I don't think they would have too much of an issue working with them, aside from possible Old Gods influence on them. The OG really don't like Undead, so I think it might be best not to try to mix Forge creations (or at least those from the Fungal Forge, which is much more heavily influenced by the OG than the Flesh Forge) with Undead.
The most frequently used template on our Fungal Forge-grown servitors is Plant-Imbued, and one of their most useful abilities is Sunburst, which hits Undead very hard. We don't want to have our Undead forces be caught in the AoE crossfire from Sunbursts going off left and right.
@Azel, I'm not as familiar with Undead as I am with other creature types. Are their any Small-sized Undead we could use? Preferably something that can swim.
Not quite as much as Evil, but generally, yes. Remember, my issue isn't with growing Evil creatures, though, but growing creatures and making them Evil when they would not naturally be Aligned that way. Same goes for Goodifying creatures.
I would greatly prefer to grow Lawful Neutral or Neutral creatures, though.
@Azel, I'm not as familiar with Undead as I am with other creature types. Are their any Small-sized Undead we could use? Preferably something that can swim.
There are not that many mindless undead in the first place and applying Skeleton or Zombie templates to Small creatures produces something pretty useless. That is, unless you can find me something with a very high swim speed, then I would have some ideas.
Not quite as much as Evil, but generally, yes. Remember, my issue isn't with growing Evil creatures, though, but growing creatures and making them Evil when they would not naturally be Aligned that way. Same goes for Goodifying creatures.
I would greatly prefer to grow Lawful Neutral or Neutral creatures, though.
They would be Evil because their templates dictate so, so....
It would be no different to forcing a Dire Wolf to be a plant. Or having a plant run around in a Dire Wolf shape.
There are not that many mindless undead in the first place and applying Skeleton or Zombie templates to Small creatures produces something pretty useless. That is, unless you can find me something with a very high swim speed, then I would have some ideas.
They would be Evil because their templates dictate so, so....
It would be no different to forcing a Dire Wolf to be a plant. Or having a plant run around in a Dire Wolf shape.
Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...
aonprd.com
DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...
aonprd.com
DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
Cruel and spiteful, tikoloshe (singular and plural) are small undead that haunt tropical waterways and jungles, preying on travelers and villagers alike with their magical abilities and appetite for harm. Tikoloshe stand no higher than a gnome or a human child, but their bodies are dense and...
aonprd.com
DR, swim speed, blindsight, bestow curse on-hit, concealment when underwater, decent HP, Small, standard undead immunities. Inherent invisibility that you might note is not self only makes them fairly amazing.
I wonder if Qyburn could engineer an mindless version? Al things considered, it shouldn't be that difficult to make a mindless Undead from what would normally be sentient.
I wonder if Qyburn could engineer an mindless version? Al things considered, it shouldn't be that difficult to make a mindless Undead from what would normally be sentient.
Warn the city prior to an invasion? We already do that as a matter of course through daily Divinations at the House of Mirrors. Beyond that, though, I don't see any reasonable way to do it, as anything that could defeat the House of Mirrors Divinations would also defeat other methods of foretelling an invasion.
To be honest, I greatly prefer this quest to the ASOIAF series itself. It was built partially upon it, but I love the worldbuilding expansions the Quest has made and the characters much better. Plus D&D is just fun as a narrative tool!
Alright. For completeness sake, these are the corpses DP allowed me to use. Going to take a smoke break, then I'll do the final write-up.
Azel said:
Could you give me a number of the currently available corpses of the following animals? They should all be stuff that regularly gets killed in the Sothoryos colonies.
Holy crap, CR 13 Colossal-sized Titanboas and CR 12 Gargantuan-sized Crocodiles. Sothoryos is friggin' nuts. It's a wonder Humanity in any form was able to survive there without powerful magic.
I would like to avoid making Undead Orcas if possible. Like DP said, this could cause issues with some of our Triton allies, plus we just grew 120 sentient Orcas in the Fungal Forge.
-[] Undead Contigent for the Iron Isles
--[] 10x Area Denial Units
---[] These units are put together to deny the Illithid certain areas, most importantly beaches, which can't be blocked off entirely, yet do need constant protection. To this end, living guards spread the Spitters over the whole area and will keep watch together with the two Black Knights. If any enemies show themselves, the Spitters are alerted and will attack anything trying to move into the area. While this can't stop a dedicated assault and is unlikely to work more then a few times as an ambush, it does force the Illithid to either increase the strength of their parties or use other routes. Furthermore, the portability of the arrangement means that the Spitters can be used as static defenses in other places or disposable attack drones whenever necessary.
---[] Per Unit: 40x Spitter (30 IM each); 2x Black Knight (500 IM each)
---[] Total: 400x Spitter; 20x Black Knight; 22,000 IM
--[] 20x Defense Units
---[] These are mostly meant to bolster the regular troops of a valuable vassal with undead to prevent Illithid bio- or mind-attacks. Due to this, they contain both hidden Spitters and regular Black Knights, to be used as the lord sees fit.
---[] Per Unit: 10x Spitter (30 IM each), 5x Black Knight (500 IM each)
---[] Total: 200x Spitter; 40x Black Knight; 26,000 IM
--[] Heavy Assault Unit "Squidbuster"
---[] Who you gonna call?
---[] 12x Advanced Skeletal Narwhal; 180 IM each; Total 2,160 IM
---[] 6x Swarmhost Hetkoshou; 2,175 IM; Total 13,050 IM
----[] 48x Aquatic Spitter Swarm; 60 IM each; 2,880 IM
---[] 16x Bloodshark; 945 IM each; Total 15,120 IM
---[] 2x Greater Bloodshark; 2,175 IM each; Total 4,350 IM
---[] 3x Swarmhost Titanoboa; 2,320 IM each; Total 6,960 IM
----[] 16x Paralyzing Snatcher; 720 IM each; Total 11,520 IM
----[] 8x Snatching Terror; 3,560 IM each; Total 28,480 IM
---[] 2x Necro-Kraken; 4,880 IM each; Total 9,760 IM
---[] Total: 94,280 IM
--[] Grand Total: 142,280 IM
Edit: The assault group has a total of 712 points of CR in between everything. It's definitely not a nice encounter.
Spitter, CR 1
Soulforged, Belching Severed Head
Corpsecrafted, Bolstered Resistance
NE Tiny undead Init +2; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 23, touch 14, flat-footed 21 (+2 Dex, +2 size, +9 Platemail) hp 6(1d8 + 2) Fort +0, Ref +2, Will +2 Resistance Turning Resistance 5 Immuneundead traits
OFFENSE Speed fly 40 ft. (perfect) Melee slam +3; 1d2 + 2 Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire]) Special Attacks belching
STATISTICS Str 15, Dex 15, Con –, Int –, Wis 11, Cha 10 Base Atk +0;
SPECIAL ABILITIES Belching (Ex)
A belching beheaded gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of the beheaded's animation
Aquatic Spitter Swarm, CR 2
Aquatic, Belching Severed Head Swarm
Corpsecrafted, Bolstered Resistance Cost 60 IM
NE Tiny undead (swarm) Init +2; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 13 (2d8 + 4) Fort +0, Ref +2, Will +3 Resistances Turning Resistance 6 Immuneswarm traits; undead traits, weapon damage
OFFENSE Speed Swim 40 ft. Meleeswarm (1d6) Ranged (ranged touch) belch +3 (1d6 [acid, cold, electricity or fire]) Space 10 ft.; Reach 0 ft. Special Attacksdistraction (DC 11)
STATISTICS Str 9, Dex 15, Con –, Int –, Wis 10, Cha 10 Base Atk +1;
Advanced Skeletal Narwhal, CR 4
Advanced, Soulforged Narwhal Skeleton
Corpsecrafted, Bolstered Resistance Cost 180 IM
NE Large undead Init +9; Sensesblindsight 120 ft., low-light vision; Perception +12
DEFENSE AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size) hp 34 (4d8 + 8 + 8) Fort +1, Ref +3, Will +6 Resistances Turning Resistance 8 Immuneundead traits, Cold DR 5/Bludgeoning
OFFENSE Speed swim 80 ft. Melee bite +11 (1d8 + 11); Tusk +11 (2d6 + 22; 20/x3) Space 10 ft.; Reach 10 ft. Special Attacks tusk
STATISTICS Str 29, Dex 21, Con -, Int -, Wis 14, Cha 14 Base Atk +3 Feats Improved Initiative
SPECIAL ABILITIES Tusk (Ex)
A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.
Black Knight, CR 6
(Large Necrocraft CR 5, Soulforged Undead CR +1, Corpsecrafted, Bolstered Resistance)
Cost: 500 IM
STATISTICS Str 23, Dex 17, Con —, Int —, Wis 14, Cha 17 Base Atk +6 FeatsToughness B SQ Construction Points (additional movement [Swim], Faster, Paralysis, Rotting Flesh)
Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 17). Rotting Flesh (Ex): Poison - injury; save Fort DC 19; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.
Bloodshark, CR 10
Soulforged, Mighty, Bloody Great White Shark Skeleton
Corpsecrafted, Bolstered Resistance
Cost 945 IM
N Huge Undead (aquatic) Init +7; Sensesblindsense 30 ft., keen scent, low-light vision
DEFENSE AC 28, touch 16, flat-footed 20 (+3 Dex, +12 natural, –2 size, + 5 Dodge) hp 166 (9d8 + 18 + 18 + 90) Fort +6, Ref +9, Will +9 Resistance Turning Resistance 17 Immuneundead traits, Cold DR 3/-; 5/Bludgeoning
Fast Healing 4
SR 16
OFFENSE Speed swim 90 ft. Melee bite +22 (2d8 + 17) Space 15 ft.; Reach 10 ft.
STATISTICS Str 29, Dex 16, Con -, Int -, Wis 10, Cha 14 Base Atk +4 FeatsImproved Initiative SQ Deathless
Snatching Terror, CR 12
Advanced, Commando Construct, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 3,560 IM
NE Medium Undead Init +9; Sensesdarkvision 60 ft.
DEFENSE AC 27, touch 15, flat-footed 24 (+5 Dex, +8 natural, +4 Segmented Lamellar Leather Armor) HP 180 (12d12 + 24 + 12 + 36 + 30) Fort +4, Ref +9, Will +10 Resistance Turning Resistance 16 Immuneundead traits
STATISTICS Str 27, Dex 21, Con —, Int —, Wis 14, Cha 17 Base Atk +9 FeatsToughness B, Flensing Strike, Fly-By Attack, Ability Focus (Paralysis), Death From Above SQ Construction Points (additional movement [Swim, Fly], Blade Fists, Faster, Paralysis, Rotting Flesh), Sneak Attack +6d6, Reach
Paralysis (Su): Natural Attacks gain the paralysis ability (1d4+1 rounds, DC 21). Rotting Flesh (Ex): Poison - injury; save Fort DC 21; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.
Energized Alacrity (Su)
Once per minute as a swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Tactical Awareness (Ex)
A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.
DEFENSE AC 35, touch 14, flat-footed 27 (+3 Dex, +21 natural, –4 size, +5 Dodge) hp 277 (15d8 + 30 + 30 + 150) Fort +10, Ref +13, Will +14 Resistance Turning Resistance 23 Immuneundead traits, Cold DR 5/-
Fast Healing 7
SR 21
OFFENSE
Speed swim 90 ft. Melee bite +29 (4d10 + 22) Space 20 ft.; Reach 20 ft.
STATISTICS Str 34, Dex 17, Con -, Int -, Wis 10, Cha 14 Base Atk +11 FeatsImproved Initiative SQ Deathless
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
DEFENSE AC 39, touch 5, flat-footed 36 (+3 Dex, +34 natural, –8 size) hp 184 (16d8 + 32) Fort +5, Ref +8, Will +10 Resistance Turning Resistance 20 Immuneundead traits, Cold DR 5/Bludgeoning
OFFENSE Speed 30 ft., climb 30 ft., swim 30 ft. Melee bite +23 (6d6 + 28) Space 30 ft.; Reach 30 ft.
STATISTICS Str 48, Dex 16, Con -, Int -, Wis 10, Cha 10 Base Atk +12; FeatsImproved Initiative SQ Host Corpse (8x Snatching Terror; or 8x Paralyzing Snatcher )
Necro-Kraken, CR 15
Soulforged Commando-Construct Necrocraft
Corpsecrafted, Bolstered Resistance Cost 4,880 IM
NE Colossal Undead Init +6; Sensesdarkvision 60 ft.
DEFENSE AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, -8 Size) hp 309 (18d12 + 120 + 36 + 18 + 18) Fort +6, Ref +7, Will +11 Resistance Turning Resistance 22 Immuneundead traits
Looks good, @Azel, but I have two questions;
1) Are we sure we want to devote such a large force to the Iron Isles? That's a significant commitment of resources. Don't we want to keep some in reserve?
2) Where in the world did we find over 600 severed heads?
Looks good, @Azel, but I have two questions;
1) Are we sure we want to devote such a large force to the Iron Isles? That's a significant commitment of resources. Don't we want to keep some in reserve?
2) Where in the world did we find over 600 severed heads?
1) It's pretty much a dedicated anti-squid force, so I see no reason to hold something back from the one front where that war is actively fought.
2) A Flesh Forge doesn't have to explain shit.
Edit: If you want something nice for Sothoryos or Valyria, I can stat up a few dinosaurs. Something land based makes more sense there.