View Full Version : D&D 3.x Other [Starfinder] The Necrolights

2017-08-16, 10:19 AM
Necrolights: Necrolights are the name for an undead artificial intelligence. They are so named because of the ghostly but artificial aura that tends to be emitted from mechanic beings that they possess. Necrolights come is various forms, from barely functional foot soldiers to massive undead obelisks capable of defiling living and technological creatures alike. They are notoriously hard to fight due to the fact they many can jump from host body to host body, and all prove to be somewhat resistant to traditional means of combating undead and constructs.

New Monsters
Necrolight Husk - CR 1/3, EXP 135
NE Medium undead (necrolight)
Initiative +6; Senses darkvision 60 ft., low-light vision; Perception +4

EAC 13, KAC 14
HP 5 (1d10), THP 3
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune necrolight traits

Speed 30 ft.
Melee claws +3 (1d4+2)
Ranged eye laser +3 (1d4 fire)
Offensive Abilities Nanite Dispursion

Str 14 (+2), Dex 14 (+2), Con -, Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
Skills Computers +5, Engineering +5, Mysticism +4, Perception +4, Sense Motive +4
Feats Improved Initiative

Nanite Dispersion (Su): As a full action a necrolight husk can break down extraneous parts of it's body in order to emit a cloud of Nanite Plague (DC 10) that lasts for 1 round. This ability permanently reduces the necrolight husks damage reduction by 1.

Necrolight Soldier - CR 1, EXP 400
NE Medium undead (necrolight)
Initiative +2; Senses darkvision 60 ft., low-light vision; Perception +7

EAC 13, KAC 15
HP 16 (2d10), THP 8
Fort +2, Ref +2, Will +5
Immune necrolight traits

Speed 30 ft.
Melee claws +6 (1d6+3 plus Nanite Plague)
Ranged sonic scream +4 (1d4 sonic plus Deafened)
Offensive Abilities Nanite Plague (DC 14), Deafened (DC 14, 1 Round)

Str 12 (+1), Dex 14 (+2), Con -, Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
Skills Computers +6, Engineering +6, Mysticism +7, Perception +7, Sense Motive +7
Feats Toughness

New Monster Rules
Necrolight Subtype
Necrolights are undead AI that can possess constructs (magical and technological), and undead. A possessed creature gains the necrolight type and a number of traits, these traits and abilities are instead of the traits of the possessed creature.

Racial Hit Dice grant a Necrolight the following
d10 Hit Dice
Base attack bonus equal to total Hide Dice (fast progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. They following are class skills for Necrolights are Acrobatics, Athletics, Computers, Engineering, Disguise, Intimidate, Mysticism, Perception, Sense Motive, and Stealth.

Necrolights have a secondary set of Hit Points called True Hit Points equal to 10 x their CR. Anytime they take damage they take half that damage to their True Hit Points (and full damage to their normal hit points). A necrolight creature with no hit points left flees it's body and transfers to the nearest necrolight beacon, or host body. A necrolight reduced to 0 True Hit Points is utterly destroyed.

Necrolights are treated as both undead and constructs. They take half damage from any effect that can only target one of these creature types. Similiarly, if an effect requires a saving throw but can only target one of those creature types they gain a divine bonus on their saving throw equal to 1/2 their Hit Dice.

Necrolights have all the following traits (unless otherwise noted in a creature's entry)
No Constitution score. Necrolight use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, death effects, paralysis, poison, sleep effects, and stunning.
Immunity to nanite plague.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue 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) and the fast healing special quality can heal necrolights.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities.
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. Necrolight not indicated as wearing armor are not proficient with armor. Necrolight are proficient with shields if they are proficient with any form of armor.
Necrolight do not breathe, eat, or sleep.

New Poison
Nanite Plague
Type poison (contact, ingested, inhaled), Save Fortitude DC Varies
Track Charisma; Frequency 1/round
Effect The nanite plague can effect constructs and undead (resistance based upon the immunities of these creatures do not apply, subject to DM discretion). While it cannot effect objects in the traditional sense, it may break down matter in it's area in order to increase the radius of it's emanation, dealing 1d6 damage plus 1d6 damage for every 2 points by which the DC exceed 10.
Cure The victim must be subject to an electromagnetic pulse strong enough to knock living creatures unconscious, and then succeed on a saving throw before the nanites reactivate.

New Expansion Bay
Anti-Nanite Pulse
This powerful EMP is not designed for ship combat (though it could theoretically be used as a weapon. In such a situation it effects all medium or smaller ships within one hex). This electro magnetic pulse is meant to wipe out the nanite plague after combat with the necrolights. When activated the pulse disables all electronic and magical systems for 1d12 rounds, any living creature (with biology based on electric pulses, such as most humanoids) within the area must make a Fortitude save or be knocked unconcious for the same amount of time. The DC is 10 + 1/2 the Ship's tier + the highest size category the ship's power core is designed for (ships with multiple power cores use the highest).

New Weapons
Nanite Plague Missile Launcher, Light Tracking Weapon, Long Range, Speed 10, 5d8 damage, 10 PCU, 5 BP, Nanite Plague (DC 12), limited fire 5
Heavy Nanite Plague Missile Launcher, Heavy Tracking Weapon, Long Range, Speed 10, 10d8 damage, 10 PCU, 10 BP, Nanite Plague (DC 16), limited fire 5
Super Nanite Plague Missile Launcher, Capital Tracking Weapon, Long Range, Speed 10, 3d8 x 10 damage, 15 PCU, 20 BP, Nanite Plague (DC 20), limited fire 5

Nanite Plague
Weapons with the nanite plague fill hit starships with the nanite plague causing all creatures without specific protection to make a Fortitude Save or be infected. Though the nanite plague damage objects around it you do not need to account for damage to the ship for nanite plague weapons, as that damage accounted for in the damage they deal.

2017-08-16, 11:11 AM
here take this award for being the first one to brew some thing for game about to hit the selfs

2017-08-16, 11:35 AM
here take this award for being the first one to brew some thing for game about to hit the selfs
Oh hey, thank you. Just getting ready for my first campaign, my book is still in the mail but the PDF has been available for a while so I figured it would be nice to solicit some feedback.

2017-08-25, 11:42 PM
Added a CR 1 monster based on the Ghoul.