I wasn't going to post this until I'd figured out what magic weapon she was using, but I figured it's not
that important, so long as the rest of her was done...
Anyway, backstoryness...
She was the former lover of the BBEG from my campaign. He treated her horrible and she endured a very abusive relationship with him. She was batshit insane and a genius to match and eventually managed to transform herself in to a Lich (I've severly abridged the full story so you can make up your own stuff). No longer alive, she wasn't subject to the insanity of mortals and eventually grew repentant. She locked herself in her tower, forever hating her former lover.
Her tower stands in the middle of a forest, which her sadness and grief has corrupted. The inahabitants, a herd of unicorn, have been corrupted in to vampiric versions...(They're included after the Lich). As well as this, she has zombie crocodiles guarding the now dried-up moat (also included afterwards).
Anyhow, this is the first image I found on deviantart that I'm actually making a significant character out of...at least as far as my campaign is concerned. It's made by a guy called "gotitguey" and can be found
here. Please visit his gallery, as all of his images are amazing.
And now, on to the creatures!
As always, some of this may still be in note form. If that is the case, then I've probably left it there to help me work out what I did later...
--------------------------
Anastasia,
female lich Wiz11/Ftr1:
Medium Undead
CR 14;
Size M (5 ft., 3 in. tall);
HD 12d12; 81/81;
Init +0;
Spd 30 ft.;
Calculating AC = 10 + Dex + Natural Armour[+5] + Armour + Magic
AC = 15
Flat = 15
Touch: AC 10;
Attack +7/+2 melee, or +6/+1 ranged;
Touch Attack - 1 per round. Can use that or weapon.
Negative Energy = 1d8+5 points of damage to living creatures. Will halves (DC17)
Fear Aura - Shrouded in a dreadful aura of evil and death. Creatures of less than 5 HD in a 60-foot radius that look at a lich must suceed on a Will Save or be affected as though by a Fear spell from a sorceror of the Lich's level.
A creature that saves cannot be affected by the same lich's aura for 24 hours.
Paralyzing Touch - Any living creature a lich touches with it's touch attack must suceed on a fortitude save or be permenantly paralyzed Remove paralysis or any spell that can remove a curse can free the victim. This effect cannot be dispelled. Anyone paralysed by a lich seems dead though a DC 20 spot check or a DC 15 heal check reveals that the victim is alive.
Turn Resistance - +4
Damage Reduction = 15/Bludgeoning and Magic.
Immunities - Cold, Electricity, polymorph (though she can use polymorph effects on herself) and mind-affecting attacks.
SV Fort +5, Ref +3, Will +7;
AL N;
Str 12, Dex 10, Con --, Int 16, Wis 12, Cha 12.
Languages Spoken: Common.
Skills and feats: Craft (Blacksmithing) +16, Handle Animal +1, Hide +0, Intimidate +4, Knowledge (Dungeoneering) +15, Knowledge (Nobility and Royalty) +10, Knowledge (The Planes) +16, Listen +0, Move Silently +0, Perform (Oratory) +0.5, Perform (Percussion Instruments) +0.5, Spellcraft +16, Spot +0;
RACIALS - +8 to hide, listen, move silently, search, sense motive, spot.
Brew Potion, Combat Casting, Combat Expertise, Enlarge Spell, Craft Construct, Persuasive, [Scribe Scroll], Skill Focus (Knowledge (Dungeoneering)), Still Spell, Craft Wondrous Item.
Wizard Spells Known (4/5/5/5/3):
0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st -- Cause Fear, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Erase, Hypnotism, Identify, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement.
2nd -- Acid Arrow, Blur, Detect Thoughts, Invisibility, Rope Trick.
3rd -- Flame Arrow, Fly, Haste, Heroism, Magic Circle against Chaos, Slow.
4th -- Bestow Curse, Enervation, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Scrying, Summon Monster IV, Wall of Fire.
TREASURE - STANDARD COINS, DOUBLE GOODS, DOUBLE ITEMS
Phylactery - CL = 11
Sealed in a metal box containing strips of parchment o which magical phrases are inscribed. The box is Tiny and has 40 hit points, hardness 20 and a break DC of 40.
Unless destoryed, the lich reappears 1D10 days after apparent death.
She used to be mad, cursed by an insanity of the mind. In her twisted state, she made herelf a lich. Free from her madness in undeath, she is sorrowful and regretful.
Now she works to change herself once more, in to something better.
----------------------
Vampire Unicorn
AL = CE
Undead (Augmented Magical Beast)
This powerful equine creature has a mirky white coat and feral glowing red eyes. Long, shagy white hair hangs down in a mane and forelock. A single ivory-coloured horn, about two feet long, grows from the centre of the forehead and it's hooves are cloven and black. It casts no shadow (Spot DC = 28 in shadow) throws no reflection in mirror.
About 8 feet in length, stands 5 feet high and weighs 1,200 pounds.
Unicorns speak Sylvan and Common.
Horn of a living, ordinary unicorn can fetch for 2K for helaing potions and devices. An undead one...who knows?
Horn is a +3 magic weapon though it's power fades if removed from the unicorn.
!!!WEAKNESS!!!
Cannot tolerate the odour of garlic and will not enter an area laced with it.
Will recoil from a mirror or strongly presented holy symbol. They don't harm it, just keep it at bay.
Must stay away at least 5 feet and cannot touch or go within 5 feet of said thing or creature with thing.
Holding a vampire at bay is a standard action.
Vampire can't cross running water although they can be carried over it in a ship or in a coffin.
They can't enter a home or building unless invited in by someone with the authority to do so. They can freely enter public places.
SLAYING A VAMPIRE: - Reducing to 0 hit points incapacitates but doesn't kill the vampire. However certain atacks can slay vampires.
Exposing any vampire t odirect sunlight disorientates it. It can take only a single move action or attack action and is utterly destroyed in the next round if it cannot escape.
Immersing a vampire in running water robs it of 1/3 of it's hit points each round it is submerged until it is destroyed.
Driving a wooden stake through the vampire's heart instantly slays the monster. However, it returns to life if that stake is removed unless the body is destroyed. A popular tactic is to cut off the creature's head and fill it's mouth with holy wafers (or their equivalent).
Magic Circle Against Evil (Su): This ability continually duplicates the effect of a spell. A unicorn cannot supress this ability.
Damage Reduction: - 10/Silver or Magic.
Fast Healing (Ex): - So long as the vampire has 1 HP, it heals at a rate of 5HP per round. If reduced to 0 hit points in combat it automatically assumes a gaseous form and attempts to escape. It must reach it's coffin home (a hollow mounds under a large tree) within 2 hours or be utterly destroyed. Any additional damage done to the vampire in gaseous form has no effect. Once at rest in it's coffin a vampire is helpless. It regains 1 hit point after 1 hour then it is no longer helpless and resumes healing at a rate of 5 HP per round.
Gaseous Form (Su): - As a standard action, th vampire can assume gaseous form at will as the spell (CL-5) but it can remain gaseous indefinitely and has a fly sped of 20feet with perfect maneuverability.
Spell-like abilities: - Can use Detect Evil at will as a free action. Once per day, can use Greater Teleport to move anywhere witin it's home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use Cure Light Wounds three times a day and Cue Moderate once (CL-5) by touching a wounded creature with it's horn.
Once per day it can use Neutralie Poison (DC 21, CL-8) with a touch of it's horn. The save is Charisma based.
Wild Empathy: - This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Alternative Form (Su): - Can asume the shape of a bat, dire bat, wolf or dire wolf as a standard action. This is similar to a Polymorph spell cast by a 12th-level character except that the vampire does not regain hit points for changing form.
Whilst in it's alternate form, it loses it's slam attack and dominate ability but gains the natural weapons and extraordinary abilities of the new form. It can remain in that form until it assumes another or until the next sunrise.
Skills: - +8 racial on Move Silently. +3 competance on survival inside it's forest. +8 racial on Bluff, Hide, Listen, Search, Sense Motive, Spot.
Jump +25
Listen +12
Move S. +2
Spot +12
Survive +9
Immune to poison, charm, compulsion.
Resistance (ex): - Resistance to Cold 10 and Electricity 10.
Spider Climb (ex): - Can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (ex): - +4 turn resistance.
Has low-light vision, scent.
Dark vision, 60ft.
HD = 4D12
Iniative = +9
Speed = 60ft.
AC = 26 (-1 size, +5 dex, +12 (6) natural)
Touch = 20
Flat = 21
Base/Grapple = +4/+13
Attack = Horn +11 melee (1d8+10)
or Slam Attack (1d8+10)
Full Attack = Horn + 2 Hooves +3 melee (1d4+4)
Special Attacks: -
DC = 21
Blood Drain (Ex): - Can suck blood from living victim with it's fangs by making a successufl grapple check. If it pins the foe, it drains blood, dealing 1d4 points of constitution damage each round the pin is maintained. On each successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): - Can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action. The creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): - Can crush an opponent's will just by looking in to their eyes. This is similar to a gaze attack except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a will save or fall instantly under the vampire's influence as though by a dominate person spell (CL-12). This has a range of 30 feet.
Creatre Spawn (Su): - A humanoid or monstrous humanoid slain by the drain attack rises as a vampire spawn 1d4 days after burial.
If instead, the vampire drains the victim's Con to 0 or lower, the victim returns as a spawn if it had 4 or less HD and a vampire if it had 5 or more HD. In either case, the new vampire is under the command of the vampire that created it and remains enslaved until it's master's destruction.
At any given time a vampire may have enslaved spawn totalling no more than twice it's own HD. Any spawned creature that would exceed this limit are created as free-willed creatures or vampire spawn.
A vampire that is enslaved may create and enslave it's own spawn so a master vampire can control a number of lesser vampires in this fashion.
A vampire may voluntarily free and enslved spawn in order to enslave a new spawn but once freed a vampire or vampire spawn canot be enslaved again.
Energy Drain (Su): - Living creatures hit by the vampire's Slam Attack or any other natrual weapon gain twonegative levels. For each negative level bestowed, the vamprie gains 5 temporary hit points. A vampire can use it's energy drain ability once per round.
Space/Reach = 10ft/5ft
Fort = +4
Ref = +9
Will = +6
Str 26 +8
Dex 21 +5
Con -
Int 12 +1
Wis 23 +6
Cha 28 +9
Feats: -
Alertness,
Skill Focus (Survival).
Combat Reflexes.
Dodge.
Improved Iniative.
Lightning Reflexes.
CR = 5
If taken as a cohort = Level adjustment = +12
Treasure = Normal.
------------------
Crocodile
NE
Aggresive predators, 11 to 12 feet long. They lie mostly submerged in rivers and marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Medium Undead
HD = 6d12+3
CR = 2
Iniative + 1
Speed = 20ft (4 sqaures), swim 30 feet.
AC: 16 (+0 dex, +6 natural)
Touch: 12
Flat: 16
Base/Grapple: +3/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) or Slam Attack (1d6)
Full Attack: Same.
Space/Reach: 5ft/5ft
Special Qualities: Low Light Vision.
Single action only: - Has poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to it's speed and attack in the same round but only if it attempts a charge.
Saves: -
Fort +2
Ref +2
Will +2
Abilities: -
Str 21
Dex 10
Con --
Int --
Wis 10
Cha 01
Skills:
No skills
Feats: -
Toughness.
No comments:
Post a Comment