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Belial_the_Leveler
2007-10-23, 12:10 PM
Keeper of the Dead
Large Undead (Tentacled)
HD 12d12+36 (114 HP)
Speed fly 30 ft. (6 squares)
Init: +1
AC 18; touch 10; flat-footed 17
(+1 dex, +8 natural, -1 size)
BAB +8; Grp +24
Attack Tentacle +15 meele or +15 meele touch (1d6+8 or 1 strength penalty)
Full-Attack Full attack 10 tentacles +15 meele or +15 meele touch
Space 10 ft.; Reach 30 ft.
Special Attacks SLAs, Enervating Grasp, Paralysing Grasp, Sickening Aura, Dread Gaze, Barricade
Special Qualities Undead, Persistent Enervation, Fast Healing 6, DR 6/magic, good and cold iron, Gaseous Form, Acid/Cold/Sonic resistance 20, Unholy Might.
Saves Fort +16 Ref +11 Will +14
Abilities Str 26, Dex 12, Con -, Int 12, Wis 10, Cha 22
Skills Spot +23, Listen +23, Spellcraft +16, Move Silently +20, Hide +20
Feats Supernatural Transformation: Ray of Enfeeblement/See Invisibility/Arcane Sight/Gaseous Form, Improved Grab, Great Fortitude, Improved Toughness
Environment Underground (tomb)
Challenge Rating 12
Treasure none
Alignment chaotic evil
Advancement 13-24 HD* (huge), 25-36 HD* (gargantuan)

Keepers of the Dead are special undead entities made out of ogre or giant upper bodies and aberration tentacles fused together. They look like floating bloated ogres with ten black tentacles instead of a lower half. They are keepers of tombs and crypts, designed by the ancient Imaskari necromancers to keep the living away and the undead inside.

SLAs: at will: Empowered Evervation, See Invisibility, Arcane Sight, Gaseous Form (supernaturally transformed, DC 23)
Enervating/Paralysing Grasp (Su) On a successful grapple check, the Keeper may apply 1 cumulative strength penalty. Strength penalties from Enervating Tentacles are cumulative with the Keeper's Ray of Enfeeblement and may reduce strength to 0. On a successful touch attack, the Keeper may apply Hold Person or Halt Undead.
Sickening Aura (Su) The Keeper radiates a 20-ft invisible aura that functions as the stinking cloud spell. DC 23
Dread Gaze (Su) The Keeper has a 30-ft gaze attack that functions as the fear spell. It works on beings of any HD. DC 23
Barricade (Su) The Keeper may hold shut any door or other portal against undead targets. Similar to a binding diagram that would work against undead, the portal may not be affected directly or indirectly by undead beings. If, however, the portal is attacked by undead beings, the Keeper is forced to assume physical form and fight them. The barricade ends with the Keeper's destruction.
Persistent Enervation (Ex) Any strength penalties applied through the Keeper's enfeeblement or enervating tentacles last much longer than normal. Instead of their normal duration, these penalties go away at a rate of 1 strength point every 10 minutes.
Unholy Might (Ex) The Keeper functions as if continiously within the desecrated temple of an evil power. It gets +2 to attacks, saves and checks and +2 HP per HD. The stats above include the extra HP but not the bonuses. The Keeper adds its charisma modifier to saving throws.
Advancement: In addition to the normal bonuses of gaining undead HD (including abilities, feats, skills, BAB and saves), a Keeper's natural armor increases by 1 for every additional HD, its DR and fast healing increase by 1 for every 2 additional HD and its bonuses from Unholy Might increase by 1 for every 3 additional HD. A Keeper with 20 HD or more gets Spell Resistance equal to its HD. Range of their Dread Gaze and Sickening Aura increases along with their size.

Tactics:
A Keeper is usually bound within a door or other portal protecting a tomb, crypt, ancient necromancer's keep and the like. While its barricade ability does not stop living enemies from getting inside-keepers were primarily made to keep newly made undead in check-a Keeper will usually manifest to defend the tomb, taking the raiders by surprise. In the surprise round, it will immediately strike at an obvious spellcaster-especially a divine spellcaster-with its empowered ray of enfeeblement, doing 1d6+1d3+8 strength penalty, usually resulting in the spellcaster falling down helpless, crushed by the weight of their own gear. In the first round, it will grapple several enemies at once if no other spellcaster is present or strike out with another empowered enervation if one is present. In the following rounds, if enemies are not already emptying their stomachs due to its nauseating aura or scared $#itless due to its Dread Gaze, it will continue to grapple them until they take enough strength penalty to fall down helpless. After the combat, wether the enemies are living or undead, the Keeper will keep them helpless, nauseated and horrified until its master comes to punish the rebellious undead or turn the living captives into undead.


Master of the Dead
Gargantuan Undead (Tentacled)
HD 36d12+396 (630 HP)
Speed fly 30 ft. (6 squares)
Init: +1
AC 40; touch 8; flat-footed 39
(+1 dex, +32 natural, -3 size)
BAB +27; Grp +69
Attack Tentacle +40 meele or +40 meele touch (2d6+16 or 1 strength penalty)
Full-Attack Full attack 10 tentacles +40 meele or +40 meele touch
Space 40 ft.; Reach 120 ft.
Special Attacks SLAs, Enervating Grasp, Paralysing Grasp, Sickening Aura, Dread Gaze, Barricade
Special Qualities Undead, Persistent Enervation, Fast Healing 18, DR 28/magic, good and cold iron, Gaseous Form, Acid/Cold/Sonic/Fire/Lightning resistance 20, Unholy Might, Spell Resistance 44
Saves Fort +31 Ref +18 Will +29
Abilities Str 42, Dex 16, Con -, Int 12, Wis 10, Cha 24
Skills Spot +47, Listen +47, Spellcraft +40, Move Silently +31, Hide +31
Feats Supernatural Transformation: Ray of Enfeeblement/See Invisibility/Arcane Sight/Gaseous Form, Improved Grab, Great Fortitude, Thick Skinned 5x, Improved Spell Resistance 4x, Legendary Wrestler, Combat Reflexes, Spellcasting Harrier
Environment Underground (tomb)
Challenge Rating 24
Treasure none
Alignment chaotic evil

Masters of the Dead are the ultimate evolution of the Keeper of the Dead. The bloated upper body of a giant with ten immense tentacles, they strike terror to living and undead alike.

SLAs: at will: Empowered Ray of Enfeeblement, See Invisibility, Arcane Sight, Gaseous Form (supernaturally transformed, DC 35)
Enervating/Paralysing Grasp (Su) On a successful grapple check, the Master may apply 1 cumulative strength penalty. Strength penalties from Enervating Tentacles are cumulative with the Master's Ray of Enfeeblement and may reduce strength to 0. On a successful touch attack, the Master may apply Hold Person or Halt Undead. DC 35
Sickening Aura (Su) The Master radiates a 60-ft invisible aura that functions as the stinking cloud spell. DC 35
Dread Gaze (Su) The Master has a 90-ft gaze attack that functions as the fear spell. It works on beings of any HD. DC 35
Barricade (Su) The Master may hold shut any door or other portal against undead targets. Similar to a binding diagram that would work against undead, the portal may not be affected directly or indirectly by undead beings. If, however, the portal is attacked by undead beings, the Master is forced to assume physical form and fight them. The barricade ends with the Master's destruction.
Persistent Enervation (Ex) Any strength penalties applied through the Master's ray of enfeeblement or enervating tentacles last much longer than normal. Instead of their normal duration, these penalties go away at a rate of 1 strength point every 10 minutes.
Unholy Might (Ex) The Master functions as if continiously within the desecrated temple of an evil power-though this effect is much more powerful. It gets +10 to attacks, saves and checks and +10 HP per HD. The stats above include the extra HP but not the bonuses. The Master adds its charisma modifier to saving throws.
Incorporeal touch (Su) The Master can strike at and touch incorporeal targets normally as if they were corporeal.
Adhesive (Su) The Master's tentacles are covered in a powerful supernatural adhesive, preventing creatures from fleeing its grasp by giving a +10 bonus to grapple checks (not factored into stats above). If the creature has a freedom of movement effect the bonus does not apply but neither does the freedom of movement effect automatically defeat any grapple attampts.

Tactics:

Despite being much more powerful than any Keeper, a Master of the Dead uses the same general tactics. Ofcourse, being much more powerful and much larger, such tactics can be used against more powerful and more numerous enemies.

The Glyphstone
2007-10-23, 12:44 PM
Interesting - but Enervation causes negative levels, not Strength damage - and it has a duration of hours/level, I believe. That would make Persistent Enervation actually shorten the duration of the effect, unless there's another Enervation spell out there that does deal Strength damage...???

Belial_the_Leveler
2007-10-24, 12:34 AM
Whoops-my mistake. It should be Ray of Enfeeblement. :smallredface:

DracoDei
2007-10-24, 12:59 AM
For what reason did you decide that [Tentacled] is a designation worthy of being a subtype?

Belial_the_Leveler
2007-10-24, 01:27 AM
A joke on the DM's part-ever since we played CoC with my old group then shifted to DnD, the DM would allow rangers to take favored enemy: tentacled. :smallbiggrin:
Then the ranger's player would argue what constituted a tentacled monster.

DracoDei
2007-10-24, 02:05 AM
<British Accent> Ah! Good show! Carry on... </British Accent>