Orc in the Playground
Re: Request a Homebrew: Thread 2!
Originally Posted by dspeyer
Nytingulfurs are the incarnation of exploiting others' compassion. Their physical shape (when not using their change shape ability) is like large wolves, except for solid red eyes which glow faintly and bat-like wings which can fold so closely to their body as to be nearly invisible.
They fight only as a last resort, preferring to use magic and trickery to gain advantages from any they meet. Their favorite game is to find a pair of existing friends, then impersonate each to eachother and ask for expensive favors until the friendship is over.
If forced to fight, they favor hit-and-run tactics, counting on their fast healing to give them a long term advantage. If there is more than one present, they all pick a single target to focus on and only attack others if convenient or the first is effectively disabled. They first target anyone who can heal, and then whoever looks frailest.
|Size/Type:|| Large Outsider (Evil)|
|Hit Dice:|| 6d8+24 (51 hp)|
|Speed:|| 50 ft; fly 30 ft (good)|
|Armor Class:|| 18 (-1 size, +2 Dex, +1 Dodge +6 natural), touch 12, flat-footed 15|
|Base Attack/Grapple:|| +6/+16|
|Attack:|| Bite +11 melee (1d8+9 plus 1d4 wisdom)|
|Full Attack:|| Bite +11 melee (1d8+9 plus 1d4 wisdom)|
|Space/Reach:|| 10 ft./5 ft.|
|Special Attacks:|| spell-like abilities, improved trip|
|Special Qualities:|| Mindsight to 60ft, Disguise Mind, Immunity to Poison, Fire and Electricity, DR 10/magic, SR 16, Change Shape, Fast Healing 5|
|Saves:|| Fort +9, Ref +7, Will +6|
|Abilities:|| Str 22, Dex 15, Con 18, Int 15, Wis 12, Cha 17|
|Skills:|| Bluff: +12, Disguise: +12 (+22 when using change shape), Forgery: +11, Hide: +7 (+11 in forests), Intimidate: +12, Knowledge(local): +11, Listen: +14 (includes +4 racial), Move Silently: +11, Spot: +10, Survival: +10 (+14 following tracks)|
|Feats:|| Dodge*, Mobility, Spring Attack|
|Organization:|| Solitary, pair, or pack (3-5)|
|Challenge Rating:|| 9|
|Alignment:|| always lawful evil|
|Advancement:|| by class level|
|Level Adjustment:|| +7|
* A Nytingulfur's mental senses allow them to always apply the dodge feat to whichever enemy is attacking at a given moment.
at will: detect thoughts (dc 15), tongues 3/day: charm monster (dc 17), suggestion (dc 16), major image (dc 16), entice gift (dc 15). Caster level 9th. Save dcs are cha-based
A Nytingulfur that hits with a bite attack can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
When detect good/evil/law/chaos, detect thoughts, or discern lies are used on a Nytingulfur, the result is whatever the Nytingulfur wishes it to be. The caster is not aware that the spell has failed. Note that this, combined with the detect thoughts sla means that any two Nytingulfurs can effectively communicate telepathically.
A Nytingulfur can take on the shape of whomever the person its dealing with most trusts, or a generic form of any humanoid race.
That's bloody awesome! Do you know of a way to defeat it that wouldn't seem out of place in a MLP game? Some way for good to dramatically triumph over evil? Some way to defeat this awesome creature of your awesomely twisted mind? Seriously! Let's see Fluttershy and Rarity deal with this!