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Zeal
2007-01-01, 12:29 AM
Iraal
Medium Undead
Hit Dice: 2d12 (12 hp)
Initiative: +5
Speed: 30ft (6 squares)
Armor Class: 19 (+8 Full Plate, +1 dex), Touch 11, Flat Footed 18
Base Attack/Grapple: +1/+5
Attack: Flail +5 melee (1d8+4)
Full Attack: Flail +5 melee (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Ferocity, One with Battle, Fast Healing 2, Undead Traits
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 18, Dex 12, Con --, Int --, Wis 10, Cha 1
Skills: -
Feats: Improved Initiative
Environment: Any, usually old battlefields
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: None
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: -

A loud scream sounds to your right and you quickly spin around. Coming down the hallway is a lanky figure in full plate mail. It wears an open helm revealing a drying, desiccated, and quite obviously dead face. The creature howls with unholy rage as it swings its flail at your head.

Iraal are the ancient bodies of warriors whose hatred for the enemy did not end in death. Beings of pure rage, Iraal are no longer able to tell the difference between mortals, and see all of them as the enemy which inspired their unholy ire.

Iraal are mindless with rage and do not speak, however, most scream loudly as they attack.


Combat
Iraal will rush headlong into combat, with no regard for physical safety.

Driven by Sin (Su)
Irral are driven by an unholy force which drives them beyond what their for could normally sustain. In game terms, Iraal can continue to fight even after they reach 0 hit points, once they reach -10 hit points, their body crumbles into dust.

One with Battle (Ex)
An Iraal may move without penalty in any armour it has spent more than 24 hours in.

Fast Healing (Ex)
An Iraal heals two points of damage per round.

XtheYeti
2007-01-01, 12:39 AM
AC should = 19 not 15... ac is = to 10+Armor+dex. other than that sweet!

Bobbis
2007-01-01, 12:55 AM
Same problem as your gluttony one, undead don't have negative hitpoints, they die at 0, so ferocity does nothing.

Fizban
2007-01-02, 06:01 AM
I believe the point is that these *don't* die when they reach 0, they die when they reach -10. However, since they suffer no penalties or have any difference than usual when at negative hit points, there's no reason not to just give them +10hp instead. Now, if they had some sort of penalty while they were negative, it might justify the distinction, since "it die's at -10 instead of 0 and has X penalty when below 0" might be easier to remember than "when below 10hp it has X penalty". But the latter doesn't change a fundamental trait of undead.

Caewil
2007-01-02, 06:09 AM
Or better yet, give them a bonus when they're in negative HP! Something like +2 strength.