What I've done whilst sick

Jul 31, 2007 20:19

So, while I was lying in bed sick for the better part of last week, I listened to DragonForce a lot. And made a really badass monster from my Monster Manuals. I <3 Templates. Monster of Legend, Half-Fiend, Half-Dragon, and Dracolich were applied, in that order. Anyway, I present to you my new, improved Skindancer.

Large Dragon
Hit Dice: 15d10 + 240 (326 HP)
Initiative: +12
Speed: 40 ft., Fly 80 ft. (average)
Armor: 42 (-1 Size, +8 Dex, +6 deflection, +19 Natural) Touch 23, Flat-footed 34
Base Attack/Grapple: +15/+25
Attack: Slam +30 melee (2d6 + 16 + 1d6 cold)
2 Claws +25 melee (1d8 + 16 + 1d6 cold)
Bite +25 melee (1d8 + 16 + 1d8 cold)
Space/Reach: 10ft./10 ft.
Special Attacks: Raging Blood (fire): When struck in combat by a piercing or slashing weapon, blood spray causes 1d4 fire damage to all enemies in a 5 ft. area. No save.
Trip: After damaging an opponent, this Skindancer may make a Trip attack as a free action without provoking an AoP. If the attempt fails, the enemy may not attempt to trip the Skindancer.
Smite Good: Once per day, the Skindancer may attempt to Smite Good, adding +15 to both attack and damage against an opponent of good alignment.
Breath Weapon: 30-ft. Cone of Fire (6d8) Reflex Save DC 34 for half damage
Control Undead: May use this spell once/day as a 15th level sorcerer. May not cast other spells while the effects are ongoing.
Frightful Presence: DC 1
Paralyzing Gaze: All enemies within a 40 ft. line must pass a DC 21 Fortitude Save vs. Fear or be paralyzed for 2d6 rounds. A successful save confers immunity from this Skindancer's Gaze for 24 hours.
Paralyzing Touch: All enemies struck by this Skindancer's natural weapons must make a Fort save vs. Fear (DC 21) or be paralyzed for 2d6 rounds. A successful save gives no immunity for further attacks.
Special Qualities: Immunity: Fire, Cold, Electricity, Poison, Sleep, Paralysis, Polymorph, Mind-effecting enchantments, Stun effects, Disease, Critical Hits, Subdual damage, Ability Damage, Energy Drain, Death by massive damage.
Half damage taken from piercing and slashing weapons.
Damage Resistance 10/magic
Spell Resistance 28
Acid Resistance 10
Adaptive Energy Resistance: Whenever this Skindancer is strunk by an energy type, it gains Energy Resistance 10 of that type. For instance, if struck with Sonic damage, it would gain Sonic Resistance 10. This resistance lasts for 1 minute or until a new energy type takes effect.
Reactive Skin: A skindancer's skin naturally repels attackers, granting it a +6 deflection bonus to AC (reflected above).
Damage Reduction: Whenever this Skindancer is struck in combat, it gains Damage Resistance 10 based upon the type of weapon used to attack it. Thus, if struck with slashing damage, it would gain DR 15/piercing and bludgeoning. When struck with piercing damage, it would gain DR 15/slashing and bludgeoning, and when hit with bludgeoning damage it would acquire DR 15/slashing and piercing. If struck with both piercing and bludgeoning damage, it gains DR 15/slashing. This reduction lasts for 1 minute or until a new Damage Reduction is applied.
Darkvision to 90 ft.
Low-light Vision to 60 ft.
Scent
May cast Horrid Wilting, Unhallow, Blasphemy, Contagion, Unholy Blight, and Desecrate 1/day as a 15th level sorcerer.
May cast Darkness, Poison, and Unholy Aura 3/day as a 15th level sorcerer.
Haste: May take an extra partial action each turn.
Reflective Hide: Permanently gains the effect of Spell Turning as a 15th level sorcerer.
Natural Weapons are treated as magic weapons (+1) for the purposes of overcoming damage resistance.
Invulnerable: In order to truly defeat this Skindancer, its phylactery must be located and destroyed; otherwise, it will eventually regenerate as a dracolich.
Saves: Fortitude: Immune unless the spell affects objects, otherwise 24
Reflex: 20
Will: 18
Abilities: Str 42, Dex 27, Con 0 (43), Int 13, Wis 18, Cha 16
Skills: Listen +15, Spot +15
Feats: Alertness, Combat Refexes, Improved Natural Attack (slam), Improved Initiative, Iron Will, Power Attack, Multiattack

CR: 24

To summarize: So, this guy is a half-dracolich, half-fiend, Legendary Skindancer. He's immune to damn near any kind of effect and 3 of 5 energy types, and only takes half damage from two weapon types. Whatever weapon type or energy type he's hit with, he'll become more resistant to. And although he gained all the Undead Traits, he's not technically Type: Undead, so he's not prone to being turned or disrupted, or brilliant energy/vorpal weapons. His gaze and touch can both paralyze for a few rounds. On top of that, he has a bunch of spell-like abilities and will resist most magic straight out. Insanely hard to hit except on a natural 20 or maybe with the True Strike spell and a high roll. He'll kill ya.

I figured I'd probably write him up on a character sheet later, it'd be fun just to do a one-shot adventure and see if a group of heroes could take him down. Four 20th level heroes against this guy. Well, we'll see. Of course, I'd outfit him as well, so it's not as tho his full stats are above. Toss in some weapons, armor, and magic items, and we're in business tho.

Anyways. Yay for powergaming!
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