Difference between revisions of "Sith-makar Forgotten"

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'''AC''' 17 (+4 natural, +4 Hide armor, +1 dex, -2 rage)
 
'''AC''' 17 (+4 natural, +4 Hide armor, +1 dex, -2 rage)
   
'''HP''' 34 (3d12+15)
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'''HP''' 46 (4d12+20)
   
'''Fort''' +5 (7 when raging), '''Ref''' +2, '''Will''' +3 (4 when raging, additional +4 versus mind-affecting)
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'''Fort''' +6 (8 when raging), '''Ref''' +2, '''Will''' +3 (4 when raging, additional +4 versus mind-affecting)
   
'''Special Qualities''' Resist Fire 5, immune to sleep effects and paralysis effects, DR 5/cold iron, and spell resistance equal to 11 + its adjusted CR. Vast-wrought creatures are immune to disease and poison. DR increases to DR 10/cold iron if the base creature has 11 HD or more.
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'''Special Qualities''' Uncanny Dodge, Trap Sense +1, Resist Fire 5, immune to sleep effects, paralysis effects, disease and poison. DR 5/cold iron, and spell resistance equal to 11 + its adjusted CR. Vast-wrought creatures are immune to disease and poison. DR increases to DR 10/cold iron if the base creature has 11 HD or more.
   
 
===Offense===
 
===Offense===
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'''Speed''' 20 feet
 
'''Speed''' 20 feet
   
'''Melee''' +8 d4+5 bite and 2 claws at +8 d6+5
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'''Melee''' +9 d4+5 bite and 2 claws at +9 d6+5
   
 
'''Space''' 5' '''Reach''' 5'
 
'''Space''' 5' '''Reach''' 5'
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'''Feats:''' Razortusk, Run or Keen Scent
 
'''Feats:''' Razortusk, Run or Keen Scent
   
'''Rage Powers:''' Animal Fury
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'''Rage Powers:''' Lesser Beast Totem, Knockdown
   
'''Skills:''' Survival: 2 (+5), Intimidate: 3 (+7), Perception: 1 (+5)
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'''Skills:''' Survival: 2 (+5), Intimidate: 4 (+8), Perception: 1 (+5), Climb 1 (+7 or 9)
   
 
'''Tactics:''' At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting.
 
'''Tactics:''' At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting.
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'''Shattered Mind (deformity):''' The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.
 
'''Shattered Mind (deformity):''' The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.
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'''Uncanny Dodge:''' Barbarian ability.
   
 
[[Category:Bestiary]]
 
[[Category:Bestiary]]

Revision as of 07:38, 18 March 2015

This creature superficially resembles its tribesfolk, though its posture is hunched and features exaggerated. Most possess exaggerated claws and fangs, their scales twisted and nobby from an overabundance of mana. Their intelligence is merciless and cunning.

Despite their appearance, the Forgotten are a tragic creature. There are two ways the Forgotten may form. The first is through their own desperation; not every sith-makar Awakened and (even some who had) seek to strengthen their own draconic ties. To do so, they begin eating the flesh of their kin. Over time, the excess of energies warps them and flesh becomes the one thing they hunger for.

Charn discovered this property by accident...but were quick to turn it to their advantage. Captured and force-fed the bodies of their tribesfolk, the Charnese-wrought Forgotten are deliberately wrought shocktroops. Those who do not grow claws naturally have leather devices made for them and strapped to their forearms, with jagged edges.

There is no known way to reverse the process.

Mechanically, they are sith-makar with the Vast-wrought template added, and barbarian level(s), so may be adjusted for challenge.

For inspiration, imagine the Reavers from Firefly, or certain creatures from Beastmaster.


Summary

CR 5

CE Medium Monstrous Humanoid (Abberation sith-makar)

Init 1; Senses Darkvision 60', low-light vision

Defense

AC 17 (+4 natural, +4 Hide armor, +1 dex, -2 rage)

HP 46 (4d12+20)

Fort +6 (8 when raging), Ref +2, Will +3 (4 when raging, additional +4 versus mind-affecting)

Special Qualities Uncanny Dodge, Trap Sense +1, Resist Fire 5, immune to sleep effects, paralysis effects, disease and poison. DR 5/cold iron, and spell resistance equal to 11 + its adjusted CR. Vast-wrought creatures are immune to disease and poison. DR increases to DR 10/cold iron if the base creature has 11 HD or more.

Offense

Speed 20 feet

Melee +9 d4+5 bite and 2 claws at +9 d6+5

Space 5' Reach 5'

Special Rage, Breath Weapon

Statistics

Str 16 (20), Dex 12, Con 16 (20), Int 6, Wis 11, Cha 12

Feats: Razortusk, Run or Keen Scent

Rage Powers: Lesser Beast Totem, Knockdown

Skills: Survival: 2 (+5), Intimidate: 4 (+8), Perception: 1 (+5), Climb 1 (+7 or 9)

Tactics: At the sight of prey, the Forgotten becomes single-minded and cannot be dissuaded. They retain limited cunning, however, so may also peruse prey or attempt to ambush them. They rage immediately when fighting.

Notes

Breath Weapon (Ex): A Forgotten creature can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds. The acid damage caused by this attack at CR5 is 2d6. A successful Reflex save (DC 16, or 10 + 1/2 Forgotten's HD + the Forgotten's Constitution modifier) halves any damage taken from this attack. Feel free to change the damage type to reflect a mockery of their ancestry. If the hit dice increase, the breath weapon should be roughly equal to 1d6 per two Hit Dice.

Shattered Mind (deformity): The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves.

Uncanny Dodge: Barbarian ability.