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
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
===================================
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