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Katasi
2009-02-26, 09:25 AM
Monsters


Blackhearts

Blackheart Stalker
Medium Outsider (Evil, Native)
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares)
Init: +7
AC 17; touch 17; flat-footed 10
(+7 DEX)
BAB +12; Grp +13
Attack +1 Unholy Wounding Composite Longbow (+1 strength bonus) +21 ranged (1d8+2, x3 + 1 CON, +2d6 vs good alignments)
Full-Attack +1 Unholy Wounding Composite Longbow +21/+16/+11 ranged (1d8+2, x3 + 1 CON, +2d6 vs good alignments)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison (Ex), Negative Energy Shot (Su)
Special Qualities Aura of Evil (Su), Aura of Despair (Su), Spell-Like Abilities, Immunity to Acid and Poison, Resistance to Cold 10 (Ex), Damage Reduction 10/Good and Magic (Ex), See Invisible (Su), Spell Resistance 15/Psi Resistance 5, Darkvision 60' (Ex), Uncanny Dodge (Ex)
Saves Fort +12 Ref +16 Will +11
Abilities Str 12, Dex 25, Con 19, Int 14, Wis 17, Cha 15
Skills Intimidate 17, Concentration 19, Spot 18, Listen 18, Move Silently 22, Hide 22, Sense Motive 18, Bluff 17, Survival 18, Gather Information 17
Feats Point Blank Shot, Rapid Shot, Weapon Focus (Longbow), Manyshot, Track, Precise Shot
Environment Any
Organization Solitary or Death Squad (1 Master Blackheart Stalker and 1d4 Blackheart Stalkers) or Damnation Squad (1 Master Blackheart Stalker or Master Blackheart Desecrater, 1d8 Blackheart Stalkers and 1d4 Blackheart Desecraters)
Challenge Rating 12
Treasure Standard
Alignment Always Neutral Evil
Advancement by HD

A humanoid with pure black eyes. They stand about 6 feet high. All Blackhearts have coal black hair, among blackheart stalkers it is ussually worn short. Their cloths are made of the tanned skins of do-gooders that they have killed, dyed black. These creatures seem to be literally surrounded by darkness, causing those around them to despair.

Long ago good was at it's strongest as evil was making it's first attempts to bring good to it's knees. Good was prevailing, and it was decided that elite shock troopers where needed. Thirteen of the darkest gods gathered together to create them. Sacrificing millions of innocent lives to open a conduit from all the lower plains, they channeled that energy through themselves and into none but the very leaders of the armies of good. The friends of these victims and the soldiers under them could only stand and watch as in a flash their bodies fell away, revealing only pure white souls. In seconds the souls began to fill with black, as the victims cried out in tortured pain to their friends to save them. Almost as soon as it began the blackness covered their souls, then formed a new body around them. As everyone watched in terror they whipped around, bows forming in their hands, arrows nocked. They unleashed their arrows into those nearest them, then in swarm of black teleported away. The effort of creating the blackhearts killed all but one of the gods, and robbed the last of his divinity, turning him into a powerful blackheart leader. The army of good continued on, finding new leaders, but the new blackheart shock troops took a heavy toll, teleporting in to take away key men and women at the worst possible times. Eventually though the forces of weal managed to overwhelm the blackheart leader, killing him and breaking the spine of the blackhearts. They went on to defeat the armies of evil, but the implementation of the blackhearts turned what could have been a complete victory and broken evil for good into only a partial victory which only scattered the evil forces, not destroying them. Those leaders who had no magical energy stored within them at the time of their change became the first blackheart stalkers.

Longbow: A Blackheart Stalker's Longbow is created from part of it's own essence. As long as the Blackheart Stalker is holding the bow he can absorb it back into himself as a free action. At any time he can reform the bow as a free action. If he is disarmed he can not absorb the bow back into himself until he gets back ahold of it, and cannot form another bow for 1d4 days. Only the Blackheart that formed the bow can absorb it. A Blackheart cannot make or absorb a bow while inside an anti-magic field, but a pre-created bow remains while within one.

Poison: A Blackheart Stalker's arrows are are formed from it's essence as a free action, and are each covered in a vile poison. Being hit with or even picking up a Blackheart arrow will poison a person. Contact DC 20, initial and secondary damage 1d6. A Blackheart cannot form arrows in an anti-magic field, however arrows brought into one from outside still maintain their potency. A Blackheart may only make as many arrows at a time as he can fire.

Negative Energy Shot: Once every 1d8 rounds a Blackheart Stalker can create a bolt of pure negative energy instead of an arrow. This bolt counts as a ranged touch attack, ignoring AC bonuses from armor and natural armor, and can also go through walls, though anyone behind one is considered to have total concealment and a 50% miss chance. The bolt does 3d8 negative energy damage to living creatures, does nothing to constructs, and heals undead. It has a range equal to an arrow.

Aura of Evil: The Blackheart's Aura of Evil (see the Detect Evil spell) is equal to it's Hit Dice

Aura of Despair: A Blackheart radiates an aura 10 feet around him that causes anyone within it to despair, taking a -2 to all saving throws.

See Invisible: A Blackheart has see invisible as the spell always on (Caster Level 12)

Spell-Like Abilities: At Will- Greater Teleport (Self plus 50 pounds of Objects Only) 3/day-Protection from Good, Ray of Enfeeblement, Ray of Exhaustion (DC 15), Protection From Arrows, Haste

Bonus Feats:A Blackheart receives track as a bonus feat.




Master Blackheart Stalker
Medium Outsider (Evil, Native)
HD 18d8+72 (153 HP)
Speed 40 ft. (8 squares)
Init: +8
AC 20; touch 18; flat-footed 12
(+8 DEX, +2 Natural Armor)
BAB +18; Grp +19
Attack +2 Unholy Wounding Seeking Composite Longbow (+1 strength bonus) +29 ranged (1d8+3, x3 + 1 CON, +2d6 vs good alignments)
Full-Attack +2 Unholy Wounding Seeking Composite Longbow +29/+24/+19/+14 ranged (1d8+3, x3 + 1 CON, +2d6 vs good alignments)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison (Ex), Negative Energy Shot (Su), Spawn Arrow (Su)
Special Qualities Aura of Evil (Su), Aura of Despair (Su), Spell-Like Abilities, Immunity to Acid, Cold and Poison (Ex), Damage Reduction 15/Good and Magic (Ex), See Invisible (Su), Spell Resistance 20/Psi Resistance 10, Darkvision 60' (Ex), Uncanny Dodge (Ex)
Saves Fort +15 Ref +19 Will +14
Abilities Str 12, Dex 26, Con 19, Int 14, Wis 17, Cha 15
Skills Intimidate 23, Concentration 25, Spot 24, Listen 24, Move Silently 29, Hide 29, Sense Motive 23, Bluff 23, Survival 24, Gather Information 23
Feats Point Blank Shot, Rapid Shot, Weapon Focus (Longbow), Manyshot, Track, Precise Shot, Quicken Spell-like Ability (Greater Teleport), Improved Precise Shot, Far Shot
Environment Any
Organization Solitary or Death Squad (1 Master Blackheart Stalker and 1d4 Blackheart Stalkers) or Damnation Squad (1 Master Blackheart Stalker or Master Blackheart Desecrater,2d4 Blackheart Stalkers and 1d4 Blackheart Desecraters)
Challenge Rating 16
Treasure Standard
Alignment Always Neutral Evil
Advancement by HD

A humanoid with pure black eyes. They stand about 6 feet high. All Blackhearts have coal black hair, among blackheart stalkers it is usually worn short. Their cloths are made of the tanned skins of do-gooders that they have killed, dyed black. These creatures seem to be literally surrounded by darkness, causing those around them to despair. A Master Slayer is marked with an arrow shaped scar on his forehead.

When a Blackheart kills a creature or a creature dies from it's poison, the soul is torn asunder and energy escaps and travels through magical pathways to the Blackheart. The soul moves on to it's fate in the afterlife, but the Blackheart slowly becomes stronger. When a Slayer has killed a thousand victims it becomes a Master Slayer

Longbow: A Blackheart Stalker's Longbow is created from part of it's own essence. As long as the Blackheart Stalker is holding the bow he can absorb it back into himself as a free action. At any time he can reform the bow as a free action. If he is disarmed he can not absorb the bow back into himself until he gets back ahold of it, and cannot form another bow for 1d4 days. Only the Blackheart that formed the bow can absorb it. A Blackheart cannot make or absorb a bow while inside an anti-magic field, but a pre-created bow remains while within one.

Poison: A Blackheart Stalker's arrows are are formed from it's essence as a free action, and are each covered in a vile poison. Being hit with or even picking up a Blackheart arrow will poison a person. Contact DC 23, initial and secondary damage 1d6. A Blackheart cannot form arrows in an anti-magic field, however arrows brought into one from outside still maintain their potency. A Blackheart may only make as many arrows at a time as he can fire.

Negative Energy Shot: Once every 1d8 rounds a Master Blackheart Stalker can create a bolt of pure negative energy instead of an arrow. This bolt counts as a ranged touch attack, ignoring AC bonuses from armor and natural armor, and can also go through walls, though anyone behind one is considered to have total concealment and a 50% miss chance. The bolt does 4d8 negative energy damage to living creatures, does nothing to constructs, and heals undead. It has a range equal to an arrow.

Spawn Arrow: 1/day a Master Blackheart Stalker can create an arrow that transforms it's opponent into a standard Blackheart Stalker. The opponent it poisoned as normal, except the save DC for the poison is 28. If the opponent dies from the poison it rises as a Blackheart Stalker in 1d4 rounds.

Aura of Evil: The Blackheart's Aura of Evil (see the Detect Evil spell) is equal to it's Hit Dice

Aura of Despair: A Blackheart radiates an aura 10 feet around him that causes anyone within it to despair, taking a -2 to all saving throws.

See Invisible: A Blackheart has see invisible as the spell always on (Caster Level 18)

Spell-Like Abilities: At Will- Greater Teleport (Self plus 50 pounds of Objects Only) 3/day-Protection from Good, Ray of Enfeeblement, Ray of Exhaustion (DC 15), Protection from Arrows, Unholy Aura, True Strike, Haste

Bonus Feats: A Master Blackheart Stalker recieves Track and Quicken Spell-Like Ability (Greater Teleport) as bonus feats.

Blackheart Stalker Overlord
Medium Outsider (Evil, Native)
HD 22d8+132 (231 HP)
Speed 40 ft. (8 squares)
Init: +9
AC 25; touch 19; flat-footed 16
(+9 DEX, +6 Natural Armor)
BAB +21; Grp +22/+17/+12/+7
Attack +4 Unholy Wounding Seeking Distance Composite Longbow (+2 strength bonus) +35 ranged (1d8+6, 19-20/x3 + 1 CON, +2d6 vs good alignments)
Full-Attack +4 Unholy Wounding Seeking Distance Composite Longbow (+2 strength bonus) +35/+30/+25/+20 ranged (1d8+6, 19-20/x3 + 1 CON, +2d6 vs good alignments)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison (Ex), Negative Energy Shot (Su), Spawn Arrow (Su), Death Gaze (Su)
Special Qualities Aura of Evil (Su), Aura of Despair (Su), Spell-Like Abilities, Immunity to Acid, Cold and Poison (Ex), Damage Reduction 15/Epic and Good (Ex), True Seeing (Su), Spell Resistance 30/Psi Resistance 20, Darkvision 60' (Ex), Uncanny Dodge (Ex), Summon Blackheart Stalker (Su), Blindsight (Ex), Fast Healing 5/Good (Ex), Dark Body (Su), Protection From Good (Su)
Saves Fort +19 Ref +22 Will +16
Abilities Str 14, Dex 28, Con 22, Int 14, Wis 17, Cha 16
Skills Intimidate 28, Concentration 29, Spot 28, Listen 28, Move Silently 34, Hide 34, Sense Motive 28, Bluff 28, Survival 28, Gather Information 28
Feats Point Blank Shot, Rapid Shot, Weapon Focus (Longbow), Manyshot, Track, Precise Shot, Quicken Spell-like Ability (Greater Teleport), Improved Precise Shot, Far Shot, Improved Critical (Longbow), Improved Manyshot, Quicken Spell-Like Ability (Greater Teleport)
Environment Any
Organization Solitary
Challenge Rating 23
Treasure Standard
Alignment Always Neutral Evil
Advancement by HD

Longbow: A Blackheart Stalker's Longbow is created from part of it's own essence. As long as the Blackheart Stalker is holding the bow he can absorb it back into himself as a free action. At any time he can reform the bow as a free action. If he is disarmed he can not absorb the bow back into himself until he gets back ahold of it, and cannot form another bow for 1d4 days. Only the Blackheart that formed the bow can absorb it. A Blackheart cannot make or absorb a bow while inside an anti-magic field, but a pre-created bow remains while within one.

Poison: A Blackheart Stalker's arrows are are formed from it's essence as a free action, and are each covered in a vile poison. Being hit with or even picking up a Blackheart arrow will poison a person. Contact DC 27, initial and secondary damage 2d6. A Blackheart cannot form arrows in an anti-magic field, however arrows brought into one from outside still maintain their potency. A Blackheart may only make as many arrows at a time as he can fire.

Negative Energy Shot: Once every 1d6 rounds a Blackheart Stalker Overlord can create a bolt of pure negative energy instead of an arrow. This bolt counts as a ranged touch attack, ignoring AC bonuses from armor and natural armor, and can also go through walls, though anyone behind one is considered to have total concealment and a 50% miss chance. The bolt does 6d8 negative energy damage to living creatures, does nothing to constructs, and heals undead. It has a range equal to an arrow.

Spawn Arrow: 1/day a Blackheart Stalker Overlord can create an arrow that transforms it's opponent into a standard Blackheart Stalker. The opponent it poisoned as normal, except the save DC for the poison is 32. If the opponent dies from the poison it rises as a Blackheart Stalker in 1d4 rounds.

Death Gaze: For 3 minutes a day a Blackheart Stalker Overlord can use it's Death Gaze attack. Anyone caught in it's gaze must make a DC 24 Fortitude save every round or loose 1d6 CON.

Aura of Evil: The Blackheart's Aura of Evil (see the Detect Evil spell) is equal to it's Hit Dice

Aura of Despair: A Blackheart radiates an aura 10 feet around him that causes anyone within it to despair, taking a -2 to all saving throws.

True Seeing: A Blackheart Overlord has True Seeing as the spell always on (Caster Level 22)

Spell-Like Abilities: At Will- Greater Teleport (Self plus 50 pounds of Objects Only), Ray of Enfeeblement, Ray of Exhaustion (DC 15), Protection from Arrows, Unholy Aura, True Strike 3/day Time Stop

Summon Blackheart Stalker: 1/day a Blackheart Stalker Overlord may automatically summon 1d3 Blackheart Stalkers or 1 Master Blackheart Stalker

Dark Body: Any time a living creature touches a Blackheart Stalker Overlord or hits it with a melee attack the creature takes 1d4 Negative Energy damage. Undead that touch the Blackheart Stalker Overlord are healed by that amount.

Protection From Good: A Blackheart Stalker Overlord is always under the effects of a protection from good effect. (Caster Level 20)

Bonus Feats: A Blackheart Stalker Overlord receives Track, Quicken Spell-Like Ability (Greater Teleport), and Quicken Spell-Like Ability (Greater Teleport) as bonus feats.

Blackheart Desecrater
Medium Outsider (Evil, Native)
HD 12d8+48 (102 HP)
Speed 40 ft. (8 squares)
Init: +5
AC 15; touch 15; flat-footed 10
(+5 DEX)
BAB +12; Grp +12/+7/+2
Attack +1 Unholy Longbow +18 ranged (1d8+1, x3, +2d6 vs good alignments)
Full-Attack +1 Unholy Longbow +18/+13/+8 ranged (1d8+1, x3, +2d6 vs good alignments)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison (Ex), Negative Energy Shot (Su)
Special Qualities Aura of Evil (Su), Aura of Despair (Su), Spell-Like Abilities, Immunity to Acid and Poison, Resistance to Cold 10 (Ex), Damage Reduction 10/Good and Magic (Ex), See Invisible (Su), Spell Resistance 20/Psi Resistance 10, Darkvision 60' (Ex), Uncanny Dodge (Ex), Tongues (Su), Spellcasting
Saves Fort +12 Ref +13 Will +12
Abilities Str 10, Dex 20, Con 19, Int 14, Wis 19, Cha 24
Skills Intimidate 27, Concentration 19, Spot 19, Listen 19, Move Silently 20, Hide 20, Sense Motive 19, Bluff 27, Survival 19, Gather Information 22
Feats Track, Combat Casting, Persuasive, Skill Focus (Bluff), Quicken Spell-Like Ability (Greater Teleport), Skill Focus (Intimidate)
Environment Any
Organization Solitary or Damnation Squad (1 Master Blackheart Stalker or Master Blackheart Desecrater, 1d8 Blackheart Stalkers and 1d4 Blackheart Desecraters)
Challenge Rating 14
Treasure Standard
Alignment Always Neutral Evil
Advancement by HD

A humanoid with pure black eyes. They stand about 6 feet high. All Blackhearts have coal black hair, among blackheart stalkers it is ussually worn short. Their cloths are made of the tanned skins of do-gooders that they have killed, dyed black. These creatures seem to be literally surrounded by darkness, causing those around them to despair.

Long ago good was at it's strongest as evil was making it's first attempts to bring good to it's knees. Good was prevailing, and it was decided that elite shock troopers where needed. Thirteen of the darkest gods gathered together to create them. Sacrificing millions of innocent lives to open a conduit from all the lower plains, they channeled that energy through themselves and into none but the very leaders of the armies of good. The friends of these victims and the soldiers under them could only stand and watch as in a flash their bodies fell away, revealing only pure white souls. In seconds the souls began to fill with black, as the victims cried out in tortured pain to their friends to save them. Almost as soon as it began the blackness covered their souls, then formed a new body around them. As everyone watched in terror they whipped around, bows forming in their hands, arrows nocked. They unleashed their arrows into those nearest them, then in swarm of black teleported away. The effort of creating the blackhearts killed all but one of the gods, and robbed the last of his divinity, turning him into a powerful blackheart leader. The army of good continued on, finding new leaders, but the new blackheart shock troops took a heavy toll, teleporting in to take away key men and women at the worst possible times. Eventually though the forces of weal managed to overwhelm the blackheart leader, killing him and breaking the spine of the blackhearts. They went on to defeat the armies of evil, but the implementation of the blackhearts turned what could have been a complete victory and broken evil for good into only a partial victory which only scattered the evil forces, not destroying them. Those leaders who had magical energy stored within them at the time of their change became the first blackheart desceraters.


Longbow: A Blackheart Desecrater's Longbow is created from part of it's own essence. As long as the Blackheart is holding the bow he can absorb it back into himself as a free action. At any time he can reform the bow as a free action. If he is disarmed he can not absorb the bow back into himself until he gets back ahold of it, and cannot form another bow for 1d4 days. Only the Blackheart that formed the bow can absorb it. A Blackheart cannot make or absorb a bow while inside an anti-magic field, but a pre-created bow remains while within one.

Poison: A Blackheart Desecrater's arrows are are formed from it's essence as a free action, and are each covered in a vile poison. Being hit with or even picking up a Blackheart arrow will poison a person. Contact DC 20, initial and secondary damage 1d6. A Blackheart cannot form arrows in an anti-magic field, however arrows brought into one from outside still maintain their potency. A Blackheart may only make as many arrows at a time as he can fire.

Negative Energy Shot: Once every 1d8 rounds a Blackheart Desecrater can create a bolt of pure negative energy instead of an arrow. This bolt counts as a ranged touch attack, ignoring AC bonuses from armor and natural armor, and can also go through walls, though anyone behind one is considered to have total concealment and a 50% miss chance. The bolt does 4d8 negative energy damage to living creatures, does nothing to constructs, and heals undead. It has a range equal to an arrow.

Aura of Evil: The Blackheart's Aura of Evil (see the Detect Evil spell) is equal to it's Hit Dice.

Aura of Despair: A Blackheart radiates an aura 10 feet around him that causes anyone within it to despair, taking a -2 to all saving throws.

See Invisible: A Blackheart has see invisible as the spell always on (Caster Level 12)

Spell-Like Abilities: At Will- Greater Teleport (Self plus 50 pounds of Objects Only), Protection from Good 3/day- Protection from Arrows, Ray of Enfeeblement, Ray of Exhaustion (DC 18), Haste, Charm Monster (DC 19), 1/day- Bestow Curse, Unhallow

Tongues: A Blackheart Desecrater is always under the effects of a tongues spell (Caster Level 12)

Spellcasting: A Blackheart Desecrater casts divine spells from the Cleric spell list as a Cleric equal to it's HD and has access to the Evil and Trickery domains.

Bonus Feats: A Blackheart Desecrater receives Track as a bonus feat.

Master Blackheart Desecrater
Medium Outsider (Evil, Native)
HD 18d8+90 (171 HP)
Speed 40 ft. (8 squares)
Init: +5
AC 17; touch 15; flat-footed 12
(+5 DEX, +2 Natural)
BAB +18; Grp +18/+13/+8/+3
Attack +3 Unholy Longbow +26 ranged (1d8+3, x3, +2d6 vs good alignments)
Full-Attack +3 Unholy Longbow +26/+21/+16/+11 ranged (1d8+3, x3, +2d6 vs good alignments)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison (Ex), Negative Energy Shot (Su), Spawn Arrow (Su)
Special Qualities Aura of Evil (Su), Aura of Despair (Su), Spell-Like Abilities, Immunity to Acid, Cold and Poison (Ex), Damage Reduction 15/Good and Magic (Ex), See Invisible (Su), Spell Resistance 25/Psi Resistance 15, Darkvision 60' (Ex), Uncanny Dodge (Ex), Tongues (Su), Spellcasting
Saves Fort +12 Ref +13 Will +12
Abilities Str 10, Dex 20, Con 20, Int 14, Wis 19, Cha 24
Skills Intimidate 33, Concentration 26, Spot 25, Listen 25, Move Silently 26, Hide 26, Sense Motive 25, Bluff 33, Survival 25, Gather Information 28
Feats Track, Combat Casting, Persuasive, Skill Focus (Bluff), Quicken Spell-Like Ability (Greater Teleport), Skill Focus (Intimidate), Quicken Spell-Like Ability (Haste), Quicken Spell-Like Ability (Greater Teleport)
Environment Any
Organization Solitary or Damnation Squad (1 Master Blackheart Stalker or Master Blackheart Desecrater, 1d8 Blackheart Stalkers and 1d4 Blackheart Desecraters)
Challenge Rating 17
Treasure Standard
Alignment Always Neutral Evil
Advancement by HD

Longbow: A Master Blackheart Desecrater's Longbow is created from part of it's own essence. As long as the Blackheart is holding the bow he can absorb it back into himself as a free action. At any time he can reform the bow as a free action. If he is disarmed he can not absorb the bow back into himself until he gets back ahold of it, and cannot form another bow for 1d4 days. Only the Blackheart that formed the bow can absorb it. A Blackheart cannot make or absorb a bow while inside an anti-magic field, but a pre-created bow remains while within one.

Poison: A Master Blackheart Desecrater's arrows are are formed from it's essence as a free action, and are each covered in a vile poison. Being hit with or even picking up a Blackheart arrow will poison a person. Contact DC 24, initial and secondary damage 1d6. A Blackheart cannot form arrows in an anti-magic field, however arrows brought into one from outside still maintain their potency. A Blackheart may only make as many arrows at a time as he can fire.

Negative Energy Shot: Once every 1d8 rounds a Master Blackheart Desecrater can create a bolt of pure negative energy instead of an arrow. This bolt counts as a ranged touch attack, ignoring AC bonuses from armor and natural armor, and can also go through walls, though anyone behind one is considered to have total concealment and a 50% miss chance. The bolt does 4d8 negative energy damage to living creatures, does nothing to constructs, and heals undead. It has a range equal to an arrow.

Spawn Arrow: 1/day a Master Blackheart Desecrater can create an arrow that transforms it's opponent into a standard Blackheart Desecrater. The opponent it poisoned as normal, except the save DC for the poison is 29. If the opponent dies from the poison it rises as a Blackheart Stalker in 1d4 rounds.

Aura of Evil: The Blackheart's Aura of Evil (see the Detect Evil spell) is equal to it's Hit Dice.

Aura of Despair: A Blackheart radiates an aura 10 feet around him that causes anyone within it to despair, taking a -2 to all saving throws.

See Invisible: A Blackheart has see invisible as the spell always on (Caster Level 18)

Spell-Like Abilities: At Will- Greater Teleport (Self plus 50 pounds of Objects Only), Protection from Good 3/day- Protection from Arrows, Ray of Enfeeblement, Ray of Exhaustion (DC 18), Haste, Charm Monster (DC 19), 2/day- Bestow Curse, Unhallow

Tongues: A Master Blackheart Desecrater is always under the effects of a tongues spell (Caster Level 18)

Spellcasting: A Master Blackheart Desecrater casts divine spells from the Cleric spell list as a Cleric equal to it's HD and has access to the Evil and Trickery domains.

Bonus Feats: A Master Blackheart Desecrater receives Track and Quicken Spell-Like Ability (Greater Teleport) as bonus feats.

Debihuman
2009-02-26, 12:19 PM
They all have one too many feats unless you gave them bonus feats and forgot to designate them as such. It looks like Track should be a bonus feat.

It looks like their caster levels should be the same as their hit dice but is off in a few places. This should be made consistent.

A +2 composite longbows requires a minimum Str of 14 to use. Composite crossbows plusses are Str based. In order for the descecrater to use a +3 composite bow, it would need a minimum Str of 16. I recommend that you do not make exceptions for these creatures, but rather increase their Str scores appropriately. I rarely advocate for increasing a creature's power, but in this case I think it is justified.

On second look: it appears you haven't set the attack lines properly. You seem to be listing the plus for the weapon a second time but left out the word "ranged."

Outsiders usually list the plane of existence they are from in their environment; neutral evil suggests The Grey Wastes.

Debby

Katasi
2009-02-26, 01:10 PM
They all have one too many feats unless you gave them bonus feats and forgot to designate them as such. It looks like Track should be a bonus feat.

It looks like their caster levels should be the same as their hit dice but is off in a few places. This should be made consistent.

A +2 composite longbows requires a minimum Str of 14 to use. Composite crossbows plusses are Str based. In order for the descecrater to use a +3 composite bow, it would need a minimum Str of 16. I recommend that you do not make exceptions for these creatures, but rather increase their Str scores appropriately. I rarely advocate for increasing a creature's power, but in this case I think it is justified.

On second look: it appears you haven't set the attack lines properly. You seem to be listing the plus for the weapon a second time but left out the word "ranged."

Outsiders usually list the plane of existence they are from in their environment; neutral evil suggests The Grey Wastes.

Debby

You're right, I forgot to list the bonus feats.

I'll fix the problem with the HD/Caster level

I missed the str problem for the desecraters. I'll fix that

As for the attack lines... forgot the ranged. As for the +, it's not listed a second time. The first + is the magical enhancement, the second is the strength rating of the bow. Best I can tell you DO have to list both.

As for plane of origin, they are native outsiders- as listed in the Monster Manual, native outsiders come from the material plane even though they are outsiders.

Debihuman
2009-02-26, 01:32 PM
You're right, I forgot to list the bonus feats.

I'll fix the problem with the HD/Caster level

I missed the str problem for the desecraters. I'll fix that

As for the attack lines... forgot the ranged. As for the +, it's not listed a second time. The first + is the magical enhancement, the second is the strength rating of the bow. Best I can tell you DO have to list both.

As for plane of origin, they are native outsiders- as listed in the Monster Manual, native outsiders come from the material plane even though they are outsiders.


This is how it should look:
+X composite longbow (+X Str bonus)

You're right about the native outsiders. I forgot about that.

BAB for outsiders is equal to HD; Grapple is Base attack bonus + Strength modifier + special size modifier. There should only be one number for each.

Debby

Katasi
2009-02-26, 02:11 PM
This is how it should look:
+X composite longbow (+X Str bonus)

You're right about the native outsiders. I forgot about that.

BAB for outsiders is equal to HD; Grapple is Base attack bonus + Strength modifier + special size modifier. There should only be one number for each.

Debby

BAB shouldn't include all the attacks like it does for characters?

The setup for composite longbows is helpful though, I didn''t know how to do that.

Debihuman
2009-02-27, 12:16 PM
Base Attack Bonus is not the same as attacks. The BAB for creatures is based on the creature's type and number of hit dice. It is only one number.

Debby

The Mentalist
2009-02-27, 12:22 PM
I have one question, Why only a bow on the absorb into itself?

Lappy9000
2009-02-27, 12:36 PM
Err...what do they look like? What plane are they from (or were they from, since they're Native)? Why are they evil?

Basically, it could use more fluff.

Katasi
2009-02-27, 02:25 PM
still working out fluff, but it might help you all to know these guys are loosely based of the darklighters from charmed.

Debihuman
2009-02-27, 04:17 PM
I'm a HUGE fan of Charmed. Once you get the fluff up, I'll take another look at these. For some reason, I thought these were going to be like the darkhearts from Kingdom Heart.

Debby

Katasi
2009-03-01, 04:11 PM
Stalker and Master Stalker fixed and fluffed. Might work on more later. Sorry I didn't get this all done sooner, but it's been a hectic couple of days.

Debihuman
2009-03-02, 08:36 PM
If you designate Track as a bonus feat, you should note the stat block as Track (B). That makes it a lot clearer rather than waiting to read it at the bottom of the text.

In the Special Abilities and Special Qualities: you don't have to designate whether an a ability is (Ex), (Su) or (Sp) in the text block, THAT information should be in the main text. Those abilities are usually listed alphabetically too.

I'm not a fan of the stat block [and trust me that's putting it mildly] -- I know it's the usual one used but it's inconsistent.

Debby

Katasi
2009-03-02, 08:43 PM
ah. I'll work on it. How's the fluff so far?

Katasi
2009-03-10, 04:55 PM
Crunch all updated. How is everything looking so far?

Debihuman
2009-03-11, 12:34 AM
Your fluff needs a little proofreading and editing but otherwise seems okay. What do you mean by "humanoid"? Do they look like humans with black eyes or do they look like like elves?

Master Blackheart still has an extra feat and you listed the bonus feat Quicken Spell-Like Ability (Greater Teleport) twice. I think you meant to only list it once and designate another feat as a bonus feat.

Blackheart Stalker Overlord still has one too many feats even with the two bonus feats.

Grapple is still wrong for most of these.

Debby

Katasi
2009-03-11, 02:22 AM
Your fluff needs a little proofreading and editing but otherwise seems okay. What do you mean by "humanoid"? Do they look like humans with black eyes or do they look like like elves?

Master Blackheart still has an extra feat and you listed the bonus feat Quicken Spell-Like Ability (Greater Teleport) twice. I think you meant to only list it once and designate another feat as a bonus feat.

Blackheart Stalker Overlord still has one too many feats even with the two bonus feats.

Grapple is still wrong for most of these.

Debby

by humanoid I meant basic anatomy structure, they are two armed bipeds with a humanlike facial structure and stuff. They generally fall closer to humans than elves though.

I actually meant to list quicken spell-like ability (greater teleport) twice... although I just looked at the feat again and it IS allowed to be only taken once per SLA.... darn, I wanted these guys to have more than 3 quickened teleports per day. Any suggestions?