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Custom Monster Feedback

Discussion in 'Dungeons & Dragons + Other RPGs' started by Ilmater's Suffering, Jul 31, 2006.

  1. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


    Joined:
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    Faerie
    Medium Outsider (good, extraplanar)


    Hit Dice: 18d8+36 (117 hp) plus 5 class levels
    Initiative: +15
    Speed: 40 ft.
    Armor Class: 39 (+9 Dex, +5 insight, +5 natural, +2 bracers of armor +2, +8 deflection), touch 32, flat-footed 30
    Base Attack/Grapple: +18/+23
    Attack: +4 longsword +28 melee (1d8+9/17-20)
    Full Attack: +4 longsword +28/+23/+18/+13 melee (1d8+9/17-20)
    Space/Reach: 5 ft./5 ft.
    Special Attack: Fiddle, spell-like abilities, spells
    Special Qualities: Bardic music, damage reduction 20/cold iron, immunity to disease, paralysis, polymorph and sleep, improved low-light vision, spell resistance 30, unearthly grace, +4 racial bonus on saves against enchantments
    Saves: Fort +21, Ref +28, Will +28
    Abilities: Str 20, Dex 29, Con 14, Int 25, Wis 24, Cha 27
    Skills: Concentration +23, Craft or Knowledge (any three) +28, Diplomacy +14, Disguise +29, Hide +30, Intimidate +29, Listen +32, Move Silently +30, Perform (any two) +29, Search +32, Sense Motive +32, Spellcraft +28, Spot +32, Survival +7 (+9 following tracks)
    Feats: Combat Expertise, Improved Critical (longsword), Improved Initiative, Iron Will, Quick Draw, Quick Reconnoiter, Quicken Spell-like Ability (finger of death), Weapon Focus (longsword)
    Challenge Rating: 25 (without fiddle) or 27 (with fiddle)
    Alignment: Always good (any)
    Advancement: By character class

    Fiddle (Su): Faeries can play the Dance of the Faerie King on their fiddles. Usually the highest level bard in a group carries a fiddle. When a faerie plays all creatures and objects in a 300 ft. spread (including faeries) must succeed a DC 29 will save or be forced into dance. This is a sonic mind affecting compulsion effect. Creatures immune to mind affecting effects or compulsions must still make a save, but gain a +10 bonus on their save to resist Dance of the Faerie King. A creature that successfully saves cannot be affected by the Dance of the Faerie King for another 1d4 rounds. The victim otherwise is effected by Otto’s irresistible dance, except that the duration of the effect is as long as the fiddler continues to play. The fiddler can do no other action then continue to play, even if in danger, until completing a perform check (DC 40) to play the Dance of the Faerie King backwards; the only other way to stop the Dance of the Faerie King for someone to end the fiddle’s ability to make music. The DC increases by one per level of any class that grants bardic music rather then by half per level (the outsider dice of a faerie do not count for this, even though a faerie naturally has bardic music equal to its racial HD).
    Spell-like Abilities: At will—bestow curse (DC 22), blindness/deafness (DC 20), deep slumber (DC 21), break enchantment, cure serious wounds (DC 21), dispel magic, dominate monster (DC 27), finger of death (DC 25), greater teleport (DC 25), mass hold monster (DC 27), mass suggestion (DC 24), plane shift (DC 25), remove blindness/deafness, remove disease, shapechange, speak with dead (DC 21), undeath to death (DC 24); 3/day—greater restoration, mass heal (DC 27), soul bind (DC 27), true resurrection; 1/day—wish
    The following abilities are always active on a faerie’s person, as the spells (22nd caster level): detect evil, detect snares and pits, see invisibility. They can be dispelled, but the faerie can reactivate them as a free action.
    Spells: A faerie casts divine spells as a 14th level cleric. A faerie as access to the domains Magic and Retribution (it can not use the domains of a deity if it has one).
    Typical Cleric Spells Prepared (6/8/8/7/6/5/5/4; save DC 17 + spell level)
    Skills: Faeries have a +4 racial bonus to diplomacy, listen, search, sense motive and spot checks
    Feats: Faeries receive Quicken Spell-like Ability (finger of death) as a bonus feat

    This particular is suppose to have the feel of the Irish Sidhe Elf and in that theme, the faeries are suppose to feel like gods to the average human which is why they create their own divine energy and have such large amount of powerful spell-like abilities. They're often mistaken as fey creatures, but they have no connections with nature and are instead closely tied to the forces of life and death which they have a great deal of power over. Because they are immortal and highly intelligent, they almost always have character levels, typically taking levels in bard or fighter, though lawful faeries often become knights and faeries looking to expand their magical aptitude take classes in Wizard. Faeries almost never take levels of sorcerer, as the class is rather redundant with the large selection of spell-like abilities faeries have and faerie rouges are unheard of. Faeries never take levels of cleric because faeries see themselves as vassals of the gods and are no more likely to worship a god then a baron is likely to worship his king.
    Faeries appear as statuesque humanoids who stand around six feet tall and are elegant and graceful in build. Faeries typically have shades of red or blond hair, though ocassionally a faerie will have much desired raven hair. The eyes of a faerie are intense and predominately blue in color. Faeries are typically milky skinned. Faeries typically have sharp and commanding features that far exceed the range of human beauty.

    The challenge rating of the faerie includes the fire levels of character levels, though the challenge rating of the faerie has not been tested yet.
     
  2. Oaz Gems: 29/31
    Latest gem: Glittering Beljuril


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    What kind of feedback are you looking for? It's sound mechanically (at first glance anyway), but it's not really interesting, since it's pretty much at this point a bunch of stats.
     
  3. Ilmater's Suffering Gems: 21/31
    Latest gem: Pearl


    Joined:
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    Sorry about not saying what I was looking for. Was the first "monster" I've tried to create on a mechanics level and I was primarily interested in not having any glaring holes.

    I'm still working how exactly I want them to behave, but they're suppose to be a bit uninterested in individual mortals (of course unless it's a faerie lover looking for a mortal to kidnap) as they consider themselves above the petty needs of mortals. They spend the majority of their free time time making music, dance and feast, but they also enjoy displays of martial prowess, like jousting or duels. They are easily offended by mortals (and mortals do offend the faeries can expect a bestow curse to follow quickly) and quick to draw weapons against powerful evil (they are predominately uninterested in evil humanoids who the faeries do not preceive as threatening enough to concern themselves with).

    In combat faeries predominately rely upon finger of death against evil creatures and mass hold monster and dominate monster against hostile non-evil creatures. Faeries make use of the spell deep slumber where most creatures would use invisibility. Faeries have no fear of melee combat and willingly wade into melee combat where they have few equals. If the battle looks to be going particularly badly for the fearie, it uses its quickened finger of death and is likely uses plane shift to escape back to the Otherworld. If a fiddler is present, faeries, with their high will saves and bonus against enchantments make good use of this to dehabilitate their enemies, but they are still cautious when employing the Dance of the Faerie King, for hit's difficulty to stop playing and that even the strongest of minds eventually break to the faerie music.
     
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