RMS Oceanic
2007-03-13, 08:13 AM
Dementor
Medium Undead (Evil)
HD 5d10+10 (35 HP)
Speed 30 ft. (4 squares)
Init: +5
AC 18; touch 18; flat-footed 14
BAB +3; Grp +4
Attack Claw attack melee + 3 (1d6+1)
Full-Attack 2 Claw attacks melee + 3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Dementor's Kiss
Special Qualities: Despair, Damage Reduction 5/good, Hover, Improved Uncanny Dodge, Blindvision 60 ft.
Saves Fort +0 Ref +6 Will +3
Abilities Str 13, Dex 19, Con -, Int 11, Wis 8, Cha 14
Skills
Feats Improved Grapple
Environment: Any
Challenge Rating: 6?
Alignment: Always neutral evil.
What you see before you is a tall, vaguely humanoid figure, covered in black ragged robes and a hood that conceals its face. It appears to be hovering off the ground. As its hand reaches out, you see it looks dead and rotting.
Dementors are among the foulest beings to roam the world. They thrive where there has been death, decay and despair. Prolonged exposure to a dementor deprives you of all happy memories, leaving you with nothing but despair. They stand 7-8 feet tall, and are always hovering between six and twelve inches off the ground.
Despair: Every round, any living being within 60ft. of a Dementor must make a will save (DC 10 + number of rounds in contact with dementor) or have despair overcome them. Everytime a will save fails, that character takes a -1 penalty on all attack rolls, skill checks and saves. These penalties accumulate to a maximum of -10. If the dementor flees or is destroyed, the penalty is removed, but everyone who suffered a penalty becomes sickened for 10d6 minutes, although the consumption of a small tasty treat such as chocolate or the like reduces this to fatigued.
Any bonuses to saves against fear, or immunity to fear, works against this effect.
Hover: A dementor is always floating between six and twelve inches from the ground, and can move across all terrain types (including rough, water or even lava) without incurring a movement penalty.
Blindvision: Dementors have no eyes, and are therefore blind. They see by sensing the emotions of living beings within 60ft. Concealment or effects like invisibility have no effect on a dementor.
Sensitivity to Light: Being a creature born of darkness, Dementors suffer a -4 penalty to all attack rolls, skill checks and saves when in direct sunlight. If subjected to any source of sudden bright light (as the Sunlight spell), the dementor must make a DC 18 will save or flee.
Dementor's Kiss: This is perhaps one of the worst things that can happen to anyone. On the round after a successful grapple check, the Dementor can lower its hood, revealing a lump of dead flesh with no eyes and a ragged hole. Its victim then makes a DC 14 will save to avoid being horrified by this sight. The two then make opposing strength checks. If the victim failed the will save, it gets -4 on this strength check. Reroll in the event of a tie. If the victim wins the check, he breaks free from the grapple and can make normal actions. If he loses, then the Dementor can clamp its jaw around his mouth, and suck out his soul.
A victim of the dementor's kiss has had his soul imprisoned on another plane. His body is still alive and perfectly functioning, but is in a comatose state, which remove curse, break enchantment, heal or restoration cannot do anything about. As the body is still alive, raise dead or true resurrection also has no effect. The only way to revive the victim is to destroy the dementor that sucked out his soul, then use a wish or miracle spell to place the soul back into the body. This journey is wrenching for anybody, and the character loses a level as if he had died (See page 171 of the PHB).
If the victim's body dies before the soul can be reclaimed, the soul is lost forever. 2d10 days after the body's death, a new dementor is brought into being at the site of the death.
Combat: A dementor fights the long battle, choosing to fight defensively while letting its despair effect drain its opponents of hope and joy, before deciding that its victim is weak enough to grapple to administer its kiss.
It's my first serious homebrew, and I have no serious idea if it's balanced or not. In terms of changing it, everything is up for changing to make it better.
Medium Undead (Evil)
HD 5d10+10 (35 HP)
Speed 30 ft. (4 squares)
Init: +5
AC 18; touch 18; flat-footed 14
BAB +3; Grp +4
Attack Claw attack melee + 3 (1d6+1)
Full-Attack 2 Claw attacks melee + 3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Dementor's Kiss
Special Qualities: Despair, Damage Reduction 5/good, Hover, Improved Uncanny Dodge, Blindvision 60 ft.
Saves Fort +0 Ref +6 Will +3
Abilities Str 13, Dex 19, Con -, Int 11, Wis 8, Cha 14
Skills
Feats Improved Grapple
Environment: Any
Challenge Rating: 6?
Alignment: Always neutral evil.
What you see before you is a tall, vaguely humanoid figure, covered in black ragged robes and a hood that conceals its face. It appears to be hovering off the ground. As its hand reaches out, you see it looks dead and rotting.
Dementors are among the foulest beings to roam the world. They thrive where there has been death, decay and despair. Prolonged exposure to a dementor deprives you of all happy memories, leaving you with nothing but despair. They stand 7-8 feet tall, and are always hovering between six and twelve inches off the ground.
Despair: Every round, any living being within 60ft. of a Dementor must make a will save (DC 10 + number of rounds in contact with dementor) or have despair overcome them. Everytime a will save fails, that character takes a -1 penalty on all attack rolls, skill checks and saves. These penalties accumulate to a maximum of -10. If the dementor flees or is destroyed, the penalty is removed, but everyone who suffered a penalty becomes sickened for 10d6 minutes, although the consumption of a small tasty treat such as chocolate or the like reduces this to fatigued.
Any bonuses to saves against fear, or immunity to fear, works against this effect.
Hover: A dementor is always floating between six and twelve inches from the ground, and can move across all terrain types (including rough, water or even lava) without incurring a movement penalty.
Blindvision: Dementors have no eyes, and are therefore blind. They see by sensing the emotions of living beings within 60ft. Concealment or effects like invisibility have no effect on a dementor.
Sensitivity to Light: Being a creature born of darkness, Dementors suffer a -4 penalty to all attack rolls, skill checks and saves when in direct sunlight. If subjected to any source of sudden bright light (as the Sunlight spell), the dementor must make a DC 18 will save or flee.
Dementor's Kiss: This is perhaps one of the worst things that can happen to anyone. On the round after a successful grapple check, the Dementor can lower its hood, revealing a lump of dead flesh with no eyes and a ragged hole. Its victim then makes a DC 14 will save to avoid being horrified by this sight. The two then make opposing strength checks. If the victim failed the will save, it gets -4 on this strength check. Reroll in the event of a tie. If the victim wins the check, he breaks free from the grapple and can make normal actions. If he loses, then the Dementor can clamp its jaw around his mouth, and suck out his soul.
A victim of the dementor's kiss has had his soul imprisoned on another plane. His body is still alive and perfectly functioning, but is in a comatose state, which remove curse, break enchantment, heal or restoration cannot do anything about. As the body is still alive, raise dead or true resurrection also has no effect. The only way to revive the victim is to destroy the dementor that sucked out his soul, then use a wish or miracle spell to place the soul back into the body. This journey is wrenching for anybody, and the character loses a level as if he had died (See page 171 of the PHB).
If the victim's body dies before the soul can be reclaimed, the soul is lost forever. 2d10 days after the body's death, a new dementor is brought into being at the site of the death.
Combat: A dementor fights the long battle, choosing to fight defensively while letting its despair effect drain its opponents of hope and joy, before deciding that its victim is weak enough to grapple to administer its kiss.
It's my first serious homebrew, and I have no serious idea if it's balanced or not. In terms of changing it, everything is up for changing to make it better.