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ClockworkKnight
2010-08-08, 10:19 PM
Keep in mind its been a long time since I've created any monsters so some of the stats may be off or just wrong.


Knocker

Medium undead

Hit dice- 4D12 ( 26)

Initiative - +5

Speed- 20Ft fly clumsy

AC- 21 ( +1 Dex, +10 Natural) Touch 11, flat footed 20

Base attack\grapple +2\

Attack- Slam +7 melee

Full attack- Slam 1D6+1, Suffocate 1D4

Space\Reach 5 ft\ 5ft

Special attacks- Suffocate, Improved grab

Special qualities- undead traits, dark vision 60ft

Saves- Fort +1, Ref +4, Will +4
Abilities- Str-13 Dex - 14 Con- Int-10 Wis- 10 Chra-14

Skills- Hide +8, move silently +6

Feats- Improved Initiative

Environment- any

Organization- solitary

CR 4

Treasure-none

Alignment -always CE

Advancement


Once the sun goes down, no one in New Pedwich ever answers a knock at the door

Also known as the Peeping Tom, Knockers are mysterious malevolent undead that look like a suit of mismatched badly tattered clothing with no wearer, a pair of floating eyes and a pair of floating clawed desiccated hands. They are drawn to places of negative emotions such as fear, hatred and jealousy and feed off said negative emotions. Most follow murders while a rare few follow innocents, thriving off their fear.

The Knocker was given its name because of the constant knocking on doors and windows, the undead can not enter a building occupied by its target unless invited in by the victim opening the door for it. The Knocker will never tire and will return nightly to its chosen target until either the target is dead or the Knocker is destroyed.



They come out only at night, laying dormant in abandoned basements, abandoned barns and natural caverns until night fall. While in its dormant state it appears to be a pile of tattered cloth, the Knocker receives a +10 to its Hide checks. While dormant Knockers wait until some one, often blundering adventures come with in 10 feet before coming to ‘life’ and attacking.

The scholar, Huron the Subtle, once theorized that sunlight was harmful to the Knocker and the undead could be safely approached during the day time. He was last seen feeling a wine cellar of an abandoned farm house with three Knockers in hot pursuit in broad day light.


Combat

Knockers stalk their victims, across many miles if need be, waiting until nightfall before starting their reign of terror.

Improved grab- If the Knocker hits an opponent with a normal attack, it can start a grapple as a free action with out provoking an attack of opportunity.

The Knocker The Knockers grapple bound is +4

Suffocate- With a successful grapple attack, a Knocker asphyxiate a creature by wrapping around the target and drawing the air from its lungs. This attack automatically deals 1D4 points of damage per round



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Tommy Knocker

Medium undead

Hit dice- 12 D 7 ( 66)

Initiative - +6

Speed- 20 fly clumsy

AC- 22 (+1 dex +10 natural ) touch 9, flat footed 20

base attack\grapple- +6\+15

Attack- Slam +12 Melee

Full attack- slam 1D8+4

Special attack- Whirlwind, Improved grab, Suffocate

Special qualities- undead traits, dark vision 60ft

Saves- Fort +4 Ref +4 Will+8

Abilities- Str- 19 Dex -17 Con- Int-10 Wis-17 Chra-16

Skills- Hide +10, move silently +8, spot +7

Feats- Dodge, Improved Initiative

Environment-any

Organization-Always found accompanied by 1D4 Knockers

treasure-standard coins

Alignment always CE




Tommy Knockers are a more advanced version of a Knocker and are very aggressive, they never hesitate to use their Whirlwind attack.

The Tommy Knocker consists of a vaguely humanoid form made of razor sharp bone, tattered clothing and metal shards, two dissembled eyes, a pair of desiccated clawed hands. Some even contain coins, chains and keys.

Like the Knocker, the malevolent undead are drawn to places of negative emotions such as fear, hatred and jealousy and feed off said negative emotions. Most follow murders while a rare few follow innocents, thriving off their fear.

Unlike the Knocker, Tommy Knockers can enter buildings with out being invited in.

They come out only at night, laying dormant in abandoned basements and cellars, abandoned barns and natural caverns until night fall. While in its dormant state, the Tommy Knocker appears to be a pile of old bones, tattered cloth and rubbish. It receives a +10 to its Hide checks. While dormant Knockers wait until some one, often blundering adventures come with in 10 feet before coming to ‘life’ and attacking.


Combat

Whirlwind- Once per day, a Tommy Knocker can explode into a deadly whirling cloud of razor sharp bone and metal. Every creature in a 10 foot radius centered on the Tommy Knocker takes 4 D10 points of damage ( Ref DC 16 for half).

Improved grab- If the Tommy Knocker hits an opponent with a normal attack, it can start a grapple as a free action with out provoking an attack of opportunity. A Tommy Knockers grapple bonus is +15

Suffocate- With a successful grapple attack, a Tommy Knocker can asphyxiate a creature by wrapping a target and drawing the air from its lungs. This attack automatically deals 2D4 points of damage per round

Debihuman
2010-08-12, 10:25 PM
I recommend that you review the rules in the online SRD here: www.d20srd.org

Here are the rules regarding Undead creatures.



Undead Type

Undead are once-living creatures animated by spiritual or supernatural forces.
Features

An undead creature has the following features.

* 12-sided Hit Dice.
* Base attack bonus equal to ½ total Hit Dice (as wizard).
* Good Will saves.
* Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.

Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
* Undead do not breathe, eat, or sleep.


It looks like you used a 3.0 statblock and not 3.5.

Hit Dice should be d12 not d10. Hit points would be 8 x 6.5 or 52 hp.

Armor Class is 21 not 20.

Debby

ClockworkKnight
2010-08-12, 11:43 PM
It looks like you used a 3.0 statblock and not 3.5.

Was originally supposed to be a 3.5, lack of sleep and 100 degree heat with a lack of AC makes it hard for me to think. That and its been a long time since I've made my own creatures.

did some editing work on it