
Dane Cook |
Hello everyone. I've been running a campaign for a large group of players for a while now and have begun taking to designing my own creatures. I just wanted to submit one of the custom creations I came up with here to see whether or not you all thought the creature in question was balanced for it's intended CR. Thanks ahead of time!
((Just to clarify real quick; the "Alternate" bit in the creature's Armor Class and Damage Reduction section is referring to the alternate rule set for using armor & natural armor as DR rather than as part of the armor class.))
Necrotic Knight (CR 7)
XP: 3,200 Alignment: Neutral Evil Size: Large Type: Undead Subtype(s): (Elemental, Evil, Giant)
Initiative: +3; Senses: Low-Light Vision, Darkvision 120ft; Perception +14
DEFENSE
AC: 25 (Alt: 15) Touch: 15 (Alt: 15) Flat-Footed: 22 (Alt: 12) [+6 Armor, +3 Dex, +4 Natural, +3 Profane, -1 Size]
HP: 68 (8d8+32) Fortitude: +6 Reflex: +5 Will: +9 DR: 10/Magic & Silver (Alt: 10/Magic & Silver, 10/Armor)
Immunities: Ability Drain, Bleed, Critical Hits, Damage to Physical Ability Scores, Death Effects, Disease, Energy Drain, Exhaustion, Fatigue, Flanking, Massive Damage Effects, Mind-Affecting Effects, Non-Lethal Damage, Paralysis, Poison, Precision Damage, Raise Dead, Reincarnate, Sleep Effects, & Stun.
Weaknesses: Positive Energy (1.5 times more damage taken), Resurrection, & True Resurrection.
OFFENSE
Speed: 30 feet. Space: 10 feet. Reach: 10 feet.
Melee: +1 Great-Axe +13/+8 (3d6+8/x3 plus 1d8 negative energy)
Special Attacks: Baleful Scream (40 foot cone, 7d8 negative energy damage, Will DC 18 for half, usable every 2d4 rounds), Necrotic Channeling (4d6, DC 18), Necrotic Strikes (1d8 negative energy), Necrotic Touch (4d6), & Siphoned from the Living.
STATISTICS
Strength: 20 Dexterity: 16 Constitution: - Intelligence: 14 Wisdom: 16 Charisma: 18 Base Attack: +6 CMB: +12 CMD: 25
Feats: Greater Weapon Focus (Great-Axe), Power Attack, Vital Strike, Weapon Focus (Great-Axe), & Weapon Specialization.
Skills: Climb +16, Intimidate +15, Knowledge (Dungeoneering) +10, Perception +14, Ride +11, & Swim +13.
Languages: Darkfolk, Necril, Undercommon.
Special Qualities: Does not Breathe, Does not Eat, Does not Sleep, & Undead Traits.
SPECIAL ABILITIES
Baleful Scream (Su): A Necrotic Knight can exhale a horrid scream of pain and agony affecting creatures in a 40 foot cone in front of it. This attack causes 7d8 negative energy damage to living creatures and allows a DC 18 will save for half damage. Additionally, creatures who fail this save become panicked for 1d4 rounds while creatures who make the save cower in fear for 1 round. A Necrotic Knight can unleash a Baleful Scream once every 2d4 rounds. Baleful Scream has no effect on undead creatures.
Necrotic Channeling (Su): A Necrotic Knight can release a wave of negative energy similarly to a cleric. However, this energy can only be used to harm living creatures (the Necrotic Knight still benefits from its “Siphoned from the Living” special ability when channeling). A Necrotic Knight causes 4d6 damage to each living creature in a 30-foot radius centered on itself. A Necrotic Knight can channel in this way up to 7 times per day. Creatures damaged by the energy gain a will save (DC 18, or 24 inside Desecration) for half damage. This is a standard action that does not provoke attacks of opportunity.
Necrotic Strikes (Su): A Necrotic Knight's melee attacks possess a rotting festering aura about them, causing an additional 1d8 negative energy damage with each attack.
Necrotic Touch (Su): A Necrotic Knight can cause wounds to living creatures by touch. With one use of the ability, a Necrotic Knight can deal 4d6 hit points of negative energy damage. A Necrotic Knight can use this ability 8 times per day. Using this ability requires a successful melee touch attack and doesn't provoke an attack of opportunity. A Necrotic Knight only needs one free hand to use this ability. Alternatively, a Necrotic Knight can use this power to heal damage to undead creatures, healing 4d6 points of damage. Using Necrotic Touch in this way is a standard action, unless the Necrotic Knight targets itself, in which case it becomes a swift action. Living creatures do not receive a saving throw against this damage.
Siphoned from the Living (Su): Any negative energy damage a Necrotic Knight inflicts to living humanoid creatures heals the Necrotic Knight for one half the amount of damage it inflicted rounded down.
ECOLOGY
Environment: Bogs, Burial Mounds, Catacombs, Cemeteries, Cold or Temperate Forests, Crypts, Desecrated / Unhallowed Churches, Dungeons, Evil Temples, Graveyards, Marshes, Swamps, Ruins, Underground.
Organization: Solitary, Pair, Patrol (2d2 Necrotic Knights + 3d2 Necrotic Soldiers), Band (2d2 Necrotic Knights + 3d4 Necrotic Archers + 3d6 Necrotic Soldiers).
Treasure: +1 Great-Axe (Living Steel), Mwk Breastplate, 3d2 onyx gems (25 GP), 7d10 silver pieces, 20% chance for 1 black pearl (500 GP).

Ediwir |

Jib916 wrote:Oh. My bad! Is there any way I can switch it to the proper forum? Or would I have to repost it?Hey, think you might of put this in the wrong forum. This is the 2nd edition forum (not 1st Edition)
Neat creature nonetheless!
I flagged it to the mods, they should move it soon :)