Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 332595 times)

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b100d_arrowz

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It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.
I checked the original text, and your right on both  :D Now to roll up my xixecal/wizard/lich/demilich endboss  :devil
I'm delirious from lack of sleep, but am sustained by the power of the Gatling Gun!

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Nobunaga

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Registered just to ask... would it be possible to get a level progression for a Hell Wyrm (MM2)?

Nobunaga

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Err, rather, a Hellfire Wyrm?


Tenebrus

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Requesting the Abeil soldier (MM-2).  I use them for all sorts of insectoid/arachnid monsters.  And again, bravo for your work, sir!

Mushroom

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Requesting the Basilisk



CDTalmas

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Just wanted to let you know that I will be getting more questions/comments/concerns/criticisms for the monsters, but my weeks have been hectic.  What little free time I have have been used trying to relax :) Will get to that anaxim very soon.  It's going to prove a little more difficult as it's the first epic monster I've reviewed.

b100d_arrowz

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Just wanted to let you know that I will be getting more questions/comments/concerns/criticisms for the monsters, but my weeks have been hectic.  What little free time I have have been used trying to relax :) Will get to that anaxim very soon.  It's going to prove a little more difficult as it's the first epic monster I've reviewed.
try reviewing things like the xyxycal  :lmao
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

oslecamo

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Hellfire Wyrm


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Hellfire Wyrm body,  Lesser Fiendish Form, Faint Fiendish Magic, +1 Cha
2 +2 +3+0+3 Keen senses, Hellfire Breath
3 +3 +3+1+3 Blindsense 60 feets, Lesser Fiendish Magic
4 +4 +4+1+4 Wings, +1 Str
5 +5 +4+1+4 Developed Fiendish Magic, +1 Con
6 +6 +5+2+5 Growth, Tail Slap, +1 Cha
7 +7 +5+2+5 Intriguist Fiendish Magic, +1 Str
8 +8 +6+2+5 Fiendish Form, Summon Baatezu
9 +9  +6+3+6Corrupt Fiendish Magic, +1 Con, +1 Cha
10 +10 +7+3+7Hellfire Scales, Infernal Aura
11 +11 +7+3+7 Greater Fiendish Magic, +1 Str
12 +12 +8+4+8Growth, Frightfull Presence, Crush, +1 Con
13 +13 +8+4+8Master Fiendish Magic, +1 Cha
14 +14 +9+4+9Power broker, +1 Str, +1 Con
15 +15 +9+5+9Overwhelming Fiendish Magic, +1 Cha
16 +16 +10+5+10Unholy Alliance, +1 Str, +1 Con
17 +17 +10+5+10Greater Infernal Power, +1 Cha, +1 Str
18 +18 +11+6+11Justice is Just a Word, +1 Con, +1 Cha
19 +19 +11+6+11Foul Agenda,+1 Str +1 Con, +1 Cha
20 +20 +12+6+12Baator Agent, +1 Str, +1 Con, +1 Cha
21 +20 +12+6+12Hellfire Power, +1 Str, +1 Con, +1 Cha
22 +21 +13+7+13Hellfire Diplomacy, +1 Str, +1 Con, +1 Cha
23 +21 +13+7+13 Breed Despotism Baator Ambassador, +1 Str, +1 Con, +1 Cha
24 +22 +14+8+14 Baator Ambassador, +1 Str, +1 Con, +1 Cha
25 +22 +14+8+14 Let no Good Deed go Unpunished, +1 Str, +1 Con, +1 Cha
26 +23 +15+9+15 Let no Evil Deed go Unrewarded, +1 Str, +1 Con, +1 Cha
6 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Disguise, Diplomacy, Intimidate,  Jump, Listen,  Knowledge(any), Profession(any), Search, Spot, Spellcraft.

Proficiencies: a Hellfire Wyrm isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Hellfire Wyrm Body: The Hellfire Wyrm loses all other racial bonuses, and gains Dragon traits, Fire Subtype (immunity to fire, +50% damage from cold) , bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Hellfire Wyrm has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Hellfire Wyrm  equal to 1+Con modifier. Whenever the Hellfire Wyrm grows one size category, his natural armor increases by a further 1.

Lesser Fiendish Form : A Hellfire Wyrm can assume the form of a Tiefling as a standard action at will. The dragon can remain in its Tiefling form until it chooses to assume a new one or return to its natural form.

Fiendish Magic: Starting at first level, and every other level, the Hellfire Wyrm becomes able to use certain SLAs a certain number of times per day.  Any save DCs are 10+1/2 HD+Cha mod. Some of those SLAs may have improved effects in comparison to the original spells, in which case that's indicated on the entry.

Faint
- At 1st level Charm Person and Misdirection each 2/day per HD.

Lesser
-At 3rd level Hold Person, Invisibility, and Pyrotecnhnics 1/day per 2 HD.

Developed-At 5th level Dispel Magic, Desecrate and Suggestion 1/day per 2 HD. At 11 HD the Dispel Magic upgrades to greater Dispel Magic. The Desecrate benefits devils (plus the Hellfire Wyrm itself) as if they were undead.

Intriguist-At 7th level Improved Invisibility, Charm Monster, and Wall of Fire 1/day per 3 HD, and half the damage it deals is infernal power that ignores resistances and immunities.

Corrupt-At 9th level Teleport,  Sending, and Unhallow  each 1/day per 4 HD. At 13 HD the teleport upgrades to greater teleport. The Unhallow benefits devils (plus the Hellfire Wyrm itself) as if they were undead.

Greater-At 11th level Plane Shift and Hold Monster each 1/day per 5 HD and True Seeing as permanent effect on the Hellfire Wyrm. In addition now the Hellfire's wyrm true shape is never revealed by True Seeing while he remains in Fiendish Form of any kind.

Master-At 13th level Blasphemy, Dictum, Power Word (Blind) each 1/day per 5 HD.

Overwhelming-At 15th level Unholy Aura, Demand, and Fire Storm 1/day per 5 HD. Half the damage dealt is infernal power and ignores resistances and immunities (both the Fire Storm and the Unholy Aura's Str damage).


Hellfire Breath:At 2nd level the Hellfire Wyrm gains a breath weapon consiting of a Cone 30 feet dealing 1d6  damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feet with each extra HD the player takes from here. Half the damage is fire, and the other half is infernal power that can't be reduced by any amount of resistance and bypasses all immunities.

Keen senses:The Hellfire Wyrm sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feets.

Ability score increase: The Hellfire Wyrm ability scores increase by the shown amount.

Level Bonus gained
1    +1 Cha
4    +1 Str
5    +1 Con
6    +1 Cha
7    +1 Str
9    +1 Con, +1 Cha
11   +1 Str
12  +1 Con
13  +1 Cha
14  +1 Str, +1 Con
15  +1 Cha
16  +1 Str, +1 Con
17 +1 Cha, +1 Str
18  +1 Con, +1 Cha
19 +1 Str, +1 Con, +1 Cha
20  +1 Str, +1 Con, +1 Cha
21  +1 Str, +1 Con, +1 Cha
22  +1 Str, +1 Con, +1 Cha
23  +1 Str, +1 Con, +1 Cha
24  +1 Str, +1 Con, +1 Cha
25  +1 Str, +1 Con, +1 Cha
26  +1 Str, +1 Con, +1 Cha

For a total of +8 Str, +8 Con, +9 Cha at 20th level and +14 Str, +14 Con and +15 Cha at 26th level.


Wings:
The Hellfire Wyrm becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Growth:At 6th level the Hellfire wyrm grows to large size.
                  At 12th level the Hellfire wyrm grows to huge size.
               
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The Hellfire Wyrm can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Fiendish Form:At 8th level the Hellfire Wyrm can use Polymorph on itself 1/day per HD with CL=HD, but the duration is permanent (can still be dismissed) and the Hellfire Wyrm can only assume Devil forms.

Summon Baatezu:At 8th level the Hellfire Wyrms have rose enough in the Nine Hells ranks to summon lesser devils. As a standard action 1/day the Hellfire Wyrm may summon a Bearded Devils that serve for 1 minute/HD. Devils summoned this way can't use their own summons.

At 10 HD he can summon two Bearded Devils instead

At 12 HD he can summon four Bearded Devils instead.

At 14 HD he can summon one Barbed Devil instead.

At 16 HD he can summon an Ice Devil instead.

At 18 HD he can summon an Horned Devil instead.

At 20 HD two Horned devils, or four Ice Devils, or eight Barbed Devils, or sixty-four Bearded Devils.


Hellfire Scales: At 10th level the Hellfire Wyrm gains DR/magic and good equal to half his HD and SR equal to 11+HD, which he can drop or raise at any time as a free action even if it isn't his turn.

Infernal Aura: At 10th level any creature whitin 5 feet of a Hellfire Wyrm automatically takes 1d4 points of damage per round per each 5 HD. Half this damage is fire and the other half is infernal power that ignores resistances and immunities. The Hellfire Wyrm may supress or resume this aura as a free action.

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons


Power Broker:At 14th level the Hellfire Wyrm is a true master of subtle manipulation. As a swift action he may make a Bluff or Intimidate check against two creatures that can hear him (can't pick himself or anybody that's clearly the hellfire wyrm's ally). If he suceeds against either, the relation between those two creatures drops or rises by one step (Hellfire Wyrm's choice). The effect lasts 48 hours, and no creature can be affected more than 1/day by the Hellfire wyrm. However multiple uses along several days stack, so for example an hellfire wyrm can make two best friends bitter enemies over several days of poisoning their minds, altough they'll eventually come to their senses unless the Hellfire Wyrm continues his scheming. The Hellfire Wyrm can use this on an undercover ally/minion, but if the relationship is discovered, all creatures affected by this go back to normal.

Unholy Alliance: An Hellfire Wyrm is a master at playing for all sides of a conflict. At 16th level he may count himself as any alignment for the purpose of magic and effects that care about alignment, and he also can always count himself as an ally when under area effects.

In addition 1/day he may make a sucessful Power Broker check change a relationship two steps instead of just one, but the effect then only lasts 1d4 rounds.

Greater Infernal Form: At 17th level the Hellfire Wyrm may use Shapechange at will on himself as the spell with CL equal to HD, except it may only take Devil forms.

Justice is Just a Word:Why should the strong help the weak? Why should those with power share it with those who don't have it?  At 18th level 1/day per 3 HD, as an immediate action the Hellfire Wyrm may make a Bluff or Intimidate check against someone targeting an attack against him. If he suceeds, that attack is re-directed against another creature the Hellfire Wyrm has suceeded in damaging on the past (the new target must be in range of the re-directed attack).

Instead of attacks, the Hellfire Wyrm may also use this ability if an oponent  would use a benefical effect on itself or an ally (or group of allies). In this case if he suceeds, the Hellfire Wyrm is the only one gaining the benefical effect instead.

Foul Agenda:At 19th level the Hellfire Wyrm can use Dominate Monster, Mass Charm Monster and Mass Hold Monster as SLAs each 1/day per 6 HD. Save DCs are 10+1/2 HD+Cha mod. All of those can affect even creatures normally immune to them, but they gain a +5 bonus on their saves.

Baator Agent:At 20th level, few can rival an Hellfire Wyrm on the department of manipulation. He may now use any of his SLAs as a swift or move action 1/round. Once per day, he may cast any 3 SLAs as a fullround action.

Hellfire Power: At 21st level the Hellfire Wyrm can use all of his SLAs at will, and his DR improves to DR/Epic and Good. An limits on CL are removed.

Hellfire Diplomacy: At 22nd level whenever the Hellfire Wyrm uses his breath weapon, he may submit the targets affected by it to any one of his mind-affecting SLAs.

Breed Despotism: At 23rd level the effects of Power Broker last 1 year, and the Hellfire Wyrm can affect any number of targets whitin hearing range as a simple swift action. Remaining limits still apply.

Baator Ambassador: At 24th level the hellfire Wyrm can bring forth two Pit Fiends with is Summon Baatezu ability. At 26 HD and every two HD thereafter, he can double the number of Pit Fiends summoned.

Let no Good Deed go Unpunished: At 25th level whenever an oponent whitin sight casts a benefical spell on himself or an ally, the Hellfire Wyrm may attack them with a SLA, breath weapon or natural weapon as a free action even if it isn't his turn, but no more than 1/round.

Let no Evil Deed go Unrewarded: At 26th level the Hellfire Wyrm may use Wish as a SLA 1/day per 7 HD. He must pay the exp price as normal. If the Wish is used to perform (or helps perform) one of the following

[spoiler]
Using an evil spell
Humiliating an underling
Engaging in intimidating torture
Stealing from the needy
Desecrating a good church or temple
Betraying a friend or ally for personal gain
Causing gratuitous injury to a creature
Perverting justice for personal gain
Inflicting cruel or painful torture (or worst)
Cold-blooded murder
Murder for pleasure
[/spoiler]

Then the Hellfire Dragon gains 200 exp per HD back, up to the Exp he spent on the Wish once the above deed is done. So for example a Hellfire Wyrm could create stashes of treasure to briber someone into commit horrible acts, and then the Hellfire Wyrm would get his exp back when said deeds were performed by the receiver

[/spoiler]

Comments:
[spoiler]
And here's my first epic dragon! (really gotta do the true dragons epic progressions one of these days)

The Hellfire Wyrm is literally a dragon from hell, specialized in manipulation of others. Doesn't have spellcasting, but has strong skill points and a wide arsenal of SLAs (to which I added some extras since the original's list is kinda too much focused on low level spells). Only goes to huge size in 26 levels but provides excellent stat bonus. All fire abilities deal half  infernal damage.

It can also turn into devils and summon devils and manipulate others like a devil. And now I need some good sleep.

So if you want to play a giant LE lizard, the hellfire dragon's for you!

[/spoiler]


oslecamo

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Abeil (Soldier & Vassal)



[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +1 +0 +0 +2 Abeil Body, Drone, Poison
2 +2 +0 +0 +3 Hive Mind, Flight of the Bumble Bee, Insect Grab
3 +3 +1 +1 +3 Abeil Soldier, Gut Suspicion, +1 Str, +1 Con
4 +4 +1 +1 +4 Special Enemy, Enfeebling Poison, +1 Str
5 +5 +1 +1 +4 Growth, Better to Die for the Hive than to Live for Yourself, +1 Str
6 +6 +2 +2 +5 Stormwing, Swift Response, +1 Str, +1 Con
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Bluff, Craft(any), Diplomacy, Intimidate Knowledge(any), Listen, Sense Motive, Spot, Survival.

Proficiencies: The Abeil is proficient with simple weapons and whatever natural weapons it acquires from this class.

Features:

Abeil body:At 1st level an Abeil  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An Abeil is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.

Drone: As a fullround action a number of times per day equal to his HD, an Abeil can beats its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+1/2HD+Con mod) or fall asleep as a Sleep spell. There is no HD limit for this effect. Abeils are immune to their own drone attacks as well as those of other abeils. With one week of intensive training consisting of submiting an ally to weakened versions of Drone, an Abeil can turn other creature immune to his personal Drone attack, but not that of other Abeils.

At 10 HD the Abeil can affect even creatures normally immune to this effect, but they gain a +5 bonus on their saves.

Poison: An abeil delivers its poison (Fortitude save DC 10+1/2 HD+Con mod) with each successful sting attack. The initial and secondary damage are 1d4 Strenght damage.

Hive Mind: At 2nd level an Abeil develops a mysterious direct connection with those of its own kind. All Abeils whitin 500 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Abeil whitin range is considered flanked unless all are. An Abeil may also spend 8 hours talking over a matter of diferent topics with a non-Abeil creature to forge a unique bond with them, that allows that Abeil to treat its companion as another Abeil for the purposes of Hive  Mind. The Abeil can only maintain a number of such companions at one time up to its highest mental Stat Mod, but he may trade old ones for new ones.

Flight of the Bumble Bee:At 2nd level the Abeil grows short insect wings that can be used to fly at 60 ft speed with average maneuverability, but only for a few seconds at a time, so if he ends his turn in the air he instantly falls. At 4 HD the Abeil can fly at 60 ft with average maneuverability all the time whitout problem.

Insect Grab: At 2nd level if an Abeil hits a single target with both claws on the same round, it deals normal damage and can attempt to start a grapple as a free action whitout provoking an attack of oportunity. If it gets a hold, it automatically hits with its String. Thereafter, the Abeil has the option to conduct the grapple normally, or simple use its claws to hold the opponent (-20 penalty on grapple checks, but the Abeil is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.

At 8 HD the Abeil also ignores Freedom of movement effects.

Abeil Soldier:
At 3rd level the Abeil starts developing warlike tastes while his chitin hardens. He gains proficiency with all martial weapons and DR/magic equal to  his HD.

Gut Suspicion:
Abeil soldiers are trained to protect their people from all danger, and as far as their instincts tell them, any other nearby civilization is a threat. At 3rd level the Abeil adds his Con mod to Sense Motive checks.

Ability Score Increase: The Abeil gains a permanent +1 to

Str at levels 3, 4, 5 and 6.

Con at levels 3 and 6.

For a total of +4 Str and +2 Con at 6th level.

Special Enemy: At 4th level an Abeil may select a creature type as a special enemy. This works exactly as the Ranger's favorored enemy ability, except the Initial bonus is +2 plus +1 for each 4 HD of the Abeil. Ranger and Abeil levels stack for calculating when new favored enemies are gained and their bonuses, except the +1/4 HD only applies to the first one.

Enfeebling Poison: At 4th level, the Abeil's poison deals 2d4 Str damage as initial and secondary effect. At 8 HD it will deal 1d8 Str damage instead, and every 4 HD thereafter it increases one extra die size. At 10 HD it can affect even creatures immune to its effects, but they gain a +5 bonus on their saves.

In addition the Abeil can coat his weapons and ammo with his poison whitout risking to poison himself, but such poison only remains "fresh" for 1 hour per HD or untill the weapon strikes, after which it dries out and becomes useless. It has no commercial value.

Growth: At 5th level the Abeil grows one size category.  His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Better to Die for The Hive than to Live for Yourself:
Cowardice from the individual threatens the group, and Abeil soldiers will rather throw themselves to their deaths than to let their ideals falter. At 5th level the Abeil may choose to automatically suceed on a failed Will save as an immediate action, but then the Abeil becomes flat-footed for 1d4 rounds as he's too focused on his ideals to notice much else.

Stormwing:At 6th level as a fullround action, an Abeil in flight can hover and deliver a destructive sonic attack with its wings. The attack deals 1d6 damage per HD to all enemies whitin a 40-foot burst (Reflex save DC 10+1/2 HD+Con mod for half damage). Once the Abeil uses this ability, it must wait 1d4 rounds before using it again.

1/day per 2 HD, the Abeil may instead deliver an even more devastating sonic attack with its wings. Add the Abeil's Con mod to the damage inflicted and oponents failing their saves are dazed for 1 round.

Swift Response:
At 5th level the Abeil's base speed increases to 40 ft and his flight speed increases to 90 ft and increases to Good maneuverability.
[/spoiler]

Comments
[spoiler]
The Abeil Soldier's one of the few MM II monsters that's not grossly over or under-CRd (not the queen of course).

I took the chance and made the Vassal as well, those are the two first levels granting all the base abilities. Drone, poison, grapple, multiple natural weapons, hive mind, limited flight (that gets better), that's one nasty bug. I made the initial poison non-scaling because that was already pretty front-loaded.

Levels 3-6 upgrade the humble vassal to the sturdy soldier. No armor proficiency or natural armor plus just 1d8 HD means it's somewhat squishy, so for one I gave it DR/magic fully equal to HD instead of half like most other monsters. Sure it grows obsolete quickly, but at this levels monsters with magic attacks are still rare, and by 7th level you'll be geting levels of something that can get armor.

Fast flight speed however allows it to keep mobile while peppering oponents with ranged weapons, and I added the BTDFTHTLFY for representing the whole "drone existing only for fighting" thingy. In some cases however it may be better to fail the will save than render yourself flat-footed. Notice that since you can't take immediate actions while flatfooted, you can't either spam it every round.

It also has a wide array of offensive trick between Favored Special enemy, sleep, poison, grapple, wingstorm, it can inflict a wide array of status effects while laying out the pain. Wear down your oponent's strenght and then get a good hold of them!

Trivia, in my mother language Abeil is quite close to abelha, our word for "bee".

So if you want to play abelha-man, the Abeil's for you!

[/spoiler]

Catty Nebulart

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Quote
Abeil body:At 1st level an Abeil  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An antropormhopic animal is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.

While you could make the argument that Abeil are anthropomorphic animals that is probably a typo.
E: "Did they... did they just endorse the combination of the JSDF and US Army by showing them as two lesbian lolicons moving in together and holding hands and talking about how 'intimate' they were?"
B: "Have you forgotten so soon? They're phasing out Don't Ask, Don't Tell."


the_shadowmind

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Could you try the Obsidian Dragon? It is a 3.0 psionic dragon, so some extra tweaking might be needed compared to the standard dragons.
And it has no picture sadly.
http://www.wizards.com/default.asp?x=dnd/psb/20030124b

mishra

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I'd love to see a Visage from Libris Mortis, if you have the time.


VennDygrem

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Well, ability increases would be a couple points in Str and a couple in Con, and obviously it gets the petrifying gaze. Possibly build up to it.

I might also find ways to focus more on its bite attack, since that's one of its only other features. Possibly partial paralysis or a Slow effect chance from getting bit?

Basilisks also have 8 legs, which would be great fodder for abilities if not for the fact that basilisks are both slow and lazy. They also get a minor ability to hide slightly better in natural settings due to their hide's coloration, so maybe you could give them a version of the Ranger's Camouflage ability (rather than Hide in Plain Sight in natural terrain, which they get later, but is another consideration).

Other than that, I'd agree, basilisks are pretty boring.

oslecamo

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Basilisk (awakened)

[spoiler]
Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+0+2Basilisk Body, Hardening Gaze, Unique Gaze, +1 Con
2+2+3+0+3Unique Gaze, Hectability, +1 Str
3+3+3+1+3Nature Petrification, Hide in Plain View, +1 Con
4+4+4+1+4Unique Gaze, Rock Guts, +1 Str
5+5+4+1+4Stone Gaze, Rock Chomp, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A Basilisk is proficient with its own natural weapons.

Features

Basilisk Body:
The Basilisk loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 30 feet, and a natural weapon Bite attack dealing 1d8+1,5 Str mod damage. Basilisks have no limbs capable of fine manipulation, but awakened specimens are capable of speech.

A Basilisk also gains a natural armor bonus equal to 2+Con modifier.

Hardening Gaze: at first level, the Basilisk's eyes are still far from their true power, but they can already slowly turn its preys into stone. The Basilisk gains a Gaze attack with a range of 20 feet plus 5 feet per 2 HD, useable at will, that inflicts a 1d2 penalty to Dexterity and -10 feet penalty to all movement speeds if the onlooker fails a Fort save with DC 10+1/2HD+Con mod. Multiple failed saves stack, and they last 1 minute/HD. Any effects that protect against Petrification protect against Hardening Gaze. If a creature's Dex would be reduced to 1 by this, they're turned to stone instead.

Unique Gaze: there's multiple subspecies of basilisks each capable of producing diferent kind of gazes, and some experts will claim that actualy each individual Basilisk's gaze has unique properties. At1st, 2nd and 4th Basilisks level, choose one of the following options, each useable a number of times per day equal to Con mod.

[spoiler]
Long Gaze: A Basilisk's eye can reach far indeed. As a standard action, the Basilisk can focus its eyes on a creature it can see whitin 200 feet plus 50 feet per 2 HD. That creature is affected once by the Basilisk's Hardening gaze.

Petrificating Gaze:
Just because you survived the first glance doesn't mean you'll escape the second. As a standard action, you can focus your eyes more intensily on a creature inside your Hardening gaze range that is already affected by its penalty. They must save again, and if they fail, they're fully petrified. At 8 HD they get another instance of the penalty if they

Heavy Gaze: Stone is heavier than flesh, and moving gets harder. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also fatigued for 1 round per HD. At 8 HD they become Exhauted instead for the same duration, or fatigued for 1 round if they suceed on the save.

Toxic Gaze: Having your body turned into stone just isn't healthy. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also sickened for 1 round per HD. At 8HD, they become nauseated instead, or sickened if they suceed on the save.

Crumbling Gaze: Stone muscles just don't perform that well. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze also take a 1d2 stackable penalty to Str for 1 minute/HD.

Careful Gaze: Some friendlier Basiliks learn how to don't look at the things they like. As a swift or move action, the Basilisk can exclude any number of creatures it wants from being affected by its gaze.

Fossilizing Gaze: A crack on a stone is a crack that will only get bigger. As a swift or move action, for 1 round creatures under the Basilisk gaze lose any Fast healing and Regeneration that they may have for 1 round if they pass the save, and 1 hour per HD if they fail it.

Soft Gaze: Certain basilisks produce weaker varieties of stone, which is actualy an advantage for the beast. As a swift or move action, for 1 round creatures under the Basilisk gaze have any DR/hardness they have halved for 1 round if they pass the save, or halved for 1 hour per HD if they fail it.

Quick Gaze: Sometimes resisting a Basilisk's gaze is a matter of just looking the other way in the right moment. As a free action, for 1 round all effects of the Basilisk gaze demand Reflex saves instead of Fort saves.

Staring Contest: Sometimes resisting a Basilisk's gaze is a duel of minds. As a free action, for 1 round all effects of the Basilisk gaze demand Will saves instead of Fort saves.

[/spoiler]

Ability score increase:
The Basilisk gains a permanent

+1 to Str at levels 2, 4 and 5

+1 to Con at levels 1, 3 and 5

For a total of +3 Str and +3 Con at 5th level.


Hectability:
The eight legs of the Basilisk combined with its lazy nature mean it's extremely hard to budge, or to stop moving when it feels like it. Besides the bonus for having multiple legs, at 2nd level the Basilisk gains a racial bonus equal to 1/2 its HD to resist trips and bull rushes. In addition the Basilisk movement speed can never be reduced below 30 feet, except for self-inclicted effects, and effects that completely block movement (this includes the Basilisk ignoring hard terrain).

Nature Petrification:At 3rd level the Basilisk can turn organic matter into stone even if it doesn't have eyes to look back. This unlocks the following options, each useable as a standard action with a range equal to the Hardening Gaze.
[spoiler]
-Automatically end area effects that rely on manipulating area organic matter, like Entangle, Entangling Bags, Web and Grease, turning them into fragile stone that easily crumbles.
-Turn up to a 5 feet cube per 2 HD of wooden objects in stone (magic items get a Fort save to resist, creatures may atempt a reflex save to protect their equipment, DC 10+1/2HD+Con to resist. Equiped magic equipment gets both a Fort(one for each) and Reflex save(one for all)). Bows, crossbows and any other weapon demanding flexible parts becomes a glorified stone club, and any other weapons turned to stone now deal bludgeoding damage. Clothes turn into fine stone that crumbles under the wearer's movement. Spell component pouches are rendered useless. Any other equipment (including all armors and shields) performs as well as before but weights 5 times as more.
-Affect a creature that is blind or keeping its eyes away from the Basilisk with Hardening Gaze.
-Turn up to a 5 feet cube per 2 HD of natural ground into hard terrain that now works as covered in caltrops due to simple twigs and plants becoming hard extremities. Those caltrops gain a bonus to their attack rolls equal to the Basilisk's HD.
-Turn up to 5 feet cube per 2 HD of natural hard terrain into obstacles that can't be passed trough. If there were any creatures in it, they get a Reflex save (DC 10+1/2HD+Con mod) to get out in time to an adjacent square or get entangled and locked into place until they suceed on a Str check with the same DC to get out.
-Turn a 5 feet square of hanging  organic surfaces like a tree's canopy or a boat's sails into stone, upon which they automatically crumble and fall dealing 1d8 per 2 HD damage to all below (reflex save DC 10+1/2 HD+Con mod for half damage), and then the razor-sharp fragments make any surface below counts as covered by caltrops that have a bonus to their attack rolls equal to the Basilisk's HD.
[/spoiler]

Hide in Plain View:
At 3rd level Basilisks get a racial bonus to Hide checks equal to their HD, and can Hide whitout actualy having anything to hide behind, as long as they're in a natural terrain or on a zone altered by its Nature Petrification ability.

Rock Guts:
It may be wrong to call a Basilisk sluggish. It would be more acurate they just don't waste energy, saving it for the right moment. At 4th level, the Basilisk adds its Con mod to all saves (including Fort).

Stone Gaze:
At 5th level, the Basilisk can unleash its true power. Creatures failing their saves against its Gaze are now instantly petrified. This can be stacked with Unique Gazes, altough some combinations will be redudant. Stone Gaze has the same range as Hardening Gaze and is started as a free action and lasts for a number of rounds per day equal to HDxCon mod. It can be ended as another free action and remaining rounds saved for another time during that day, minimum of 1 round spent each time.

Rock Chomp:
At 5th level the Basilisk's maws are well used to chewing trough hard matter. Its bite attack now ignores all hardness and DR.

[/spoiler]

Comments
[spoiler]
This one was hard to do for a 5th level class, but ended up produding a quite interesting result.

The Basilisk gets a basic relatively weak gaze attack, but then can pimp it with several extras gained along the levels before unlocking the final one.

Nature's petrification is based on the legends that basilisks would petrify all vegetation near their lairs. It doubles as utility by turning wood barriers into stone and whatnot.

In the end, it's an unique battlefield control monster that doesn't actualy have spells, transforming the terrain while laying down gaze attacks.

So if you want to play the king of petrification, the Basilisk's for you!
[/spoiler]

Caiphon

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Hey OS!

Sorry for the time-Out, its been some time since I last logged In.
I just wanted to tell you how well both the bone devil, phleroma and grey seer's are working at our current campaign, i'll give you a more complete review later on, though I'll be missing next friday's session cause I got hit by a car today and I'm stuck at the hospital.  :banghead

Well, keep on the good work!

Caiphon

oslecamo

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  • Posts: 1940
Sorry for the time-Out, its been some time since I last logged In.
I just wanted to tell you how well both the bone devil, phleroma and grey seer's are working at our current campaign, i'll give you a more complete review later on, though I'll be missing next friday's session cause I got hit by a car today and I'm stuck at the hospital.  :banghead

Ouch, I hope you recover soon. I look forwards to your detailed review!