The Demented One
2008-03-04, 12:32 AM
Sheska
http://img.photobucket.com/albums/v299/Cthulthoth/postmodra.jpg
Size/Type: Small Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural)
Base Attack/Grapple: +2/-3
Attack: Needles +5 melee (1d4-1 plus poison)
Full Attack: Needles +5 melee (1d4-1 poison) and Tail +0 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., undead traits, unnatural sympathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 16, Con –, Int 6, Wis 10, Cha 16
Skills: Hide +10, Listen +4, Move Silently +10, Spot +7
Feats: Weapon FinesseB, Dodge, Combat Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually True Neutral
Advancement: 5-7 HD (Small)
Level Adjustment: –
Though many speak of the dark deeds and unholy rites performed by necromancers, perhaps even worse are the necrologists, scientists of death. They have perfected necromancy as a science, and constantly experiment to further the possibilities of it. The Sheska is a result of this necrological experimentation, a hideous combination of undead flesh and magically-animated construct. They are created from the corpses of children to serve as lab assistants, their nimble fingers and small hands allowing them to perform deft operations on machinery or necrological specimens their masters could not. A Sheska’s upper body is a reanimated corpse, typically taken from a child or a small humanoid, often dressed in elegant garb or a labcoat. Its lower body is a sprawling mechanical construction, with ten spindly legs supporting it, allowing it to scuttle rapidly. A mechanical tail, tipped with a scythe-like blade, rises up from the back of this mechanical abdomen, serving both as a defense and as a makeshift cutting tool. In addition, the experiments performed on Sheskas render their innards into a necro-biological chemistry plant, their reanimated organs adapted to produce a variety of deadly toxins. These toxins are through the Sheska’s veins and come out syringe-like needles grafted onto their fingertips. Only a truly depraved mage would create a Sheska, and their existence is a painful and torturous one.
Poison (Ex)
A Sheska’s body is constantly generating several different kinds of toxins, which it can inject into creatures using its needle attacks. Each of the Sheska’s poisons has a save DC of 14, which includes a +2 racial bonus. The save is Constitution-based. The engine has a paralyzing toxin, which has initial damage paralysis for 1 round, and secondary damage of 1d6 Dexterity. It has a weakening toxin, which has initial and secondary damage of 1d6 Str. Finally, it has a knockout toxin, with initial damage of unconsciousness for 1d4+1 rounds, and secondary damage of unconsciousness for 1d4+1 minutes.
Unnatural Sympathy (Su)
Though undead abominations of dead flesh and machinery, the child-like forms and innocent faces of Sheskas provokes a strange sympathy in those that see them. As a result, destroying a Sheska can be a highly disturbing experience. Any creature that destroys a Sheska must make a DC 15 Will save or be shaken for one minute. The save is Charisma-based.
Creating a Sheska
An 11th-level spellcaster can create a Sheska by casting the create undead spell on the corpse of a Small humanoid or a child-sized Medium humanoid. Casting create dead does not require any material components, but the spellcaster must create or commission the mechanical body of the Sheska, requiring 50 gp of raw materials and a DC 15 Craft (Armorsmithing, Blacksmithing, or Weaponsmithing) check. In addition, the procedure must be performed in a fully-equipped necrological laboratory, requiring 250 gp to set up.
http://img.photobucket.com/albums/v299/Cthulthoth/postmodra.jpg
Size/Type: Small Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural)
Base Attack/Grapple: +2/-3
Attack: Needles +5 melee (1d4-1 plus poison)
Full Attack: Needles +5 melee (1d4-1 poison) and Tail +0 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., undead traits, unnatural sympathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 16, Con –, Int 6, Wis 10, Cha 16
Skills: Hide +10, Listen +4, Move Silently +10, Spot +7
Feats: Weapon FinesseB, Dodge, Combat Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually True Neutral
Advancement: 5-7 HD (Small)
Level Adjustment: –
Though many speak of the dark deeds and unholy rites performed by necromancers, perhaps even worse are the necrologists, scientists of death. They have perfected necromancy as a science, and constantly experiment to further the possibilities of it. The Sheska is a result of this necrological experimentation, a hideous combination of undead flesh and magically-animated construct. They are created from the corpses of children to serve as lab assistants, their nimble fingers and small hands allowing them to perform deft operations on machinery or necrological specimens their masters could not. A Sheska’s upper body is a reanimated corpse, typically taken from a child or a small humanoid, often dressed in elegant garb or a labcoat. Its lower body is a sprawling mechanical construction, with ten spindly legs supporting it, allowing it to scuttle rapidly. A mechanical tail, tipped with a scythe-like blade, rises up from the back of this mechanical abdomen, serving both as a defense and as a makeshift cutting tool. In addition, the experiments performed on Sheskas render their innards into a necro-biological chemistry plant, their reanimated organs adapted to produce a variety of deadly toxins. These toxins are through the Sheska’s veins and come out syringe-like needles grafted onto their fingertips. Only a truly depraved mage would create a Sheska, and their existence is a painful and torturous one.
Poison (Ex)
A Sheska’s body is constantly generating several different kinds of toxins, which it can inject into creatures using its needle attacks. Each of the Sheska’s poisons has a save DC of 14, which includes a +2 racial bonus. The save is Constitution-based. The engine has a paralyzing toxin, which has initial damage paralysis for 1 round, and secondary damage of 1d6 Dexterity. It has a weakening toxin, which has initial and secondary damage of 1d6 Str. Finally, it has a knockout toxin, with initial damage of unconsciousness for 1d4+1 rounds, and secondary damage of unconsciousness for 1d4+1 minutes.
Unnatural Sympathy (Su)
Though undead abominations of dead flesh and machinery, the child-like forms and innocent faces of Sheskas provokes a strange sympathy in those that see them. As a result, destroying a Sheska can be a highly disturbing experience. Any creature that destroys a Sheska must make a DC 15 Will save or be shaken for one minute. The save is Charisma-based.
Creating a Sheska
An 11th-level spellcaster can create a Sheska by casting the create undead spell on the corpse of a Small humanoid or a child-sized Medium humanoid. Casting create dead does not require any material components, but the spellcaster must create or commission the mechanical body of the Sheska, requiring 50 gp of raw materials and a DC 15 Craft (Armorsmithing, Blacksmithing, or Weaponsmithing) check. In addition, the procedure must be performed in a fully-equipped necrological laboratory, requiring 250 gp to set up.