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Name That CR! Seriously. What CR is this?

#1 User is offline   Raven Bloodmoon 

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Posted 12 March 2007 - 02:39 AM

Okay, we need a Monsters forum to go with the others. But as we lack one, here is a real meany of a monster I'm cooking up mostly for a BBEG with a good bit of back story (and lackign the two most powerful aspects of this monster due to extraneous circumstances).

Basically, this is a death spirit. These are responsible for making certain that souls pass to the afterlife when they are suppose to. They aren't suppose to be very nice, but they're not particularly evil, either. They just grab a person's soul and take it to the afterlife. I'd hate to imagine a DM pitting one against any member of a party, since that would be at least moderately mean and cruel. These could make for interesting adventure hooks, however.

Less talk, more monster!

Death Spirit
Medium Outsider [Incorporeal, Spirit]
Hit Dice: 7d8 (63 hp)
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armor Class: 20 (Dex +3, deflection +7), touch 20, flat-footed 17
Base Attack/Grapple: +7/+7
Attack: Touch attack +10; or ranged touch attack +10
Full Attack: Touch attack +10; or ranged touch attack +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of menace, spell-like abilities
Special Qualities: Incorporeal, invisibility (greater), see in darkness, fast healing 5, immunity to electricity and petrification, spell resistance 19, tongues
Saves: Fort +10, Ref +8, Will +6
Abilties: Str —, Dex 17, Con 20, Int 12, Wis 13, Cha 15
Skills: Concentration +15, Diplomacy +14, Gather Information +12, Knowledge (history) +11, Listen +11, Search +11, Sense Motive +11, Spot +11, Survival +11
Feats: Ability Focus (trap the soul), Track, Weapon Finesse (touch attacks)
Environment: Any, usually where the dead are judged
Organization: Solitary, pair, or coven (3 - 18)
Challenge Rating: 9
Treasure: Standard
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment:

A translucent, gaunt, horrid humanoid with palid, shrivled skin, sunken eyes, and three decomposing, bat-like wings hovers before you. A large, black tome hangs by a strap near his waste as its skeletal face cracks a smile.

COMBAT
Death spirits usually do not bother to reveal themselves to anyone before attacking. They merely arrive, take what is theirs, and leave. When forced to defend themselves, death spirits lash out with their spell-liek abilities to disorient their opponnets and then eithe rmakea hasty retreat or dispose of their foes.

Invisibility (Greater) (Su): A death spirit benefits from a continuous invisibility (greater) effect. It has a caster level equal to the death spirit's Hit Dice, and the death spirit may suppress this effect at will as a free action.

Any creature who has been affect by a death spirit's spell-like abilities can henceforth see death spirits normally.

Tongues (Su): A death spirit benefits from a continuous tongues effect with a caster level equal to the death spirit's Hit Dice.

Aura of Menace (Su): Any hostile creature within a 20-foot radius of a death spirit must succeed on a Will save (DC 14) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.

See in Darkness (Su): A death spirit can see perfectly in any lighting conditions, including areas of magical darkness.

Spell-Like Abilities: At will—inflict minor wounds (DC 13), detect taint, darkness, obscuring mist; 1/week—trap the soul (DC 22). All spell-like abilities have a caster level equal to the death spirit's Hit Dice. The saving DCs are Charisma based.
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#2 User is offline   RedSlayer 

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Posted 12 March 2007 - 05:04 AM

9

Assuming standard wealth by level guidelines, as well as a fully rounded 4 person party.
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#3 User is offline   Raven Bloodmoon 

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Posted 12 March 2007 - 03:32 PM

Nice answer. Thanks.
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#4 User is offline   RedSlayer 

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Posted 12 March 2007 - 07:39 PM

o.o

Did you happen to have the 9 CR in the statblock when you posted it?

I totally did not see it.

Cause if you did, thats weird I did that...
I'm prepared to passionately argue this point until nothing makes sense anymore!- RM

He who fights alone dies alone, but those who battle as brothers will live forever.

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents." --H. P. Lovecraft

Who is to judge what is right and what is wrong? Great and powerful foes surround us; unknown miscreants gnaw at us from within. We are threatened with total annihilation. In days such as these we can afford no luxury of morality.
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#5 User is offline   Raven Bloodmoon 

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Posted 13 March 2007 - 02:26 AM

Naw, I had 8. I just modified it after you posted. Sorry, I should have mentioned that in an [EDIT] thingy instead.
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#6 User is offline   Dthclaw 

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Posted 19 March 2007 - 03:06 PM

Yeah, I'm going to go with Red on this one - just eyeballing it seems to fall into the 8-10 range; 8 for low hp, relatively weak spell-likes/Su (and no actual attack beyond spell-likes) and special negation of one of its key abilities (invisibility), 10 for the relatively high fast healing (coupled with the spell-likes, could stick around for a good long while). Average it out to around 9-ish.
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