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Monster Challenge

#61 User is offline   Raven Bloodmoon 

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Posted 11 December 2005 - 09:12 PM

Here ends the 3rd Monster Challenge. To cast your ballot for the best monster, vote here. Also, this begins the next chapter of The Monster Challenge. Let the submitting begin!
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#62 User is offline   dark knight of death 

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Posted 13 December 2005 - 10:00 AM

Lyinginbedmon, on Nov 10 2005, 11:04 PM, said:

Well, having just been working on this fine fellow, I guess I might as well submit him:

And over here, our bass player, the Duke of Spook, the Doc of Shock, The Man with No Tan, please say hello to Death himself, the Grim Reaper!

Death :skull2:
Large Outsider (Extraplanar, Incorporeal)
Hit Dice: 20d8 (HP 90)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (good)(12 squares)
Armor Class: 29 (+11 Dex, -1 Size, +9 Deflection), touch 29, flat-footed 16
Base Attack/Grapple: +20/-
Attack: Incorporeal touch +16 melee (2d6 plus 2d8 Constitution drain)
Full Attack: Incorporeal touch +16 melee (2d6 plus 2d8 Constitution drain)
Space/Reach: 10 ft/10 ft.
Special Attacks: Constitution drain
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., spell-like abilities, unnatural aura
Saves: Fort +12, Ref +23, Will +18
Abilities: Str -, Dex 33, Con –, Int 22, Wis 23, Cha 29
Skills: Diplomacy +28*, Disguise +20, Gather Information +22, Hide +26, Intimidate +28, Knowledge (arcana) +19, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +19, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +27, Search +29*, Sense Motive +29, Speak Language (abyssal, aquan, auran, celestial, draconic, dwarven, elven, giant, gnome, goblin, gnoll, halfling, ignan, orc, sylvan, terran, and undercommon), Spot +31, Survival +17 (+19 when following tracks)*
Feats: Alertnessb, Blind-Fight, Combat Reflexes, Dodge, Improved Initiativeb, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Track
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Advancement: -
Level Adjustment:  -
A large creature seemingly composed entirely of shadow appears before you. Set deeply inside its incorporeal hood you see two twinkling lights like distant red stars among an endless nebula, and a pair of almost skeletal arms emerge from within its shoal. It speaks in a deep, booming voice “Your time is up”…
Death is prevalent in every culture, religion, and plane. No matter where you are, you cannot escape death at one point or another in your life; his entire profession is based on the fact that nothing, not even immortality lasts forever. Once a creature’s life is over, he snuffs out their last breath and leads them to the Halls of Sanity for the trial of their life.
He can transform into other creatures, and usually does so to get closer to his ‘customers’ or to simply spend time off. He speaks all languages except secret ones (Common & Infernal plus Skills), and always speaks in the most appropriate language to his customers. Of note is the fact that, despite being an Outsider, Death has no home plane, and so never acquires the Native subtype regardless of location. He is very learned and knowledgeable, having spent thousands of years in the many realms, but it has been many millennia since he took corporeal form and experienced life personally. As such, he can sometimes seem very depressed, but otherwise is extremely formal and proper, aided by his experience with
When facing Death, a customer is allowed to challenge him for their life, or continue on to their trial. If they are not alone, true comrades may instead challenge him, but no one has ever won.
Combat
Death usually makes good use of his touch attack to reduce his opponent’s Constitution modifier, and consequently their Fortitude saving throw, before using finger of death on them, or  power word kill if their hit points drop low enough. However, as he usually only appears to those about to die, he usually just uses his touch attack to finish them off.
Constitution Drain (Su): Living creatures hit by Death’s incorporeal touch attack must succeed on a DC 27 Fortitude save or take 2d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, Death gains 5 temporary hit points.
Daylight Powerlessness (Ex): Death is utterly powerless in natural sunlight (not merely a daylight spell) but suffers no adverse effects from it.
Lifesense (Su): Death notices and locates living creatures within 60 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch.
Spell-Like Abilities (Sp): At will – finger of death (DC 26), plane shift (DC 26), shapechange, teleport, greater. 10/day – power word kill. Caster level 18th. The save DC is Charisma based.
Unnatural Aura (Ex): Animals, whether wild or domesticated, can sense the unnatural presence of Death at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Skills: *Death has a +8 racial bonus on Diplomacy, Search, and Survival checks

"You might be a king or a little street sweeper, but sooner or later you'll dance with the Reaper!"
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seems slightly under-rated.....

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#63 User is offline   Dthclaw 

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Posted 13 December 2005 - 05:34 PM

Not really. Bear in mind that 17th level adventurers have a lot at their disposal at this point (8th level spells hurt, and so do high-enhancement weapons, doubly for Death if one is ghost touch!). In fact, I think Death would probably get its ectoplasm handed to it in a round or two.
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#64 User is offline   Raven Bloodmoon 

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Posted 18 August 2007 - 09:29 PM

This has been dead for a long time, so I am unstickying it. If anyone gravedigs it, I'll consider putting it back up.
This technique of RPG playing has been passed down the Bloodmooon line for generations!

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