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The Vorpal Tribble
2007-06-05, 03:25 PM
Cryptfire

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aco.jpg

Large Undead (incorporeal)
Hit Dice: 5d12 (32)
Initiative: +6
Speed: Fly 40 ft. (8 squares) (perfect)
Armor Class: 20 (+5 deflection, +6 dex, -1 size), touch 20, flat footed 14, 50% miss-chance
Base Attack Bonus/Grapple: +2/+6
Space/Reach: 10 ft./0 ft.
Attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Full attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Special Attacks: Burning ward, cold be bone, encompass
Special Qualities: Aversion to daylight, blindsight 100 ft., incorporeal traits, tricksome light, turn resistance 5, undead traits
Saves: Fort +1, Ref +7, Will +5
Abilities: Str -, Dex 23, Con -, Int 3, Wis 12, Cha 14
Skills: Knowledge (History) +8
Feats: Flyby Attack, Positive Energy Resistance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Energy_Resistance,LM)
Environment: Any
Organization: Solitary, Ward (2), Inferno (4-12)
Challenge Rating: 5
Alignment: Always Neutral
Treasure: Double standard items
Advancement: 5-13 HD (Large), 14-28 HD (Huge)
Level Adjustment: -

Cryptfire is well known in tales and fables, telling of an eldritch radiance that dances upon graves or infuses tombs. It has a sickly, greenish-gray hue, and flickers like roiling fire, but the air about it is clammy cold.

Some say its origins to be the undead remains of a fire elemental, others the workings of a necromancer, and still others claim it to be a type of will-o'-the-wisp, but none know for certain.

Cryptfire tend to develop over the graves or within the crypts of wealthy or influential beings, such as lords, kings, or ranking clerics, though others may hover over the remains of unknown beings for inexplicable reasons. There is always some underlying purpose to their presence over a grave however, no matter how unlikely.

Cryptfire speaks no language nor seems to understand any spoken to it.

Combat
Regardless of whom they guard, cryptfire do their job well, attacking any of those whom wish to dig up the remains of their ward, or enter a crypt to which the cryptfire has decided to keep watch. They prefer to mislead and guide away if possible, but if this proves unsuccessful they boil forward, flaming brightly.

Aversion to Daylight (Ex): Cryptfire flees into the darkest recesses of its crypt, or fades down into the soil of its grave, at the first light of sunrise, not returning until the last ray dips below the horizon at dusk. Each round of exposure to the direct rays of the sun deals 1 point of damage to the cryptfire.

Burning Ward (Ex): As a full round action a cryptfire can attempt to encircle a single opponent of Large or smaller. A successful DC 18 Reflex save must be made to avoid the encircling. If any attempts are made to pass through the crypefire in any direction the victim takes damage as if the cryptfire had made an attack. The save DC is Dexterity-based.

Cold Be Bone (Su): A number of times per day equal to its Charisma modifier a cryptfire can send a portion of itself into a corporeal undead within 40 ft. as a free action, which starts to glow as the fire. Every attack by this undead for 1d4 minutes deals an additional 1d6 cold damage until the fire fades away. This ability cannot be used on the same undead while it is under the affects of a previous use.

Encompass (Ex): Cryptfire deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed.

Extinguish Self (Ex): As a standard action a cryptfire may go out, becoming completely invisible as the spell. It normally does so when approached, later relighting somewhere in the distance, attempting to mislead those who pursue it.

Tricksome Light (Su): A cryptfire continuously appears to be somewhere it is not, usually at a farther distance than it really is, such that all melee and ranged attacks against a cryptfire are assessed a 50 percent miss chance.

Turn Resistance (Ex): Cryptfire gains a +5 bonus to resist turning.

SurlySeraph
2007-06-05, 03:40 PM
Cool. Basically an undead that's really hard to hit (miss chance and pretty good armor class), hard for the cleric to kill (turn resistance, positive energy resistance), and still well-balanced. Maybe you should make it immune to fire and/ or cold, if that wouldn't increase the CR too much. On the other hand, this looks like you'd need spells to really handle it because it's hard to hit or turn, so that might make it too powerful.

EvilElitest
2007-06-05, 03:40 PM
I said it before and I'll say it again, you shoult get a whole thread of your work
from,
EE

EndgamerAzari
2007-06-05, 04:04 PM
Ooh... spooky! Very inventive, too!

And for some reason the phrase "Cold be bone" gives me chills. Or maybe the willies. The chillies.