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    Lightbulb [Template] Sometimes you 'can' take it with you...

    Hellgilt



    When a being in life dedicated themselves body, mind and soul to the pursuit of wealth above all else and then died seeking it, their greed marks them as they descend to the lower planes. These special souls are gathered within Gehenna for a special task; that of guarding the unholy treasures of the plane and forever seeking to increase the trove they protect.

    They are subjected to horrible torture as their spirit is dipped in molten gold heated by the volcanic hellfire until their very souls become permanently bound within the mixture. They then rise up, the gold firming but never fully hardening, but kept flexible and partially amorphous, though bits such as claws, teeth and scales can be hardened at will. Gems and other precious things are embedded within them, and they are branded with an unremovable symbol of their position; to protect the wealth of their masters or gather more to add to it, even if it means the destruction of their souls.

    -=-=-=-=-=-

    Sample Hellgilt Creature

    Hellgilt Ethereal Filcher
    Medium Construct (evil, extraplanar)
    Hit Dice: 5d10+20 (47 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
    Base Attack/Grapple: +3/+5
    Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
    Full Attack: Bite +5 melee (1d4+2) or slam +5 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of greed, golden haze, touch of midas
    Special Qualities: Conductor, construct traits, darkvision 60 ft., detect magic, ethereal jaunt, golden senses, immunity to cold, low-light vision, resistance to fire 20
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str 14, Dex 18, Con -, Int 7, Wis 12, Cha 12
    Skills: Appraise +18, Listen +9, Sleight of Hand +22, Spot +9
    Feats: Dodge, Improved Disarm, Improved Initiative
    Environment: Bleak Eternity of Gehenna
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Triple standard
    Alignment: Usually neutral evil
    Advancement: 6–7 HD (Medium); 8–15 HD (Large)
    Level Adjustment: —

    This creature appears much as an ethereal filcher, except one shaped out of pure gold in a perfect resemblance to the original. Where it's eyes would be are glinting jems and studded bands circle its joints.

    hellgilt filchers weigh twice as much as there ethereal brethren.

    Combat
    A hellgilt filcher acts much as other ethereal filcher's, except they use their curse of greed ability to charm their prey, and are more prone to killing instead of fleeing.

    A hellgilt filcher's natural weapons are considered evil aligned for the purpose of overcoming damage reduction.

    Conductor (Ex): A hellgilt filcher is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 50 foot radius, centered on itself.

    Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt filcher's natural attack must succeed on a DC 13 will save or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.

    Detect Magic (Su): Hellgilt filchers can detect magic as the spell (caster level 5th) at will.

    Ethereal Jaunt (Su): A hellgilt filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

    Golden Haze (Ex): If a hellgilt filcher is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 25 takes 5d6 points of fire damage per hit die of the hellgilt creature (reflex DC 13 halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.

    Golden Senses (Su): A hellgilt filcher can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.

    Hoardleap (Su): Once per day a hellgilt filcher can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt filcher may call back the filcher to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.

    Touch of Midas (Ex): Once per day a hellgilt filcher can attempt a touch attack against another object or creature. It may convert up to 25 lbs. into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 5d6 points of damage, fortitude save halves (DC 13), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.

    While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).

    Skills: Hellgilt filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.

    -=-=-=-=-=-

    Creating a Hellgilt Creature
    Hellgilt is an applied template that can be added to any aberration, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant that has an intelligence score of 3 or higher, hereafter referred to as the base creature.

    Size and Type: The creature's type changes to Construct. It loses all previous subtypes and gains the Evil and Extraplanar subtype. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate Hit Dice, base attack bonuses or saves.

    Hit Dice: Change any racial Hit Dice to d10's. As a construct, the creature loses any bonus hit points for a high Constitution, but gains bonus hit points based on its size, as shown below:

    Code:
    Size        Bonus Hit Points
    Small       10
    Medium      20 
    Large       30
    Huge        40
    Gargantuan  60
    Colossal    80
    Speed: The creature loses any swim speed it possessed, and any flight speed is halved.

    Armor Class: The creature's natural armor bonus changes to a number based on its size:
    Code:
    
    Size             Natural Armor Bonus
    Tiny or smaller  +2 
    Small            +3
    Medium           +6
    Large            +9
    Huge             +12
    Gargantuan       +16
    Colossal         +20
    Attack: A hellgilt retains all the natural, non-supernatural attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the hellgilt can as well. A creature with natural weapons retains those natural weapons. A hellgilt based on a creature that has no natural attacks gains a slam attack as shown below, which it can use in place of a manufactured weapon. (A hellgilt creature with two slams can wield a weapon in one hand and make a slam attack with its off-hand at a -5 penalty, adding half its Strength bonus to the damage roll). A hellgilt's natural weapons are considered Evil-aligned for the purpose of overcoming damage reduction.

    Code:
    Size        Attack
    Tiny        1 slam (1d2 plus strength bonus)
    Small       1 slam (1d3 plus strength bonus)
    Medium      1 slam (1d4 plus strength bonus)
    Large       2 slams (1d6 plus half strength bonus)
    Huge        2 slams (2d6 plus half strength bonus)
    Gargantuan  2 slams (3d6 plus half strength bonus)
    Colossal    2 slams (4d6 plus half strength bonus)
    Special Attacks: A hellgilt creature loses all the supernatural special attacks, spell-like abilities, and extraordinary special attacks allowing a saving throw based on Constitution. A hellgilt creatue gains the following special attacks.

    Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt creature's natural attack must succeed on a will save (DC 10 + half hellgilt's HD + Cha modifier) or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.

    Golden Haze (Ex): If a hellgilt creature is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 5 feet per size category of the creature takes 1d6 points of fire damage per hit die of the hellgilt creature (reflex DC 10 + half hellgilt's HD + Cha modifier halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.

    Touch of Midas (Ex): Once per day a hellgilt creature can attempt a touch attack against another object or creature. They may convert up to 5 pounds of material per HD of the hellgilt creature into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 1d6 points of damage per 5 pounds of conversion, fortitude save halves (10 + half hellgilt's HD + Cha modifier), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.

    While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).

    Special Qualities: A hellgilt creature retains all qualities of the base creature not requiring a Constitution score, though loses all immunities and resistances. They also gains the following special qualities.

    Conductor (Ex): A hellgilt creature is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 10 foot radius per size category, centered on itself. For example a medium sized creature targeted with 4d6 points of electricity would deal 2d6 to all within 50 feet. There is no save.

    Construct Traits: A hellgilt creature has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision.

    Golden Senses (Su): A hellgilt creature can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.

    Hoardleap (Su): Once per day a hellgilt creature can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt creature may call back it's servant to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.

    Immunities: A hellgilt creature is immune to cold.

    Resistance to Fire: A hellgilt creature has resistance to fire 20.

    Abilities: Increase from the base creature as follows: Strength +4, Cha +2. As a construct, a hellgilt creature has no Constitution score.
    Skills: A hellgilt creature has a +10 bonus on Sleight of Hand checks. They also gain a +20 bonus to appraise checks.
    Feats: A hellgilt creature gains Improved Disarm as a bonus feat even if they do not meet the prerequisites.
    Environment: Bleak Eternity of Gehenna
    Challenge Rating: Up to 5 HD, same as base creature +2, 6-10 HD, same as base creature +3, 11+ HD, same as base creature +4.
    Treasure: Triple standard
    Alignment: Any evil
    Level Adjustment: +6
    Last edited by The Vorpal Tribble; 2009-09-29 at 09:42 AM.

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    Bugbear in the Playground
     
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    Default Re: [Template] Sometimes you 'can' take it with you...

    Well done Vorpal Tribble. Another excellent piece of work. Are you posting on the ... From the Playground thread stickied up at the top to get your work remembered?

    But I'd love to borrow these for my game. They're perfect.
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    Default Re: [Template] Sometimes you 'can' take it with you...

    The CR adjustments seem a bit low to me.
    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: [Template] Sometimes you 'can' take it with you...

    Quote Originally Posted by SurlySeraph View Post
    The CR adjustments seem a bit low to me.
    I wondered, but +3, +4, and +5 just seemed a bit much. Probably another example of something that needs play-testing.

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    Default Re: [Template] Sometimes you 'can' take it with you...

    Quote Originally Posted by The Vorpal Tribble View Post

    Golden Haze (Ex): If a hellgilt creature is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 5 feet per size category of the creature takes 1d6 points of fire damage per hit die of the hellgilt creature (reflex DC 10 + half hellgilt's HD + Cha modifier halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round per hit die of the creature.

    That is way too much damage, easpically on a kobold pure warrior (4 levels before they are CR 1). The death blow is really potent.




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    Default Re: [Template] Sometimes you 'can' take it with you...

    Quote Originally Posted by smart thog View Post
    That is way too much damage, easpically on a kobold pure warrior (4 levels before they are CR 1). The death blow is really potent.
    Couldn't the same be said of almost any template that increases CR based on HD?

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    Default Re: [Template] Sometimes you 'can' take it with you...

    Some additional hellgilt creatures by request...


    Hellgilt Human Rogue 1
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    Medium Construct (extraplanar, evil)
    Hit Dice: 1d6+20 (23 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: (+3 dex, +6 natural)
    Base Attack/Grapple: +0/+3
    Attack: Masterwork dagger +4 melee (1d4+3) or slam +4 melee (1d4+1)
    Full Attack: Masterwork dagger +4 melee (1d4+3) and slam -1 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of greed, golden haze, sneak attack 1d6, touch of midas
    Special Qualities: Conductor, golden senses, hoardleap, immunity to cold, resistance to fire 20, trapfinding
    Saves: Fort +0, Ref +5, Will +1
    Abilities: Str 16, Dex 16, Con -, Int 15, Wis 13, Cha 16
    Skills: Appraise +22, Balance +7, Bluff +7, Climb +7, Hide +7, Listen +5, Move Silently +7, Open Lock +7, Sleight of Hand +17, Search +6, Spot +5, Tumble +7
    Feats: Improved Disarm
    Environment: Bleak Eternity of Gehenna
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Triple standard
    Alignment: Chaotic Evil
    Advancement: By character class
    Level Adjustment: +6

    Conductor (Ex): A hellgilt rogue is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 50 foot radius, centered on itself. There is no save.

    Curse of Greed (Ex): A living, thinking creature that takes damage from the hellgilt rogue's natural attack must succeed on a will save (DC 13) or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.

    Golden Haze (Ex): If the hellgilt rogue is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 60 feet of the creature takes 1d6 points of fire damage (reflex DC 13 halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 1 round.

    Golden Senses (Su): The hellgilt rogue can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.

    Hoardleap (Su): Once per day a hellgilt rogue can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt creature may call back it's servant to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.

    Touch of Midas (Ex): Once per day the hellgilt rogue can attempt a touch attack against another object or creature. They may convert up to 5 pounds of material into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 1d6 points of damage (DC 13 fortitude save halves), which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.

    While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).

    Trapfinding: A hellgilt rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    They can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    A hellgilt rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


    Hellgilt Adult Black Dragon

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    Large Construct (evil, extraplanar)
    Hit Dice: 19d10+30 (134 hp)
    Initiative: +4
    Speed: 60 ft., fly 75 ft. (poor)
    Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18
    Base Attack/Grapple: +19/+31
    Attack: Bite +26 melee (2d6+8)
    Full Attack: Bite +26 melee (2d6+8), and 2 claws +24 melee (1d8+4), and 2 wings +24 melee (1d6+4), and tail slap +24 melee (1d8+12), and 2 slams +24 melee (1d6+4)
    Space/Reach: 10 ft./5 ft. (10 ft. with bite)
    Special Attacks: Corrupt water, curse of greed, frightful presence, golden haze, spell-like abilities, touch of midas
    Special Qualities: Blindsense 60 ft., conductor, construct traits, damage reduction 5/magic, darkvision 120 ft., golden senses, hoardleap, immunity to cold, resistance to fire 20, spell resistance 18
    Saves: Fort +11, Ref +13, Will +12
    Abilities: Str 27, Dex 10, Con -, Int 12, Wis 13, Cha 14
    Skills: Appraise +21, Bluff +24, Intimidate +24, Knowledge (arcane) +12, Knowledge (religion) +12, Listen +23, Move Silently +10, Search +23, Sleight of Hand +20, Spot +23
    Feats: Ability Focus (frightful presence), Improved Disarm, Improved Initiative, Improved Sunder, Lightening Reflexes, Multiattack, Power Attack, Shock Wave
    Environment: Bleak Eternity of Gehenna
    Organization: Solitary
    Challenge Rating: 15
    Treasure: Triple standard
    Alignment: Always chaotic evil
    Advancement: -
    Level Adjustment: -

    Conductor (Ex): A hellgilt black dragon is immune to electricity, though it may choose to channel the energy into any object or creature it is in contact with at the moment it is affected. If it is within water it deals half damage to all creatures in the water within a 60 foot radius, centered on itself.

    Corrupt Water (Sp): Once per day a hellgilt adult black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a DC 23 Will save or become fouled. This ability is the equivalent of a 1st-level spell.

    Curse of Greed (Ex): A living, thinking creature that takes damage from a hellgilt black dragon's natural attack must succeed on a will save (DC 21) or become fascinated with wealth. They act as if Charmed in regards to a hellgilt creature. They also will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. This condition can be cured with a Remove Curse spell.

    Frightful Presence (Ex): A hellgilt black dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the hellgilt dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have fewer than 19 HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures 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.

    Golden Haze (Ex): If a hellgilt creature is destroyed the hellfire that produced it is unbound, blasting the remains into a superheated vapor. Anyone within 30 feet takes 19d6 points of fire damage (reflex DC 21 halves). As well, anyone that breathes within this area takes an additional 2d6 heat damage and 1d4 constitution damage per round. They may also go permanently blind each round unless they succeed on a Fortitude save at the same DC above. This vapor lasts for 19 rounds.

    Golden Senses (Su): A hellgilt black dragon can smell out precious minerals, gems and magical objects as if they had the Scent special ability. They may also use the equivalent of Analyze Dweomer out to 60 feet as part of the scent, except it only affects objects or constructs, and there is no limit to how many they may detect at once, nor does it allow a save.

    Hoardleap (Su): Once per day a hellgilt black dragon can teleport back to it's maker's treasure as the Planeshift spell, though has perfect accuracy and can bring no living creatures with it. The master of a hellgilt creature may call back it's servant to this location without limit. Those attempting to trace the destination of this teleportation automatically fail, even if using a Wish spell.

    Spell-Like Abilities: Caster level 3rd. Save DC's are Charisma-based.
    3/day - Darkness (60 ft. radius).

    Touch of Midas (Ex): Once per day a hellgilt black dragon can attempt a touch attack against another object or creature. They may convert up to 95 pounds of material into gold. If an entire creature is converted to gold this acts as the Flesh to Stone spell, and can be reversed with Stone to Flesh. If a living creature is only partially converted, they take 19d6 points of damage (DC 21 fortitude save halves) which does not heal even with spells. If they would die from this damage they instead are turned completely into gold as mentioned above. A Stone to Flesh spell restores this damage. Otherwise this gold cannot be removed without dealing serious physical harm.

    While suffering from the touch of midas, the victim is considered to be made of metal for the purposes of spells and abilities that affect such materials, though they get a +4 bonus to their saves and are allowed a save even if one normally isn't allowed (DC = 10 + spell level + key ability modifier).

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    Default Re: [Template] Sometimes you 'can' take it with you...

    Quote Originally Posted by The Vorpal Tribble View Post
    Couldn't the same be said of almost any template that increases CR based on HD?
    However a CR 4 hellgilt bugbear doing 15d6 (average 52.5) damage is a bit much isn't it?
    Or the CR 5 hellgilt cockatrice with it's 25d6 (average 87.5)?
    That's an instant kill for the poor fighter or rogue who tried to melee it and anyone else within 25 ft.
    Anything that gives out deaths for no reason at CRs under 9 is bad.

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    Default Re: [Template] Sometimes you 'can' take it with you...

    Huh? It says 1d6 per HD.

    A basilisk deals 6d6, or 21 points of damage on average. Thats not exactly a whopping amount of damage for a CR 8 creature. Damage is halved with a DC 14 reflex save.

    The bugbear only deals half that damage, and you'd have to make only a DC 11 reflex for half damage.

    This is not much of a much here.

    Where are you guys getting those numbers?

    Anything that gives out deaths for no reason at CRs under 9 is bad.
    Take your friend the basilisk you mentioned. It's an instant death without the save. CR 5 creature that requires a wizard of 12th level or higher to reverse. You can raise someone back from the dead at lower levels than that.

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