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View Full Version : Because the 'evil doctor' needs more to work with in dnd. [Creatures]



Icewalker
2009-07-20, 03:13 PM
Inspirations: Muscle type IIb (http://en.wikipedia.org/wiki/Skeletal_muscle#Muscle_fibers), Keratin (http://en.wikipedia.org/wiki/Keratin), and Chitin (http://en.wikipedia.org/wiki/Chitin), respectively. This is what happens when I spend my hour of Learning on anatomy.

Flash Crushers are mostly designed to be sent in waves. I have an interesting vision of a challenge for a high level party of facing an army of them of sufficient size to qualify as 'infinite', and merely having to outlast them the 12 rounds...

[hr]

Flash Crusher
Small Undead
HD 4d12 (26 HP)
Speed 40 ft. (8 squares)
Init: +10
AC 18; touch 17; flat-footed 12
(+1 size, +6 Dex, +1 Natural)
BAB +2; Grp +12
Attack Slam +9 (1d4+6)
Full-Attack Slam +9 (1d4+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grapple, Clinging Strength, Constrict (1d4+6)
Special Qualities Exertion, Darkvision 60 feet, Undead traits
Saves Fort +1 Ref +7 Will +1
Abilities Str 22, Dex 22, Con -, Int -, Wis 5, Cha 5
Skills None
Feats Improved Initiative (B)
Environment crafted
Organization Single, fascicle (2-8), muscle (6-24)
Challenge Rating 2
Alignment Chaotic Evil

When you look at it from the right angle, you can see that the small mound of flesh actually forms stubby legs, arms, and a torso, made entirely of some very thick, pale muscle. You can see the muscle that makes up its whole body clench and unclench whenever it moves, and you can tell that the small form holds a lot of physical power.

Improved Grab (Ex): To use this ability, a flash crusher must hit a creature at least one size smaller than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and begins grappling the opponent immediately.

Clinging Strength (Ex): Because of the way it was crafted, flash crushers can get a much better grip on enemy creatures than most: they have a racial+8 bonus to grapple checks.

Constrict (Ex): A flash crusher deals automatic slam damage on a successful grapple check.

Exertion (Ex): The muscle that flash crushers are made with tires extremely quickly, and after four active rounds of combat they become fatigued. Another four rounds of active combat causes the flash crusher to become exhausted, and after four more active rounds the creature dies and is destroyed from exertion. A round spent dazed, or only taking partial action, does not count as an active round of combat, however the rounds do not need to be consecutive. Fifteen minutes of rest resets the crusher's energy, and removes conditions of fatigue and exhaustion.

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Keratin Brute
Medium Undead
HD 8d12 (52 HP)
Speed 30 ft. (6 squares)
Init: +2
AC 20; touch 12; flat-footed 18
(+2 Dex, +8 Natural)
BAB +4; Grp +9
Attack Slam +9 (1d8+5)
Full-Attack Slam +9 (1d8+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Bone Crack
Special Qualities DR 10/adamantine, Darkvision 60 feet, Undead traits
Saves Fort +2 Ref +4 Will +3
Abilities Str 20, Dex 14, Con -, Int -, Wis 13, Cha 10
Skills None
Feats Great Fortitude (B), Power Attack (B),
Environment crafted
Organization Single, Nail (2-8), Armor (4-16)
Challenge Rating 5
Alignment Chaotic Evil

The proportions of the creature are similar to those of a human, but it's a little too thick, and the head is a little too small. There's no way you could mistake it for a living being however: the entire form is constructed from some semi-translucent tough material, thick enough that it just appears as a pale slightly tinted white. The heavy clubbed bludgeons at the end of each arm look to be quite menacing weapons.

Bone Crack (Ex): With a swift and powerful movement, a keratin brute can shatter the bones of its opponents. On a successful slam attack, or during a grapple, the keratin brute attempts a strength check, with a DC equal to the Constitution of the target. On a successful bone crack, the target takes 1d3 points of Constitution damage.

[hr]

Chitin Dreadnought
Large Undead
HD 16d12 (134 HP)
Speed 40 ft. (8 squares)
Init: +1
AC 26; touch 10; flat-footed 25
(-1 size, +1 Dex, +16 Natural)
BAB +8; Grp +21
Attack Slam +17 (2d8+10)
Full-Attack 2 Slams +17 (2d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Crush Skeleton, Improved Grab, Terrible Grasp, Fortress
Special Qualities DR 15/adamantine, Resistance to Fire 15, Resistance to Electricity 15, Resistance to Cold 15, Darkvision 60 feet, Undead traits
Saves Fort +7 Ref +6 Will +8
Abilities Str 30, Dex 12, Con -, Int -, Wis 13, Cha 5
Skills None
Feats Power Attack (B), Great Fortitude (B), Iron Will (B), Toughness x10 (B)
Environment crafted
Organization Single
Challenge Rating 12
Alignment Chaotic Evil

The towering monstrosity seems to be constructed of some hard black shell, reminiscent of a beetle's. The creature is no beetle though: it looks about twice the height of a man, a hulking black thing, halfway between insect and man with a lot of monster thrown in. Two great arms extend forwards from its sides, ending in thick shelled hands covered in minuscule vicious hooks pressed against the ground to keep it balanced with its forward hunched stature.

Crush Skeleton (Ex): As part of a grapple, a chitin dreadnought can attempt to crush a target, slamming their skeleton into pieces. A chitin dreadnought deals 1d3 points of Constitution damage plus slam damage (2d8+10) on a successful grapple check.

Improved Grab (Ex): To use this ability, a flash crusher must hit a creature at least one size smaller than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and begins grappling the opponent immediately.

Terrible Grasp (Ex): The hands of a chitin dreadnought are designed to hold an opponent and tear at them. Chitin dreadnoughts have a racial +8 bonus to grapple checks, and anyone attempting to break free from a grapple with a chitin dreadnought receives 2d6 slashing damage, whether or not the attempt is successful.

Fortress (Ex): The chitin dreadnought can retreat into its shell for safety, taking a victim with it. Entering the Fortress state is a full round action, exiting the state is a full round action which provokes attacks of opportunity. If the chitin dreadnought is currently grappling, it must win a grapple check against each grappler to take them under the shell with it. If the victim wins the grapple check, they break free from the grapple. A pinned target gets a -4 on the grapple check to avoid being carried into the shell. This action gives the dreadnought full concealment and provides a +4 cover bonus to AC. In this state the dreadnought is flat-footed, and can take no action except maintaining a grapple and dealing Crush Skeleton damage.

Frog Dragon
2009-07-20, 03:30 PM
I'm guessing Chitin Dreadnought is supposed to be Large, not small as it currently says.

Icewalker
2009-07-20, 03:31 PM
...*coughfix*

Thanks. :smallbiggrin:

DracoDei
2009-07-20, 04:27 PM
Reasonable ideas.

Creation rules needed.

Surviving 12 rounds against the first type only requires levitation or flight from all party members... now if they are having to block a door or something, that might be different... Also, if the 12 rounds is so they all drop dead, then that does not work because the back ranks would probably be taking partial actions.

What is the reset condition on the 12 rounds? A single round spent taking only a partial action? If so that is a pretty weak limitation. If it is lifetime and there IS no reset condition, then that could work (but would seriously reduce the creation price). That might be what you intended all along, but you probably need to make it more clear.

Full Cover negates the need for natural armor in any case.

Icewalker
2009-07-20, 05:16 PM
Thanks,

The life timing was meant to be mostly by encounter: if they spent two rounds acting fully, then one round stunned/partial action, then two rounds acting fully, that would be four rounds and they would become fatigued. If combat ended and they could rest, it would reset. I'll throw something into that regard.

Not sure how it could be done with total cover, because it just renders it mostly unattackable...It's an interesting (and more accurate) alternative though. I think I'll change the '+4 natural AC' to '+4 cover bonus' and keep the 50% miss chance from concealment.

Man, I hate creation rules unless they can be special and interesting :smallsigh:

...Also, I have no idea how someone could ever collect this much keratin or chitin. You'd need a lot of fingernails/insects.

Pie Guy
2009-07-20, 05:41 PM
Why is it "Flash Crusher"? Shouldn't it be Flesh?

Icewalker
2009-07-20, 06:25 PM
As in, fast and then its gone. It's practically a short term suicide soldier.