Durzan
2017-08-10, 12:56 PM
Okay, So I created this creature over the past couple of days, intending to use it to challenge my players a bit when they finally get to the dungeon where some of them reside. The trouble is, I'm not sure what CR should be... It should be at least a CR 8-9, but it could probably be a bit higher. Heck, one of my friends said it was a CR 10.
The current idea is for this creature to be able to be an extreme encounter for level 8 or 9 characters. Also, it is supposed to be something which the player characters haven't seen before, so as to add some of that sense of wonder that some of you have talked about back into my players.
As you may notice, I based it off of the Wraith, but took it in a different direction.
Bane
Medium Undead (Incorporeal)
HD: 8d12 (56 hp)
Initiative: +7
Speed: Fly 60 feet (Good)
BAB: +4
Defense: 16 (+4 Dex, +2 deflection), Touch 16, Flat-Footed 12
Attacks: +8 Incorporeal Touch(1d4 + 1d6 Wisdom Drain + Fearful Paralysis)
Space/Reach: 5 ft./ 5 ft
Special Attacks: Wisdom Drain, Fearful Paralysis, Capture Soul
Special Qualities: Darkvision 60 ft, Lifesense (60 ft), Incorporeal Traits, Undead Traits, Aura of Fear, Fear Synergy, All-Around Vision, Spell Resistance, Light Vulnerability
Saves: Fort. +2, Reflex +6, Will +9
Abilities: Str. None, Dex 18, Con. None, Int. 15, Wis. 16, Cha. 15
Skills: 66 Skill Points
Feats: Track, Blind-Fight, Improved Initiative, Combat Reflexes, Spring Attack
Environment: Any
Organization: Solitary or Gang (2-6)
CR: ???
Treasure: None
Alignment: Always Evil
Advancement: 9-12 HD (Medium), 13-20 (Large)
Banes are terrifying undead shadowy undead servants created by the demilich Eragar to capture souls for him to consume later. They take the form of a misty dark fog that coalesces into a vaguely humanoid figure with many glowing gem-like orbs in the midst of its “body.” These orbs are what it uses to contain the souls of its victims.
Combat
Capture Soul (Su): As a full-round action, a Bane can rip the souls of helpless creatures from their body and trap it within itself. This ability functions as the spell Trap the Soul, except that it ignores spell resistance and can only target helpless creatures within melee range. If the Bane is interrupted, it is entitled to make a concentration check. Upon use of this ability, the target must make a DC 20 Will Save or have their soul trapped within one of the bane’s glowing orbs. The victim’s body remains fine and intact, but unless their soul is retrieved, then it cannot be revived. Destroying the Bane frees any souls it has trapped. A bane may hold a number of souls equal to the number of HD it has. A bane may release the souls it has collected or transfer them each into a single gemstone per soul as move action.
Wisdom Drain (Su): Living creatures hit with a Bane’s Incorporeal Touch Attack must make a will save (DC 16) or take 1d6 points of wisdom drain. On each such successful attack, the Bane gains 5 temporary hit points. The save is charisma based.
Lifesense (Su): A Bane notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Aura of Fear (Su): Banes posses a supernatural aura of fear that affects all living creatures around them. Any living creature must succeed on a Will Save (DC 16) each round they are within 30 feet of a Bane, or else they become shaken. If a target is already shaken, then they become frightened; if they are already frightened, then they become panicked. The effect lasts as long as the victim remains within 30 feet of the Bane, and for an additional 1d4 rounds after the victim leaves the area of effect. If the victim becomes shaken, then they automatically fail additional saves against that particular Bane unless 24 hours has passed. If the target succeeds 3 times on the save, they become immune to the aura of that particular Bane for 24 hours.
Fear Synergy (Su): When in groups of 2 or more, the Bane’s Aura of Fear becomes amplified. For every additional Bane in the group, the DC of the Aura of Fear increases by 2 for all banes. So long as there is more than 1 Bane, then if a target is already shaken, then they become frightened; if they are already frightened, then they become panicked, and if they are already panicked, then they cower in fear.
Fearful Paralysis (Ex): Any living creature hit by a Bane’s touch attack must also succeed on a DC 16 Fortitude save or become paralyzed for 1d4+1 rounds. The save DC is Charisma-based.
All-Around Vision (Ex): Banes do not actually have eyes, instead using small pulses of sound and negative energy to sense their surroundings via a method similar to echo location. As a result, Banes get a +4 bonus to perception checks, and cannot be flanked.
Spell Resistance (Ex): Banes have a Spell Resistance equal to 10 + their number of Hit Dice.
Light Vulnerability (Ex): If the Bane is within the area illuminated by a spell that creates bright light when said spell is initially cast, then the bane must make a fortitude save (DC 10+Spell Level+Ability Modifier) or it takes 2d6 points of damage and is stunned for one round. A successful save halves the damage.
And of course, additional ideas, suggestions and so forth are welcome and greatly appreciated. Feel free in helping me fine tune both the mechanics and lore.
Edit: Updated the Bane.
The current idea is for this creature to be able to be an extreme encounter for level 8 or 9 characters. Also, it is supposed to be something which the player characters haven't seen before, so as to add some of that sense of wonder that some of you have talked about back into my players.
As you may notice, I based it off of the Wraith, but took it in a different direction.
Bane
Medium Undead (Incorporeal)
HD: 8d12 (56 hp)
Initiative: +7
Speed: Fly 60 feet (Good)
BAB: +4
Defense: 16 (+4 Dex, +2 deflection), Touch 16, Flat-Footed 12
Attacks: +8 Incorporeal Touch(1d4 + 1d6 Wisdom Drain + Fearful Paralysis)
Space/Reach: 5 ft./ 5 ft
Special Attacks: Wisdom Drain, Fearful Paralysis, Capture Soul
Special Qualities: Darkvision 60 ft, Lifesense (60 ft), Incorporeal Traits, Undead Traits, Aura of Fear, Fear Synergy, All-Around Vision, Spell Resistance, Light Vulnerability
Saves: Fort. +2, Reflex +6, Will +9
Abilities: Str. None, Dex 18, Con. None, Int. 15, Wis. 16, Cha. 15
Skills: 66 Skill Points
Feats: Track, Blind-Fight, Improved Initiative, Combat Reflexes, Spring Attack
Environment: Any
Organization: Solitary or Gang (2-6)
CR: ???
Treasure: None
Alignment: Always Evil
Advancement: 9-12 HD (Medium), 13-20 (Large)
Banes are terrifying undead shadowy undead servants created by the demilich Eragar to capture souls for him to consume later. They take the form of a misty dark fog that coalesces into a vaguely humanoid figure with many glowing gem-like orbs in the midst of its “body.” These orbs are what it uses to contain the souls of its victims.
Combat
Capture Soul (Su): As a full-round action, a Bane can rip the souls of helpless creatures from their body and trap it within itself. This ability functions as the spell Trap the Soul, except that it ignores spell resistance and can only target helpless creatures within melee range. If the Bane is interrupted, it is entitled to make a concentration check. Upon use of this ability, the target must make a DC 20 Will Save or have their soul trapped within one of the bane’s glowing orbs. The victim’s body remains fine and intact, but unless their soul is retrieved, then it cannot be revived. Destroying the Bane frees any souls it has trapped. A bane may hold a number of souls equal to the number of HD it has. A bane may release the souls it has collected or transfer them each into a single gemstone per soul as move action.
Wisdom Drain (Su): Living creatures hit with a Bane’s Incorporeal Touch Attack must make a will save (DC 16) or take 1d6 points of wisdom drain. On each such successful attack, the Bane gains 5 temporary hit points. The save is charisma based.
Lifesense (Su): A Bane notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Aura of Fear (Su): Banes posses a supernatural aura of fear that affects all living creatures around them. Any living creature must succeed on a Will Save (DC 16) each round they are within 30 feet of a Bane, or else they become shaken. If a target is already shaken, then they become frightened; if they are already frightened, then they become panicked. The effect lasts as long as the victim remains within 30 feet of the Bane, and for an additional 1d4 rounds after the victim leaves the area of effect. If the victim becomes shaken, then they automatically fail additional saves against that particular Bane unless 24 hours has passed. If the target succeeds 3 times on the save, they become immune to the aura of that particular Bane for 24 hours.
Fear Synergy (Su): When in groups of 2 or more, the Bane’s Aura of Fear becomes amplified. For every additional Bane in the group, the DC of the Aura of Fear increases by 2 for all banes. So long as there is more than 1 Bane, then if a target is already shaken, then they become frightened; if they are already frightened, then they become panicked, and if they are already panicked, then they cower in fear.
Fearful Paralysis (Ex): Any living creature hit by a Bane’s touch attack must also succeed on a DC 16 Fortitude save or become paralyzed for 1d4+1 rounds. The save DC is Charisma-based.
All-Around Vision (Ex): Banes do not actually have eyes, instead using small pulses of sound and negative energy to sense their surroundings via a method similar to echo location. As a result, Banes get a +4 bonus to perception checks, and cannot be flanked.
Spell Resistance (Ex): Banes have a Spell Resistance equal to 10 + their number of Hit Dice.
Light Vulnerability (Ex): If the Bane is within the area illuminated by a spell that creates bright light when said spell is initially cast, then the bane must make a fortitude save (DC 10+Spell Level+Ability Modifier) or it takes 2d6 points of damage and is stunned for one round. A successful save halves the damage.
And of course, additional ideas, suggestions and so forth are welcome and greatly appreciated. Feel free in helping me fine tune both the mechanics and lore.
Edit: Updated the Bane.