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Thread: Deathwing

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    Default Deathwing

    Deathwing
    Medium Outsider [Evil, Extraplanar]
    HD 15d8+45 (113hp)
    Speed 40 ft. (8 squares); Fly: 30 ft. (6 squares)(Good manueverability)
    Init: +8
    AC 29; touch 16; flat-footed 23
    10+4 Dex+3 Nat. Armor+6 Armor+4 Sheild
    BAB +15/+10/+5; Grp +17
    Attack +1 Flaming Longsword +18 (1d8+4+1d6, 19-20/X2)
    Full-Attack +1 Flaming Longsword +18/+13/+8 (1d8+4+1d6 19-20/X2)
    Space 5 ft.; Reach 10 ft.
    Special Attacks Heart Drain, Gaze Attack
    Special Qualities 120 ft Darkvision, DR 10/Good, Fire Resistance 10
    Saves Fort +12 Ref +15 Will +14
    Abilities Str 16, Dex 22, Con 17, Int 14, Wis 16, Cha 12
    Skills Move Silently +26, Hide +26, Concentration +21, Intimidate +19
    Feats Flyby Attack, Hover, Wingover, Extended Reach, Dodge, Improved Initiative, Iron Will, Stealthy
    Environment Any
    Organization Solitary, pair, Hunt (4-8)
    Challenge Rating 10
    Treasure Standard, +1 Flaming Longsword, +2 Chain Shirt, +2 Heavy Steel Shield
    Alignment Always Neutral Evil
    Advancement 10-12 HD (Medium) 13-18 HD (Large)
    Level Adjustment +-

    The being standing before you looks somewhat like a twisted human. It's eyes are pure black, and it's face is scarred. Black, feathery wings jam out of it's shoulders awkwardly. It's hair is a charred black and falls in front of it's eyes. It's limbs, while functional, are throbbing with scars, burn marks, and dried blood.

    Deathwings are fallen or captured angels taked down to the Nine Hells for torture. They are tortured beyond the natural limits of any sentient being. They have lost all sense of their previous lives, and work only to serve the Demons and Devils. They are often bounty hunters, hunting down wicked souls, and bringing them down to the Hells. They are usually about 7 feet tall and 180 pounds. They speaks Celestial, Abyssal, Infernal, and Common, although they rarely bother to converse with their prey.

    Combat
    Deathwings often prefer Longswords to any other weapons, although they have been known to pick up bows on occasion. They also use their gaze attacks to shaken their foes, and then Heart Drain them to death. If they are in a lot of danger, they might Plane Shift away, or try to drive their foes insane. A Deathwing's natural weapons and any weapons it weilds are treated as Evil for the purpose of overcoming damage reduction.

    Heart Drain: On a successful Grapple Check, a Deathwing can attempt to suck the life out of a person. The creature must succeed on a DC 21 Fort. save or lose 1d6 STR, DEX, CON, and 5d8 HP. Success on the check causes the victim to restist the ability drain, but they still take 5d8 HP damage.
    Gaze Attack: 1/round a Deathwing can look into the eyes of an enemy. They must succeed on a DC 19 Will Save or be Shaken for 1d6 rounds. Success means immunity to the attack for 5 rounds.
    Spell-Like Abilities: 3/day Protection from Good, 3/day Touch of Idiocy, 1/day Insanity, 1/day Plane Shift.


    1st monster I've ever made. What do you think?
    Last edited by Raistlin1040; 2007-10-26 at 02:55 PM.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    It needs

    Sanity Loss: 1d4/1d20

    Edit: Shouldn't they be outsiders? I mean, they're twisted and tormented angels driven mad by fiends.
    Last edited by Caewil; 2007-10-20 at 10:39 PM.

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    Default Re: Deathwing

    Quote Originally Posted by Arachnid View Post
    Edit: Shouldn't they be outsiders? I mean, they're twisted and tormented angels driven mad by fiends.
    i think he is right about this part.

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    Default Re: Deathwing

    The CR looks a little low. Also, what are the save DCs based on, or did you just arbitrarily assign DCs?

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    Default Re: Deathwing

    OK, for a first try, very good.

    Overall I agree with the upper comments; change type to Outsider [Evil, Extraplanar], raise CR slightly, enchant sword, it seems rather bare in comparison to the rest of it. Any spell-like abilities? Maybe you should give it some variant angelic abilites to stay in touch with it's fluff.
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    Quote Originally Posted by Nebo_ View Post
    The CR looks a little low. Also, what are the save DCs based on, or did you just arbitrarily assign DCs?
    Fort. Save is 10+HD (10+15=25) The Will save for the gaze attack was assigned because it's not impossible, but still high. So yeah, arbitarily.

    Kaeloroth: What did you have in mind for abilities?
    Last edited by Raistlin1040; 2007-10-21 at 02:43 PM.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    No other ideas?
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    Some spell-like abilities would probably suit it nicely, maybe ones based on insanity and torture and of course, evil.
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    Default Re: Deathwing

    The 1d6 ability drain--is that roll once for each, or just roll 1D6 and subtract whatever you roll on that one roll from all three?
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    Default Re: Deathwing

    Quote Originally Posted by Raistlin1040 View Post
    Fort. Save is 10+HD (10+15=25) The Will save for the gaze attack was assigned because it's not impossible, but still high. So yeah, arbitarily.

    Kaeloroth: What did you have in mind for abilities?
    Typically, and by that I mean almost always, DCs for monsters are determined by the formula of: 10 + one-half HD + Relavent Attribute modifier. With mystical arcane powers, like a gaze attack and such, the relavent modifier is usually Charisma. Which brings me to the attribute scores for your critter. They're waaaaaay too low in my judgement. This is a supernatural creature from beyond he veil, and he's got stats that a 5th level adventurer would scoff at. Boost this bad boy up some.
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    Default Re: Deathwing

    Quote Originally Posted by Maldraugedhen View Post
    The 1d6 ability drain--is that roll once for each, or just roll 1D6 and subtract whatever you roll on that one roll from all three?
    1 roll for all.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    Raised attributes, added spell-like abilities, raised CR a bit. Better?
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    The DR 10/- seems a bit much... it should probably be DR 10/good. You could probably also safely bump its con up another 2 points.

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    Default Re: Deathwing

    Changed DR, bumped up CON, added a bit to Combat section.
    Quote Originally Posted by YPU View Post
    Real life doesn’t happen, it surprises you like a trap of a CR way above your level.

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    Default Re: Deathwing

    What about some corrupted versions of angelic abilities, for exampel maybe instead of being able ot speak to all creatured with tongues, they could cast silence on them or force them to only speak one language (infernal would be your best bet).
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