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AkazilliaDeNaro
2013-03-08, 01:03 PM
Mz. Ruby


http://images2.wikia.nocookie.net/__cb20120108221013/sly/images/6/60/Mz._Ruby_HD_ID.png
Mz. Ruby
Female Alligatorkin, Dread Necromancer** 20
Large Monstrous Humanoid
Hit Dice: 8d8+56 plus 20d6+140 (302 hp)
Speed: 40 ft. (8 squares); Swim 100 ft.
Initiative: +7
Armor Class: 24 (+4 armor -1 size, +7 Dex, +4 natural); touch 16 ; flat-footed 17
BAB/Grapple: +18/+29
Attack: Bite +26 melee (2d6+9)
Full Attack: Bite +26 melee (2d6+9) and tail slap +21 melee (1d8+4)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Charnel Touch (1d8+5), Enervating Touch, Fear Aura, Negative Energy Burst (20d4), Scabrous Touch, Spells
Special Qualities: Advanced Learning, Blindsense 30 ft., DR 6/bludgeoning and magic, Hold Breath, Lich Body, Light Fortification 50%, Mental Bastion, Rebuke Undead 15/day, Negative Energy Resistance +4, Summon Familiar, Undead Mastery
Saves: Fort +15 Ref +19 Will +27 (+4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease)
Abilities: Str 24, Dex 24, Con 24, Int 30, Wis 28, Cha 30
Skills: Bluff + 41, Concentration +38, Decipher Script +41, Disguise*** +41, Hide*** + 34, Intimidate +43, Listen +40, Knowledge (arcana) +41, Knowledge (religion) +41, Spellcraft +43, Spot +40, Swim*** +38
Feats: Bolster Resistance*, Corpsecrafter*, Craft Wondrous ItemB, Deadly Chill*, Deformity (Skin)B**, Deformity (Tongue)B**, Destructive RetributionB*, Disease Immunity (Mummy Rot)B**, Epic Spellcasting, Eschew MaterialsB, Hardened Flesh*, Ignore Material Components, Nimble Bones*, Necromantic Presence*, Necromantic Might*, Unnatural Will, Willing DeformityB**
Environment: Warm Marsh
Organization: Solitary (Unique), or with entourage (5-7 Mummified Legendary Snakes)
Challenge Rating: 24
Treasure: Standard plus Rod of Undead Mastery (MIC pgs. 175-176), Scepter of the Netherworld (LM pg 78), and Nightstick (LM pg. 78)
Alignment: Neutral Evil
Advancement: By class
Level Adjustment: —
* = Located in Libris Mortis
** = Located in Heroes of Horror

Mz. Ruby is a large anthropomorphic alligator who came from a long line of voodoo mystics. She has a light green belly and mouth, along with sharp teeth, spikes on her tail, and dark blue hair. Her attire includes fuchsia shirt that grants her +4 armor like a chain shirt, a red bandanna on her head tying up her hair, one gold anklet on each of her ankles and two gold bracelets on her wrists. She also has both her fingernails and toenails painted red in addition to a red jewel in her belly and a gold necklace around her neck.

She was feared throughout her childhood for her abilities, becoming incredibly lonely and finding solace only in her undead companions. --From Sly Cooper Wiki

Combat

Mz. Ruby sends her undead minions into combat before entering herself. She relies on her spells, supernatural abilities and magic items before using her natural weapons.

Advanced Learning (Ex): As a dread necromancer, Mz. Ruby gains additional spells to her list. See Dread Necromancer for details.

Bolstered Resistance (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains +4 turn resistance.

Charnel Touch (Su): At will but no more than once per round, Mz. Ruby can make a melee touch attack against a living foe that deals 1d8+5 points of damage. This touch heals undead creatures, restoring 5 hit points. She can use the spectral hand spell to deliver this attack from a distance.

Corpsecrafter (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Craft Wondrous Item: At 19th level, a dread necromancer gains Craft Wondrous Item as a bonus feat.

Deadly Chill (Su): Each corporeal undead Mz. Ruby raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Destruction Retribution (Su): Each undead Mz. Ruby raises or creates with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.

Enervating Touch (Su): Each day as a swift action, Mz. Ruby can bestow a total of 10 negative levels when she uses her charnel touch attack but she can bestow no more than two negative levels with a single touch. A successful Fortitude saving throw (DC 30) removes the negative levels. The effect lasts until she makes a successful charnel touch attack. She can use the spectral hand spell to deliver this attack from a distance. The save is Charisma-based.

Fear Aura (Su): Mz. Ruby radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 30) or become shaken. A creature who successfully saves cannot be affected by her fear aura for 24 hours. The save is Charisma-based.

Hardened Flesh (Su): Every undead Mz. Ruby raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.

Hold Breath (Ex): Mz. Ruby can hold her breath for a 24 rounds before she risks drowning.

Lich Body: As a dread necromancer, Mz. Ruby benefits from DR 6/bludgeoning and magic.

Light Fortification: As a dread necromancer, Mz. Ruby has 50% resistance to critical hits.

Mental Bastion: Mz. Ruby has a +4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease.

Necromantic Might (Su): Undead in the presence of Mz. Ruby gain +2 on attack rolls and damage rolls.

Necromantic Presence (Su): Undead in the presence of Mz. Ruby gain +4 turn resistance.

Negative Energy Burst (Su): Four times a day, Mz. Ruby can emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 20d4 points of damage. A successful Will save (DC 30) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. The save is Charisma-based.

Negative Energy Resistance: Mz. Ruby has a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Nimble Bones (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed

Scabrous Touch (Su): Three times a day as a swift action, Mz. Ruby can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (DC 30). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted. The effect lasts until she makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance. The save is Charisma-based.

Summon Familiar: As a Dread Necromancer, however, Mz. Ruby generally foregoes having a familiar in favor of her undead entourage of mummified legendary snakes.

Undead Mastery: All undead creatures created by Mz. Ruby gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when she uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when she casts a control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Spells(9/9/8/8/8/8/7/7/6;DC 20+spell level)
1st Level: Bane, Cause Fear, Detect undead, Inflict Light Wounds, Summon Undead I**,
2nd Level: Command Undead, Darkness, Inflict Moderate Wounds, Spectral Hand, Summon Undead II**
3rd Level: Halt Undead, Inflict Serious Wounds, Speak With Dead, Summon Undead III**, Vampiric Touch
4th Level: Animate Dead, Enervation, Fear, Inflict Critical Wounds, Summon Undead IV**
5th Level: Mass Inflict Light Wounds, Slay Living, Summon Undead V**, Undeath to Death, Unhallow,
6th Level: Circle of Death, Create Undead, Harm, Mass Inflict Moderate Wounds
7th Level: Control Undead, Finger of Death, Greater Harm**, Mass Inflict Serious Wounds
8th Level: Create Greater Undead, Mass Inflict Critical Wounds, Symbol of Death
9th Level: Energy Drain, Mass Harm**, Plague of Undead**, Wail of the Banshee

***Skills: An alligatorkin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Mz. Ruby can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. *An alligatorkin gains a +4 racial bonus on Hide checks when in the water. Further, an alligatorkin can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Alligatorkin have a +8 racial bonus to Disguise checks to appear as normal alligators. Due to her deformities, Ms. Ruby only gains a +2 racial bonus.
Magic Items

Rod of Undead Mastery - This metal rod is carved to resemble a stack of miniature skulls. Anyone who holds the rod can control twice as many undead than he normally could. For instance, normally a caster can’t control more HD of undead than four times his caster level, but while holding the rod of undead mastery, he can control eight times his caster level of undead.
(so Mz. Ruby can control 18xher hd in undead (4x2+10/hd=504hd))

Scepter of the Netherworld - This plain steel baton contains several glyphs incised along its length that promise power over the undead. Anyone who holds the rod and has the power to turn or rebuke undead is treated as if three levels higher than his actual level when he uses his turning or rebuking power.

Nightstick: This black rod carved of darkly stained wood is inset with religious symbols of various deities. Anyone who possesses the rod and is able to turn or rebuke undead gains four more uses of the ability per day.


Snake Mummy
Snake Mummy
Huge Undead
HD 16d12 +32 (136 average)
Speed 30 ft. (10 squares); climb 30 ft., swim 30 ft.
Init: +11
AC 27 (-2 size +7 Dex, +12 natural), touch 15, flat-footed 20
BAB/Grp +12/+30
Attack Slam +25 melee (3d6+21+1d6 cold plus disease) or Bite +23 melee (2d6+21+1d6 cold plus disease and poison)
Full-Attack Slam +25 melee (3d6+21+1d6 cold plus disease) and Bite +23 melee (2d6+21+1d6 cold plus disease and poison)
Space/Reach 10 ft. by 15 ft. coiled / 15 ft.
Special AttacksConstrict 2d6+21, Despair, Improved grab, Mummy Rot, Poison
Special Qualities Bolstered Resistance, Corpsecrafted, Deadly Chill, Destruction Retribution, DR 5/-, Darkvision 60 ft., Hardened Flesh, Nimble Bones, Scent, Undead Traits, Vulnerability to Fire, Resist Positive Energy 10,
Saves Fort +10 Ref +17 Will +14
Abilities Str 39, Dex 24, Con -, Int 1, Wis 18, Cha 11
Skills Balance +24, Climb +25, Hide +10, Listen +14, Spot +14, Swim +19
Feats[/Blind-Fight, Improved Grapple, Improved Toughness, Improved Turn Resistance*, Lifebond(Mz. Ruby)*, Positive Energy Resistance*
Environment Warm Marsh
Organization Entourage (5-7)
Challenge Rating 13
Treasure
Alignment Lawful Evil
Advancement
Level Adjustment -

Special Attacks

[B]Constrict (Ex): With a successful grapple check, a mummified snake can constrict a grabbed opponent, dealing 1d8+21 points of bludgeoning damage.

Despair (Su): At the mere sight of a mummified Snake, the viewer must make a DC 18 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummified Snakes’s despair ability for 24 hours. The save DC is Charisma-based.

Improved Grab (Ex): If a legendary snake hits a Large or smaller opponent with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24). If it gets a hold, it can constrict in the same round. thereafter, the legendary snake has the option to conduct the grapple normally, or simply use its coils to hold the opponent (–20 penalty on grapple check, but the legendary snake is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict damage.

Mummy Rot (Su): Supernatural disease—slam, bite, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC 18 caster level check, or else the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature that dies of mummy rot shrivels away into sand that blows away into nothing at the first wind.

Poison (Ex): A legendary snake delivers its poison (Fortitude save DC 25) with each successful bite attack. The initial and secondary damage is the same (1d8 points of Constitution damage).

Special Qualities

Bolstered Resistance
Each undead Mz. Ruby raises or creates with any necromancy spell gains +4 turn resistance.

Corpsecrafter
Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Damage Reduction (Ex): A mummified creature’s undead body is tough, giving it damage reduction 5/—.

Deadly Chill
Each corporeal undead Mz. Ruby raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Destruction Retribution
Each undead Mz. Ruby raises or creates with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of Damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (9d6/Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.

Hardened Flesh
Every undead Mz. Ruby raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.

Nimble Bones
Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed

Turn Resistance The Mummified Snake has +12 turn resistance when within 60ft of Mz. Ruby but only +8 when it is not.

Vulnerability to Fire (Ex): A mummified creature takes half again as much (+50%) damage as normal from fire attacks.

AkazilliaDeNaro
2013-04-13, 04:22 PM
not sure if this is thread necromancy but i finally finished this creature sooo peach away.

Lappy9001
2013-04-13, 04:32 PM
That is...quite the difficulty :smalleek:

I can see why Sly had to beat her in a music mini game.

Of course, she did control a ton of undead. Can't see any obvioius errors, looks pretty good!

EDIT: Although, you did spell "Entourage" wrong under Organization

eftexar
2013-04-13, 04:32 PM
It is never necromancy when you post in your own thread.

The CR looks appropriate, but if this is meant to be a BBEG, and judging by her gear (and abilities) I assume she is, she should have more hit points. Nothing makes a fight you have built up to in story more anti-climatic than it only lasting for 2 to 4 rounds.

Debihuman
2013-04-15, 05:15 PM
I think she might work better as an anthropomorphic alligator with levels in Dread Necromancer. I simply based it off the crocodile/giant crocodile a Large 8 HD Monstrous Humanoid.

It looks like she has 20 levels in Dread Necromancer from her spells so that would give her 8 Monstrous Humanoid hit dice. Monstrous Humanoids don't generally have tons of racial HD unless they are epic creatures like the Gloom. Plus, this makes it easier to determine what characteristics her race would have. I'm assuming her bonus feats are mostly due to being unusual for her kind.

If there are abilities in the Dread Necromancer class that she would not use, simply add that notation in the appropriate spot. For example, note that she relies on her entourage rather than her familiar. I am not familiar with Mz. Ruby so this is just a WAG at how she might look.

Also, you have given her +4 armor without any armor listed in her treasure. I presume her shirt is some sort of magical armor. That belongs in her description which I took mostly intact from the Sly Cooper Wiki.

Since she is a Monstrous Humanoid, she doesn't benefit from the Dread Necromancer's Lich Transformation; it is not included in her stat block.

With Int 30 she gets 12x4 (48) + 12x7 (84) skill points for being a Monstrous Humanoid and 20x12 (240) skill points from her Dread Necromancer class giving her a total of 372 skill points and she can have a Max rank of 31 in each skill. She should have 12 skills at Maximum ranks. She has skills of Hide, Listen, Spot and Swim as a Monstrous Humanoid (based again off crocodile) and Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Profession, and Spellcraft from Dread Necromancer. This broadens her skills a bit from what you had.

Her spell list may be short since I didn't check how many spells a dread necromancer should have.

This still gives her a whopping 6 bonus feats that aren't accounted for. She gets Craft Wondrous Item as a bonus feat for being a dread necromancer.


Mz. Ruby
Female Alligatorkin, Dread Necromancer** 20
Large Monstrous Humanoid
Hit Dice: 8d8+56 plus 20d6+140 (302 hp)
Speed: 40 ft. (8 squares); Swim 100 ft.
Initiative: +7
Armor Class: 24 (+4 armor -1 size, +7 Dex, +4 natural); touch 16 ; flat-footed 17
BAB/Grapple: +18/+29
Attack: Bite +26 melee (2d6+9)
Full Attack: Bite +26 melee (2d6+9) and tail slap +21 melee (1d8+4)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Charnel Touch (1d8+5), Enervating Touch, Fear Aura, Negative Energy Burst (20d4), Scabrous Touch, Spells
Special Qualities: Advanced Learning, Blindsense 30 ft., DR 6/bludgeoning and magic, Hold Breath, Lich Body, Light Fortification 50%, Mental Bastion, Rebuke Undead 15/day, Negative Energy Resistance +4, Summon Familiar, Undead Mastery
Saves: Fort +15 Ref +19 Will +27 (+4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease)
Abilities: Str 24, Dex 24, Con 24, Int 30, Wis 28, Cha 30
Skills: Bluff + 41, Concentration +38, Decipher Script +41, Disguise*** +41, Hide*** + 34, Intimidate +43, Listen +40, Knowledge (arcana) +41, Knowledge (religion) +41, Spellcraft +43, Spot +40, Swim*** +38
Feats: Bolster Resistance*, Corpsecrafter*, Craft Wondrous ItemB, Deadly Chill*, Deformity (Skin)B**, Deformity (Tongue)B**, Destructive RetributionB*, Disease Immunity (Mummy Rot)B**, Epic Spellcasting, Eschew MaterialsB, Hardened Flesh*, Ignore Material Components, Nimble Bones*, Necromantic Presence*, Necromantic Might*, Unnatural Will, Willing DeformityB**
Environment: Warm Marsh
Organization: Solitary (Unique), or with entourage (5-7 Mummified Legendary Snakes)
Challenge Rating: 24
Treasure: Standard plus Rod of Undead Mastery (MIC pgs. 175-176), Scepter of the Netherworld (LM pg 78), and Nightstick (LM pg. 78)
Alignment: Neutral Evil
Advancement: By class
Level Adjustment: —
* = Located in Libris Mortis
** = Located in Heroes of Horror

Mz. Ruby is a large anthropomorphic alligator who came from a long line of voodoo mystics. She has a light green belly and mouth, along with sharp teeth, spikes on her tail, and dark blue hair. Her attire includes fuchsia shirt that grants her +4 armor like a chain shirt, a red bandanna on her head tying up her hair, one gold anklet on each of her ankles and two gold bracelets on her wrists. She also has both her fingernails and toenails painted red in addition to a red jewel in her belly and a gold necklace around her neck.

She was feared throughout her childhood for her abilities, becoming incredibly lonely and finding solace only in her undead companions. --From Sly Cooper Wiki

Combat

Mz. Ruby sends her undead minions into combat before entering herself. She relies on her spells, supernatural abilities and magic items before using her natural weapons.

Advanced Learning (Ex): As a dread necromancer, Mz. Ruby gains additional spells to her list. See Dread Necromancer for details.

Bolstered Resistance (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains +4 turn resistance.

Charnel Touch (Su): At will but no more than once per round, Mz. Ruby can make a melee touch attack against a living foe that deals 1d8+5 points of damage. This touch heals undead creatures, restoring 5 hit points. She can use the spectral hand spell to deliver this attack from a distance.

Corpsecrafter (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Craft Wondrous Item: At 19th level, a dread necromancer gains Craft Wondrous Item as a bonus feat.

Deadly Chill (Su): Each corporeal undead Mz. Ruby raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Destruction Retribution (Su): Each undead Mz. Ruby raises or creates with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.

Enervating Touch (Su): Each day as a swift action, Mz. Ruby can bestow a total of 10 negative levels when she uses her charnel touch attack but she can bestow no more than two negative levels with a single touch. A successful Fortitude saving throw (DC 30) removes the negative levels. The effect lasts until she makes a successful charnel touch attack. She can use the spectral hand spell to deliver this attack from a distance. The save is Charisma-based.

Fear Aura (Su): Mz. Ruby radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 30) or become shaken. A creature who successfully saves cannot be affected by her fear aura for 24 hours. The save is Charisma-based.

Hardened Flesh (Su): Every undead Mz. Ruby raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.

Hold Breath (Ex): Mz. Ruby can hold her breath for a 24 rounds before she risks drowning.

Lich Body: As a dread necromancer, Mz. Ruby benefits from DR 6/bludgeoning and magic.

Light Fortification: As a dread necromancer, Mz. Ruby has 50% resistance to critical hits.

Mental Bastion: Mz. Ruby has a +4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease.

Necromantic Might (Su): Undead in the presence of Mz. Ruby gain +2 on attack rolls and damage rolls.

Necromantic Presence (Su): Undead in the presence of Mz. Ruby gain +4 turn resistance.

Negative Energy Burst (Su): Four times a day, Mz. Ruby can emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 20d4 points of damage. A successful Will save (DC 30) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. The save is Charisma-based.

Negative Energy Resistance: Mz. Ruby has a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Nimble Bones (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed

Scabrous Touch (Su): Three times a day as a swift action, Mz. Ruby can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (DC 30). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted. The effect lasts until she makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance. The save is Charisma-based.

Summon Familiar: As a Dread Necromancer, however, Mz. Ruby generally foregoes having a familiar in favor of her undead entourage of mummified legendary snakes.

Undead Mastery: All undead creatures created by Mz. Ruby gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when she uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when she casts a control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Spells (9/9/8/8/8/8/7/7/6;DC 20+spell level)
1st Level: Bane, Cause Fear, Detect undead, Inflict Light Wounds, Summon Undead I**,
2nd Level: Command Undead, Darkness, Inflict Moderate Wounds, Spectral Hand, Summon Undead II**
3rd Level: Halt Undead, Inflict Serious Wounds, Speak With Dead, Summon Undead III**, Vampiric Touch
4th Level: Animate Dead, Enervation, Fear, Inflict Critical Wounds, Summon Undead IV**
5th Level: Mass Inflict Light Wounds, Slay Living, Summon Undead V**, Undeath to Death, Unhallow,
6th Level: Circle of Death, Create Undead, Harm, Mass Inflict Moderate Wounds
7th Level: Control Undead, Finger of Death, Greater Harm**, Mass Inflict Serious Wounds
8th Level: Create Greater Undead, Mass Inflict Critical Wounds, Symbol of Death
9th Level: Energy Drain, Mass Harm**, Plague of Undead**, Wail of the Banshee

***Skills: An alligatorkin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Mz. Ruby can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. *An alligatorkin gains a +4 racial bonus on Hide checks when in the water. Further, an alligatorkin can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Alligatorkin have a +8 racial bonus to Disguise checks to appear as normal alligators. Due to her deformities, Ms. Ruby only gains a +2 racial bonus.


Just something to ponder.

EDIT

Do you plan on finishing the mummified legendary snake?

It should have Con — not Con 0. Con 0 means it is a dead creature. Con — means it has no Con score.

It is missing feats. Only mindless creatures gain no skills or feats.

Shouldn't the legendary snake mummy be Huge in size since that's the biggest size in the SRD?



Debby

AkazilliaDeNaro
2013-04-15, 10:07 PM
I think she might work better as an anthropomorphic alligator with levels in Dread Necromancer. I simply based it off the crocodile/giant crocodile a Large 8 HD Monstrous Humanoid.

It looks like she has 20 levels in Dread Necromancer from her spells so that would give her 8 Monstrous Humanoid hit dice. Monstrous Humanoids don't generally have tons of racial HD unless they are epic creatures like the Gloom. Plus, this makes it easier to determine what characteristics her race would have. I'm assuming her bonus feats are mostly due to being unusual for her kind.

If there are abilities in the Dread Necromancer class that she would not use, simply add that notation in the appropriate spot. For example, note that she relies on her entourage rather than her familiar. I am not familiar with Mz. Ruby so this is just a WAG at how she might look.

Also, you have given her +4 armor without any armor listed in her treasure. I presume her shirt is some sort of magical armor. That belongs in her description which I took mostly intact from the Sly Cooper Wiki.

Since she is a Monstrous Humanoid, she doesn't benefit from the Dread Necromancer's Lich Transformation; it is not included in her stat block.

With Int 30 she gets 12x4 (48) + 12x7 (84) skill points for being a Monstrous Humanoid and 20x12 (240) skill points from her Dread Necromancer class giving her a total of 372 skill points and she can have a Max rank of 31 in each skill. She should have 12 skills at Maximum ranks. She has skills of Hide, Listen, Spot and Swim as a Monstrous Humanoid (based again off crocodile) and Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Profession, and Spellcraft from Dread Necromancer. This broadens her skills a bit from what you had.

Her spell list may be short since I didn't check how many spells a dread necromancer should have.

This still gives her a whopping 6 bonus feats that aren't accounted for. She gets Craft Wondrous Item as a bonus feat for being a dread necromancer.


Mz. Ruby
Female Alligatorkin, Dread Necromancer** 20
Large Monstrous Humanoid
Hit Dice: 8d8+56 plus 20d6+140 (302 hp)
Speed: 40 ft. (8 squares); Swim 100 ft.
Initiative: +7
Armor Class: 24 (+4 armor -1 size, +7 Dex, +4 natural); touch 16 ; flat-footed 17
BAB/Grapple: +18/+29
Attack: Bite +26 melee (2d6+9)
Full Attack: Bite +26 melee (2d6+9) and tail slap +21 melee (1d8+4)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Charnel Touch (1d8+5), Enervating Touch, Fear Aura, Negative Energy Burst (20d4), Scabrous Touch, Spells
Special Qualities: Advanced Learning, Blindsense 30 ft., DR 6/bludgeoning and magic, Hold Breath, Lich Body, Light Fortification 50%, Mental Bastion, Rebuke Undead 15/day, Negative Energy Resistance +4, Summon Familiar, Undead Mastery
Saves: Fort +15 Ref +19 Will +27 (+4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease)
Abilities: Str 24, Dex 24, Con 24, Int 30, Wis 28, Cha 30
Skills: Bluff + 41, Concentration +38, Decipher Script +41, Disguise*** +41, Hide*** + 34, Intimidate +43, Listen +40, Knowledge (arcana) +41, Knowledge (religion) +41, Spellcraft +43, Spot +40, Swim*** +38
Feats: Bolster Resistance*, Corpsecrafter*, Craft Wondrous ItemB, Deadly Chill*, Deformity (Skin)B**, Deformity (Tongue)B**, Destructive RetributionB*, Disease Immunity (Mummy Rot)B**, Epic Spellcasting, Eschew MaterialsB, Hardened Flesh*, Ignore Material Components, Nimble Bones*, Necromantic Presence*, Necromantic Might*, Unnatural Will, Willing DeformityB**
Environment: Warm Marsh
Organization: Solitary (Unique), or with entourage (5-7 Mummified Legendary Snakes)
Challenge Rating: 24
Treasure: Standard plus Rod of Undead Mastery (MIC pgs. 175-176), Scepter of the Netherworld (LM pg 78), and Nightstick (LM pg. 78)
Alignment: Neutral Evil
Advancement: By class
Level Adjustment: —
* = Located in Libris Mortis
** = Located in Heroes of Horror

Mz. Ruby is a large anthropomorphic alligator who came from a long line of voodoo mystics. She has a light green belly and mouth, along with sharp teeth, spikes on her tail, and dark blue hair. Her attire includes fuchsia shirt that grants her +4 armor like a chain shirt, a red bandanna on her head tying up her hair, one gold anklet on each of her ankles and two gold bracelets on her wrists. She also has both her fingernails and toenails painted red in addition to a red jewel in her belly and a gold necklace around her neck.

She was feared throughout her childhood for her abilities, becoming incredibly lonely and finding solace only in her undead companions. --From Sly Cooper Wiki

Combat

Mz. Ruby sends her undead minions into combat before entering herself. She relies on her spells, supernatural abilities and magic items before using her natural weapons.

Advanced Learning (Ex): As a dread necromancer, Mz. Ruby gains additional spells to her list. See Dread Necromancer for details.

Bolstered Resistance (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains +4 turn resistance.

Charnel Touch (Su): At will but no more than once per round, Mz. Ruby can make a melee touch attack against a living foe that deals 1d8+5 points of damage. This touch heals undead creatures, restoring 5 hit points. She can use the spectral hand spell to deliver this attack from a distance.

Corpsecrafter (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Craft Wondrous Item: At 19th level, a dread necromancer gains Craft Wondrous Item as a bonus feat.

Deadly Chill (Su): Each corporeal undead Mz. Ruby raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Destruction Retribution (Su): Each undead Mz. Ruby raises or creates with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.

Enervating Touch (Su): Each day as a swift action, Mz. Ruby can bestow a total of 10 negative levels when she uses her charnel touch attack but she can bestow no more than two negative levels with a single touch. A successful Fortitude saving throw (DC 30) removes the negative levels. The effect lasts until she makes a successful charnel touch attack. She can use the spectral hand spell to deliver this attack from a distance. The save is Charisma-based.

Fear Aura (Su): Mz. Ruby radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 30) or become shaken. A creature who successfully saves cannot be affected by her fear aura for 24 hours. The save is Charisma-based.

Hardened Flesh (Su): Every undead Mz. Ruby raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.

Hold Breath (Ex): Mz. Ruby can hold her breath for a 24 rounds before she risks drowning.

Lich Body: As a dread necromancer, Mz. Ruby benefits from DR 6/bludgeoning and magic.

Light Fortification: As a dread necromancer, Mz. Ruby has 50% resistance to critical hits.

Mental Bastion: Mz. Ruby has a +4 bonus on saving throws made to resist sleep, stunning, paralysis, poison, and disease.

Necromantic Might (Su): Undead in the presence of Mz. Ruby gain +2 on attack rolls and damage rolls.

Necromantic Presence (Su): Undead in the presence of Mz. Ruby gain +4 turn resistance.

Negative Energy Burst (Su): Four times a day, Mz. Ruby can emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 20d4 points of damage. A successful Will save (DC 30) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. The save is Charisma-based.

Negative Energy Resistance: Mz. Ruby has a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Nimble Bones (Su): Each undead Mz. Ruby raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed

Scabrous Touch (Su): Three times a day as a swift action, Mz. Ruby can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (DC 30). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted. The effect lasts until she makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance. The save is Charisma-based.

Summon Familiar: As a Dread Necromancer, however, Mz. Ruby generally foregoes having a familiar in favor of her undead entourage of mummified legendary snakes.

Undead Mastery: All undead creatures created by Mz. Ruby gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when she uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when she casts a control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Spells (9/9/8/8/8/8/7/7/6;DC 20+spell level)
1st Level: Bane, Cause Fear, Detect undead, Inflict Light Wounds, Summon Undead I**,
2nd Level: Command Undead, Darkness, Inflict Moderate Wounds, Spectral Hand, Summon Undead II**
3rd Level: Halt Undead, Inflict Serious Wounds, Speak With Dead, Summon Undead III**, Vampiric Touch
4th Level: Animate Dead, Enervation, Fear, Inflict Critical Wounds, Summon Undead IV**
5th Level: Mass Inflict Light Wounds, Slay Living, Summon Undead V**, Undeath to Death, Unhallow,
6th Level: Circle of Death, Create Undead, Harm, Mass Inflict Moderate Wounds
7th Level: Control Undead, Finger of Death, Greater Harm**, Mass Inflict Serious Wounds
8th Level: Create Greater Undead, Mass Inflict Critical Wounds, Symbol of Death
9th Level: Energy Drain, Mass Harm**, Plague of Undead**, Wail of the Banshee

***Skills: An alligatorkin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Mz. Ruby can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. *An alligatorkin gains a +4 racial bonus on Hide checks when in the water. Further, an alligatorkin can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Alligatorkin have a +8 racial bonus to Disguise checks to appear as normal alligators. Due to her deformities, Ms. Ruby only gains a +2 racial bonus.


Just something to ponder.

EDIT

Do you plan on finishing the mummified legendary snake?

It should have Con — not Con 0. Con 0 means it is a dead creature. Con — means it has no Con score.

It is missing feats. Only mindless creatures gain no skills or feats.

Shouldn't the legendary snake mummy be Huge in size since that's the biggest size in the SRD?



Debby

well that's .... a lot more information then i was expecting. just wow. thanks