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    Ogre in the Playground

    Join Date
    Nov 2011

    Default Necropythone [PEACH]

    Medium-Size Outsider (Evil)
    Hit Dice: 13d8+26 (84 hp)
    Initiative: +7
    Speed: 30 ft.
    AC: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
    BAB/Grapple: +13/+17
    Attack: Claw +17 melee (1d6+4 plus energy drain)
    Full Attack: 2 claws +17 melee (1d6+4 plus energy drain)
    Space/Reach: 5'/5'
    Special Attacks: Energy drain, spell-like abilities
    Special Qualities: Damage reduction 5/good, darkvision 60', immune to mind-affecting abilities; negative energy healing; SR 25; resist acid, cold, fire, and electricity 10; telepathy 100'; undead immunities
    Saves: Fort +10, Ref +12, Will +14
    Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 18
    Skills: Bluff +20, Concentration +18, Disguise +20, Intimidate +20, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +19, Spellcraft +19, Spot +19, Use Magic Device +20
    Feats: Corpsecrafter, Destruction Retribution, Improved Initiative, Iron Will, Spell Penetration
    Climate/Terrain: Any (lower planes)
    Organization: Solitary or pair
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always evil
    Advancement: 14-26 HD (medium)
    Level Adjustment: +5

    Necropythones are fiendish necromancers that can be found throughout the lower planes.

    A necropythone appears roughly humanoid, but very emaciated, almost skeletal. Its claws are long and sharp, and its head is bone white while the rest of its body is coal black.

    It can animate the corpses of outsiders or other creatures as skeletons or zombies.


    Energy Drain (Su)
    A living creature hit by a necropythone’s claw attack gains one negative level. DC 18 (Cha-based) Fortitude save to remove a negative level. When such a negative level is bestowed, the necropythone gains 5 temporary hit points (unlimited duration), but these don't stack.

    Spell-Like Abilities: At will — animate dead, command undead, desecrate, disguise self, summon undead V, true seeing; 2/day - horrid wilting (13d6, Fort half DC 22), mass inflict critical wounds (4d8+13, Will half DC 22), shapechange (undead forms only), trap the soul (Will neg base DC 22; no gem needed, but spell completion version only; it can release the soul as a full round action and releases it if slain; a maximum of one creature can be trapped at a time). Caster level 13 (as HD); DCs are Cha-based.

    Negative energy healing (Ex): Negative energy heals it as if it were undead. Positive energy also heals it.

    Undead Immunities (Ex): Immunity to all mind-affecting effects, to poison, sleep effects, paralysis, stunning, disease, and death effects.
    Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

    Necropythones do not need to eat, breathe, or sleep, although they can do so if they want to.

    Advancement: Increase the caster level for spell-like abilities and the SR by the number of class levels gained and by half the number of racial HD over 13. If a necropythone gains spellcasting ability, increase its caster level for necromancy spells by its racial HD.
    Last edited by kinem; 2014-08-17 at 02:15 PM.

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