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    The Vorpal Tribble's Avatar

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    Lightbulb VT's Forgotten Beast II - Cryptfire

    Cryptfire



    Large Undead (incorporeal)
    Hit Dice: 5d12 (32)
    Initiative: +6
    Speed: Fly 40 ft. (8 squares) (perfect)
    Armor Class: 20 (+5 deflection, +6 dex, -1 size), touch 20, flat footed 14, 50% miss-chance
    Base Attack Bonus/Grapple: +2/+6
    Space/Reach: 10 ft./0 ft.
    Attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
    Full attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
    Special Attacks: Burning ward, cold be bone, encompass
    Special Qualities: Aversion to daylight, blindsight 100 ft., incorporeal traits, tricksome light, turn resistance 5, undead traits
    Saves: Fort +1, Ref +7, Will +5
    Abilities: Str -, Dex 23, Con -, Int 3, Wis 12, Cha 14
    Skills: Knowledge (History) +8
    Feats: Flyby Attack, Positive Energy Resistance
    Environment: Any
    Organization: Solitary, Ward (2), Inferno (4-12)
    Challenge Rating: 5
    Alignment: Always Neutral
    Treasure: Double standard items
    Advancement: 5-13 HD (Large), 14-28 HD (Huge)
    Level Adjustment: -

    Cryptfire is well known in tales and fables, telling of an eldritch radiance that dances upon graves or infuses tombs. It has a sickly, greenish-gray hue, and flickers like roiling fire, but the air about it is clammy cold.

    Some say its origins to be the undead remains of a fire elemental, others the workings of a necromancer, and still others claim it to be a type of will-o'-the-wisp, but none know for certain.

    Cryptfire tend to develop over the graves or within the crypts of wealthy or influential beings, such as lords, kings, or ranking clerics, though others may hover over the remains of unknown beings for inexplicable reasons. There is always some underlying purpose to their presence over a grave however, no matter how unlikely.

    Cryptfire speaks no language nor seems to understand any spoken to it.

    Combat
    Regardless of whom they guard, cryptfire do their job well, attacking any of those whom wish to dig up the remains of their ward, or enter a crypt to which the cryptfire has decided to keep watch. They prefer to mislead and guide away if possible, but if this proves unsuccessful they boil forward, flaming brightly.

    Aversion to Daylight (Ex): Cryptfire flees into the darkest recesses of its crypt, or fades down into the soil of its grave, at the first light of sunrise, not returning until the last ray dips below the horizon at dusk. Each round of exposure to the direct rays of the sun deals 1 point of damage to the cryptfire.

    Burning Ward (Ex): As a full round action a cryptfire can attempt to encircle a single opponent of Large or smaller. A successful DC 18 Reflex save must be made to avoid the encircling. If any attempts are made to pass through the crypefire in any direction the victim takes damage as if the cryptfire had made an attack. The save DC is Dexterity-based.

    Cold Be Bone (Su): A number of times per day equal to its Charisma modifier a cryptfire can send a portion of itself into a corporeal undead within 40 ft. as a free action, which starts to glow as the fire. Every attack by this undead for 1d4 minutes deals an additional 1d6 cold damage until the fire fades away. This ability cannot be used on the same undead while it is under the affects of a previous use.

    Encompass (Ex): Cryptfire deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed.

    Extinguish Self (Ex): As a standard action a cryptfire may go out, becoming completely invisible as the spell. It normally does so when approached, later relighting somewhere in the distance, attempting to mislead those who pursue it.

    Tricksome Light (Su): A cryptfire continuously appears to be somewhere it is not, usually at a farther distance than it really is, such that all melee and ranged attacks against a cryptfire are assessed a 50 percent miss chance.

    Turn Resistance (Ex): Cryptfire gains a +5 bonus to resist turning.
    Last edited by The Vorpal Tribble; 2007-06-05 at 05:39 PM.

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    SurlySeraph's Avatar

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    Default Re: VT's Forgotten Beasts II

    Cool. Basically an undead that's really hard to hit (miss chance and pretty good armor class), hard for the cleric to kill (turn resistance, positive energy resistance), and still well-balanced. Maybe you should make it immune to fire and/ or cold, if that wouldn't increase the CR too much. On the other hand, this looks like you'd need spells to really handle it because it's hard to hit or turn, so that might make it too powerful.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

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    Default Re: VT's Forgotten Beasts II

    I said it before and I'll say it again, you shoult get a whole thread of your work
    from,
    EE

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    EndgamerAzari's Avatar

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    Default Re: VT's Forgotten Beasts II

    Ooh... spooky! Very inventive, too!

    And for some reason the phrase "Cold be bone" gives me chills. Or maybe the willies. The chillies.
    Quote Originally Posted by Lord Iames Osari View Post
    Translation [of "Stop Posting"]: I don't know how to argue against this, so I'm just going to tell you to shut up in attempt to make it look like the counterargument is so blatantly obvious that I don't even need to explain it in a suitably condescending tone.
    Quote Originally Posted by .... View Post
    The proper way to run a fight at ECL90 gestalt is to line up and kick each other in the genitals. The first one who falls over loses and his character's soul is devoured by the winner.
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