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Revision as of 05:45, 18 April 2012
Contents
Monsters
Spine Horror
Spine Horror | |
---|---|
Size/Type: | Medium Undead |
Hit Dice: | 6d12 (42 hp) |
Initiative: | +4 |
Speed: | 60 ft. (12 squares), climb 20 ft., burrow 20 ft. |
Armor Class: | 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: | +3/+8 |
Attack: | Bite +9 melee (1d8+5) |
Full Attack: | bite +9 melee (1d8+5) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spine Volley, Trip |
Special Qualities: | scent, spinney shell, tremorsense 60 ft. |
Saves: | Fort +2, Ref +6, Will +7 |
Abilities: | Str 20, Dex 18, Con —, Int 3, Wis 14, Cha 6 |
Skills: | Hide +9, Listen +12, Move Silently +10, Survival +3 |
Feats: | Alertness, Blind-Fight, Improved Natural Attack, Run, Toughness, Track*, Weapon Focus (bite) |
Environment: | Any |
Organization: | Solitary, pair, or pack (7–16) |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Always chaotic evil |
Advancement: | 7–12 HD (Large) |
Level Adjustment: | — |
Spine Horrors are canine like undead monsters first created by some long forgotten cabal of Telboth wizards. They are faintly reminiscent of wolves, except that they have boney armor plating, three rows of serrated teeth, and are covered in extremely sharp spines. Spine Horrors have no eyes; the eye sockets are nothing more than solid bone. They can burrow through soil and rock, and have powerful claws that allow them to climb sheer surfaces.
Spine Horrors almost always travel in packs. They roam the wilderness in search of prey, devouring any wildlife they encounter. They avoid civilized areas, but large packs have been known to attack small communities.
- Spine Horrors can only track by scent.
COMBAT
Spine Horrors are blind, but they make up for this ability with their tremorsense and scent abilities. They communicate by vibrating their spines to create different rattling and clicking noises. In combat, spine horrors coordinate their attacks in an attempt to flank opponents, using their powerful jaws and rows of teeth to rend flesh from bone, focusing their attacks on spell casters when possible. They have limited intelligence, so they are unable to readily identify a spellcaster until after the caster launches a spell. If multiple opponents bunch together, spine horrors will use their spine volley attack to cause maximum damage. A spine horror pack will stalk adventurer bands for days, learning what they can about their prey before striking. A favorite tactic of spine horror packs is to send one or two pack members out to lure prey where the rest of the pack has burrowed into the ground. The pack will then burst out of the ground right below the unsuspecting prey.
A spine horror can burrow through unworked stone, but it moves at half its normal rate.
Spinney Shell (Ex): A spine horror is covered is foot long sharp spines. These spines regrow over the course of 24hrs when lost or otherwise broken. These spines function as armor spikes.
Spine Volley (Ex): 3 times per day, a spine horror can take a standard action to launch a volley of these spines at any location within 60ft of itself. Everything within a 10ft radius of the targeted location suffers 2d6 piercing damage, DC 16 Reflex save for half. If a spine horror uses this ability 3 times in a 24hr period, its Spinney Shell ability ceases to function for 24hrs.
Tremorsense (Ex): A spine horror can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Trip (Ex): A spine horror that hits with a bite attack can attempt to trip its opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the spine horror.
Skills: A spine horror has a +8 racial bonus on Listen checks, and a +2 bonus on Hide and Move Silently checks.
Templates
Below are the new templates that can be used to add more variety to your campaign.
Flesh Craft Templates
Below are the standardized templates that can be applied to creatures by Flesh Craft users.
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Tainted One
Tainted Ones are the remains of living creatures slain by a Pureblood’s Nether Lightning attack. The powerful unholy energies released by the Pureblood twist and corrupt the creature’s body and mind. Tainted Ones are vile undead monstrosities that know only pain and seek only destruction. The release of true destruction is denied to Tainted Ones, which only serves to fuel their hatred of life and goodness. The soul of the original creature departs to the afterlife upon its death, but it cannot be restored to life by any means until its body, the Tainted One, is slain. Such is the power of a Tainted One’s self-loathing.
Tainted Ones have no eyes. There are two pinpoints of light where their eyes should be. Their skin is darkened and shriveled, and their bodies are half rotted.
Tainted One is an acquired template that can be applied to any living corporeal creature. This template is acquired when a living corporeal creature is killed by a Pureblood's Nether Lightning attack. A Tainted One uses all the base creature's statistics and special abilities except as noted here.
A Tainted One speaks and understands any languages it knew in life.
Size and Type: The base creature’s type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: All current and future Hit Dice become d12s.
Speed: A Tainted One gains a +10ft bonus to its base speed.
Attack: A Tainted One retains all the attacks of the base creature and also grows boney claws that it can use as a natural weapon. If the base creature can use weapons, the Tainted One retains this ability. A creature with natural weapons retains those natural weapons. A Tainted One fighting without weapons uses either its claw attack or its primary natural weapon (if it has one). A Tainted One armed with a weapon uses its claw or weapon, as it desires.
Full Attack: A Tainted One fighting without weapons can make two claw attacks as a Full Round action or it can use its other natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack, along with a claw or other natural weapon as a natural secondary attack.
Damage: Tainted Ones have claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Tainted One's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is higher.
Size | Damage |
---|---|
Fine | 1 |
Diminutive | 1 |
Tiny | 1d2 |
Small | 1d3 |
Medium | 1d4 |
Large | 1d6 |
Huge | 1d8 |
Gargantuan | 2d6 |
Colossal | 2d8 |
A Tainted One's natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction.
Special Attacks: A Tainted One does not retain any of the base creature’s special attacks except for extraordinary abilities.
Electric Skin (Ex): Electricity constantly surges up and down a Tainted One’s body in moderate amounts. This electricity is harmful upon physical contact with a Tainted One. Whenever a Tainted One touches, or is touched by, a creature, it deals 1d6 electricity damage to that creature. This damage is dealt through a Tainted One’s natural weapons, whenever is makes a touch attack, and each round it maintains a grapple. Conversely, this damage is also dealt when another creature uses a natural weapon, makes a touch attack, and grapples a Tainted One.
Tainted Touch (Su): As a standard action, a Tainted One may make a touch attack that deals 2d6 damage. A Tainted One automatically makes a Tainted Touch each round it maintains a grapple with another creature. This does not occur when the Tainted One is being grappled, only when it grapples. A living creature killed by this ability rises as a free willed Tainted One in 24hrs unless it is fully submerged in holy water or buried in consecrated or holy ground.
Special Qualities: A Tainted One does not retain any of the base creature’s special qualities except for extraordinary abilities.
Immunity to Electricity (Ex): Tainted Ones are not affected by electricity.
Prevent Resurrection (Ex): Raise Dead and similar effects have no effect on a Tainted One. The base creature cannot be brought back to life by any means until the Tainted One is slain.
Regeneration (Ex): A Tainted One suffers normal damage from good-aligned magic weapons and from spells and effects with the good descriptor.
Abilities: Increase from the base creature as follows: +4 Str, +2 Dex, +4 Cha. As an undead creature, a Tainted One has no constitution score.
Skills: Tainted Ones have a +4 racial bonus to Hide, Move Silently, and Spot checks. Otherwise same as the base creature.
Environment: Any
Organization: Solitary or gang (2-5)
Challenge Rating: Same as base creature +2
Treasure: Double standard.
Alignment: Always Chaotic Evil
Advancement: None
Level Adjustment: Tainted Ones cannot gain levels. It retains all class levels and class abilities it had in life.
Vampire Spawn
For the purposes of this overhaul Spawn means any vampire under the control of another vampire, and does not refer to Vamprie Spawn, which is described below.
Vampires with the Create Spawn Vitae Feat can choose to create vampire spawn, and those that select that feat invariably do at one point or another. Vampire Spawn are undead creatures very similar to vampires, although they are not true vampires. They are slaves to their sire’s will, considered little more than servants, and much less than a vampire’s free willed childer. Vampire Spawn and vampires under the control of another typically despise their master. They can do nothing about it however, except to wait and hope for their master’s demise or for their own release. Time, after all, is all they have.
Only humanoids and monstrous humanoids of less than 5HD can become vampire spawn. A humanoid or monstrous humanoid with 5 or more HD that is created by a vampire’s Create Spawn ability rises as a Category C Vampire of the same Bloodline as their sire, with all the normal benefits, except they are not free-willed; they still gain the Infallible Will of the Master quality. They are otherwise normal Category C Vampires. Vampires created with the Create Spawn Vitae Feat rise 1d4 days after they are killed. This does not mean that humanoids and monstrous humanoids of less than 5HD cannot become true vampires, they can. It’s just that humanoids or monstrous humanoids of 5 or more HD cannot become vampire spawn.
Vampire Spawn have the standard vampire appearance (pale skin, cold flesh, red tinted eyes, etc), even if their sire is of a bloodline with an altered appearance, such as Whet-Fang or Yekef vampires. If a Vamprie Spawn becomes a true vampire, their appearance changes to an appearance normal for their bloodline (depending on their bloodline, their appearance may not change at all).
Purebloods typically do not make Vampire Spawn, since they can easily create true vampires under their complete control. The only reason why a Pureblood would use this ability is to exponentially increase the number of vampires they can create that are under their control, since vampires created by Vampire Familiars are not under the control of the Pureblood.
The statistics listed below are the abilities of Vampire Spawn. These are not the abilities of true vampires under the control of a vampire with the Create Spawn feat. Vampire Spawn are weaker than normal vampires, possessing all their weaknesses but few of their strengths. A Vampire Spawn does not possess any abilities that normal vampires possess unless otherwise noted.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: All current and future HD become d12s.
Armor Class: The base creature gains a +3 Natural Armor bonus.
Bloodline: Vampire spawn are of the same bloodline as their sire, but they do not gain any of the benefits of their bloodline. They are members of a bloodline in name only.
- Attack: The base creature gains a Bite Attack and 2 Claw Attacks as a Category C Vampire of the same size as they are, except they do not gain a bonus to their attack roll while using their Bite Attack or damage roll while using their Claw Attack.
Enhanced Physical and Mental Abilities: The base creature gains all the benefits/drawbacks listed under the section Enhanced Physical and Mental Abilities except where otherwise noted.
- Feats: The base creature gains the following feats in place of those listed under the section Enhanced Physical and Mental Abilities. Alertness, Lightning Reflexes, Improved Initiative.
- Age: A vampire spawn does not advance in Age Category as normal vampires do. They are stuck at Neonate (Age 0).
- Skills: A vampire spawn does not gain bonus skill points per level like normal vampires do. A vampire spawn gains a +4 Racial Bonus (instead of +8) on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks .
- Special Abilities: A vampire spawn has all of the special abilities of the base creature and gains the Charm Gaze, Blood Drain, Energy Drain, and Vampiric Touch special abilities, but no others. A vampire spawn may only use its Charm Gaze and Vampiric Touch abilities once per day.
Vitae Feats: A vampire spawn gains 1 Vitae Feat + a number of bonus Vitae Feats equal to their master’s Age at the time their master created them. Vampire spawn created by Category B Vampires gain 1 additional Vitae Feat. Vampire spawn created by a Pureblood gain additional Vitae Feats, but this is handled by the Pureblood’s Enhanced Childer ability. They count as a Neonate vampire as the same bloodline as their sire for the purposes of meeting prerequisites.
Special Qualities: A vampire spawn has all the special qualities of the base creature and gains the Light Sensitivity, Spider Climb, Sunlight Powerlessness, and Sunlight Vulnerability special qualities in addition to those listed below.
- Fast Healing (Ex): A vampire spawn heals 3 hitpoints per round so long as it has at least 1 hitpoint. A vampire spawn reduced to 0 hitpoints is utterly destroyed.
Lesser Embrace: Vampire Spawn can create vampires in the same ways that true vampries can; however, they may only create other Vampire Spawn. These Vamipre Spawn fall under the control of the vampire that created the original Vampire Spawn. Vampire Spawn cannot embrace creatures with 5 or more HD, such creatures killed by embrace attempts do not rise as true vampires, they simply die.
- Resistance (Ex): A vampire spawn gains Resistance to Cold 10 and Resistance to Electricity 10. A vampire spawn has Vulnerability to Fire.
- Damage Reduction (Ex): A vampire spawn gains Damage Reduction 5/(anti-vampire or magic)
- Vision: A vampire spawn gains Darkvision out to 60ft and Lowlight vision.
- Limited Advancement: A vampire spawn can gain levels as normal, but only to an extent. They cannot advance beyond 4th level. If they have racial HD, they cannot advance in levels that would bring them beyond 4HD (example: a vampire spawn with 2 racial HD cannot advance beyond 2nd level, because that would bring it beyond 4HD).
- Infallible Will of the Master: Vampire spawn are under the complete control of their master. They must obey his every word, even if it means the True Death. The vampire spawn’s master has complete control over them even if the spawn is in a frenzy.
Abilities: The base creature gains the following adjustments to its ability scores: +6 Str, +4 Dex, +2 Int, +2 Wis, +4 Cha, and an Undead, Vampire Spawn do not have a Constitution Score.
If a Vampire Spawn is ever released by their master, or if their master is ever destroyed, they immediately become free willed vampires. They lose the vampire spawn template and gain the Category C Vampire template of the same bloodline as their master and begin advancing in Age Category at a normal rate. They retain any Vitae Feats they have, and may select additional Vitae Feats as at a normal rate (see the Vitae Feats section for more details).