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  1. - Top - End - #1
    Retired Mod in the Playground Retired Moderator
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    Default The Tainted Ones (PEACH)

    Tainted One
    Medium Outsider (Chaotic, Extraplanar, Evil)
    HD 8d8+24 (60 hp)
    Speed 50 ft. (10 squares); Fly 40 ft. (poor)
    Init: +5
    AC 21; touch 15; flat-footed 16 (+5 Dex, +6 natural)
    BAB +8/+3; Grp +10
    Attack Claws +13/+8 (2d6+2, 19-20/x2)
    Full-Attack Claws +13/+8/+3 (2d6+2, 19-20/x2) or Claws +13/+8 (2d6+2, 19-20/x2) and Gore (horns) +0 (1d10+2, x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Poison, spell-like abilities, summon demon, taint
    Special Qualities Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to poison and disease, resistance to fire 10, acid 10, cold 10, and electricity 10, spell resistance 16
    Saves Fort +11 Ref +11 Will +7
    Abilities Str 14, Dex 20, Con 17, Int 8, Wis 13, Cha 18
    Skills Climb +10, Disable Device +8, Disguise +15, Escape Artist +13, Hide +20, Listen +8, Move Silently +20, Open Lock +13, Search +8, Sleight of Hand +8, Spot +10, Survival +7, Use Rope +7
    Feats Weapon Finesse, Great Fortitude, Fly-by Attack
    Environment A chaotic evil-aligned plane
    Organization Solitary or group (2-5)
    Challenge Rating 8
    Treasure Standard
    Alignment Always chaotic evil
    Advancement 9-15 (Large)
    Level Adjustment -

    The creature is lithe, with tight, warped, leathery skin. Upon its back are folded two bat-like wings. Its hands are warped out of proportion, its fingers massively long. From its hands unfold massive claws, unsheathed like those of a cat. Red, sticky liquid drips down to the ground from the monster's perch. As it jumps down, the ground below it cracks and the plant life wilts.

    Tainted ones roam the world, wreaking havoc with their taint. They pleasure in the disruption of happy life, making many detours to small farms and such, destroying crops and loved ones but not completely destroying the victim, but every last shred of their hope. Tainted ones prefer to stay invisible, except when in combat, as they enjoy watching others run in fear from their horrific appearance. They have done their job well, when all that people know was horrible luck has been bestowed upon them.

    Combat: Tainted ones use their poison and taint to rid attackers or their most powerful fighters (and their weapons) as fast as possible. With their spell resistance they can hold off casters for slightly longer. They try to make the best of their invisibility and teleporting by disappearing randomly behind their foes and catching them unawares.

    Tainted one's natural attacks are treated as chaotic-aligned and evil-aligned for the purposes of overcoming damage reduction.

    Poison: Any creature successfully attacked by a tainted one has a 50% chance of being inflicted with its poison. Injury DC 17; initial damage, 2d6 Con, stunned for 1d4 rounds; secondary damage, 1d6 Con. If the poison is successful, it incurs a DC 15 Con check every day, if failed the target takes another 1d4 Con damage. If this check is failed the target loses another 1d4 Con. This damage cannot be removed until the poison is cured. This poison can be harvested from a dead tainted one, but there is a 50% chance without protective gear that the poison will affect them if they have any recent wounds from the last 24 hours or less. If protective gear is used to cover the wounds the chance goes down to 25%. A tainted one is immune to his own poison.

    Spell-Like Abilities: At will greater teleport (self plus 50 pounds of objects only), invisibility. Caster level 7th.

    Summon Demon: Once per day a tainted one can attempt to summon 1 tainted one with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

    Taint: Anything a tainted one touches must make a DC 10 fortitude save or become tainted. Taint makes metal rust (-6 on all attack rolls and damage rolls), water become polluted (imbibers have a 75% chance of receiving the blinding sickness, plant life become wilted and rust-colored (dies within 1d4 hours), and ground the tainted one steps on becomes infertile (for 1d4 months). For every square yard of mater needed to be tainted, one standard action is required. All attacks a tainted one makes can spread this taint if the tainted one uses a full action on a single attack to spread the taint; if a tainted one attacks a weapon the taint affects it, or if the target is attacked the taint spreads to his armor or clothing. Anything imbibed that is tainted can spread a non-monster-specific disease to the imbiber, at the DM's discretion. Other taint effects can occur at the DM's discretion depending on the circumstances.

    Skills: Tainted ones have a +5 racial bonus on Disguise, Hide, and Move Silently checks.


    Plot Hooks:
    • A nearby town has been having crops die suddenly and for no reason, and as a main producer for the area the [city official, other] has sent you there to investigate.
    • Small children in numerous homes have been killed in the night, brutally and savagely. The [king, city official, other] has hired you to find out the murderer.
    • The local lake has become polluted and people who drink from it are going blind from disease. The town populace has pleaded you to find out what is causing this. They suspect a large cave on the south side of the lake.
    • The local forest is dying, and the elves of the forest cannot survive much longer if the cause is not found.



    Any comments would be great, along with the CR (too high? too low?).
    Last edited by Vaynor; 2009-06-23 at 12:27 AM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  2. - Top - End - #2
    Bugbear in the Playground
     
    JackMage666's Avatar

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    Default Re: The Tainted Ones

    Just from a glance, it's more of a CR 7 or so. It doesn't cast any spells, only has a few spell-like abilities, and the Poison and Disease it can spread have low saves, and arn't all that great.

    Also, in 3.5, you don't need to pick a specific weapon for Weapon Finesse, it applies to all applicable weapons. And you spelled Disguise as "Disguide", in the Skills: section - But those are just nitpicks.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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  3. - Top - End - #3
    Retired Mod in the Playground Retired Moderator
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    Default Re: The Tainted Ones

    Quote Originally Posted by JackMage666 View Post
    Just from a glance, it's more of a CR 7 or so. It doesn't cast any spells, only has a few spell-like abilities, and the Poison and Disease it can spread have low saves, and arn't all that great.

    Also, in 3.5, you don't need to pick a specific weapon for Weapon Finesse, it applies to all applicable weapons. And you spelled Disguise as "Disguide", in the Skills: section - But those are just nitpicks.
    Thanks for the input. I upped the poison a bit so I figure it should be about a CR 8 by my estimates.

    I got finesse confused with focus. And thanks about the 'disguide' thing.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  4. - Top - End - #4
    Halfling in the Playground
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    Default Re: The Tainted Ones (PEACH)

    I like it :3

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