, Cha 11
Skills: Climb +12, Hide +12, Listen +8, Spot +8, Move Silently +12, Concentration +18, Use Magic Device +4
Feats: Multiattack, Improved Initiative, Weapon Focus (claw)
CR: 6
Alignment: Always Lawful Evil
Currently I'm creating a "seer" which is basically just a huge creature that can't move but has a lot of spell-like abilities, especially divinations, and they coordinate most movements of "the swarm." They're basically generals, and are responsible for containing the magical energies that the swarm brings back and to create new members of the swarm. Eventually I'll create a supreme king of the swarm that controls everything.
Ah yes, one last thing. The warriors are initially created and then they're upgraded into the other forms depending on the need of the swarm. I haven't really outlined rules for this yet, but there it is.
So, what do you guys think?
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