This is going to take a while to model, I'll include it in the next plane of fire interlude, so it's not just me tossing out OOC information that people just reading the story miss.
Available Creatures:
- Beheaded and variants
- Necrocraft
- all undead created by applying the below templates
Available Templates:
- Advanced (+1 CR)
- Mighty (+5 CR)
- Commando Construct (+1 or +2 CR), Necrocrafts only
- Skeleton and variants (CR varies)
- Zombie and variants (CR varies)
- Soulforged Undead (+1 CR)
- Metal-Clad (CR varies)
Template - Soulforged Undead (CR +1)
Wrought from profane research into the nature of life and death, coupled with the lore found in the Citadel and the archives of House Bolton, the ex-maester Qyburn managed to create a process that implants an arcane construct into an undead creature that takes over a role similar to that of a soul. A simple guiding intelligence suppresses the urge to destruction that undead usually show and regulates the flow of negative energy that breaths a semblance of life into putrid fresh and calcified bone.
Creating an undead creature with this template costs 10 IM x HD of the creature x CR of the creature in addition to any other costs necessary to create a creature of this type.
This template can be applied to any corporeal, non-intelligent undead creature and bestows all of the following special abilities.
It can also be applied to undead that are incorporeal or intelligent, but at five times the cost. These undead do not gain the Delegated Control ability.
Delegated Control (Ex):
A Soulforged Undead is easier to control then regular undead. The owner can choose to have this creature not count towards his limit of controlled undead or give control over the creature to any other character, even characters who are normally unable to control undead creatures.
Turning Resistance (Ex):
The creature gains Turning Resistance equal to it's HD.
Untainted (Ex):
Unlike other undead, this creature exudes no waste negative energy, making it very difficult to detect their nature. Spells such as Mage Sight or Detect Undead are incapable of detecting any aura of undeath on this creature and likewise will the creature not trigger magical traps or devices that react to the presence of the unliving. Other then for these purposes, it is affected by all effects as normal for an undead creature. Lastly, the creature gains a +5 bonus to all checks made to pass as a creature of a different type.
Existing Creations
Minor Undead
Spitters
These tiny undead are artificial skulls, somewhat reminiscent of an ant-eaters, animated by negative energy and given enough power to launch short-ranged attacks of another energy type, picked from the types Cold, Fire, Acid and Electricity. They are available as singular skulls, which are roughly as large as that of a human and encased in a plate armor helmet, or as swarms of smaller skulls. Usually, Spitters fly, but they can also be made aquatic, which replaces their Fly speed with a Swim speed.
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
Spitter Swarm, CR 2
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 Fly 40 ft. (Perfect) 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;
Firefly
This minor undead are specifically forged to carry alchemical weapons and sacrifice themselves by suicidally charging enemies to detonate them. By peeling back the covering of the abdomen, the cavity containing the payload can be accessed. Said payload is usually stored in a hardened ceramic pot with a less durable cap that is screwed into a specifically formed bone. When the Firefly dies, a bone is jammed through the cap of the payload, triggering it.
These creatures are also available in a aquatic version, which exchanges the Fly speed for an equal Swim speed. Both versions look like cat-sized pill-bugs, with the aerial version having six bat-like wings, which are replaced by stronger flippers in the aquatic version.
DEFENSE AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 Size) hp 7 (1d8 + 3) Fort +0, Ref +0, Will +2 Resistances Turning Resistance 5 Immuneundead traits
OFFENSE Speed 30 ft., fly 60 ft. (clumsy) Special Detonate Payload
STATISTICS Str 11, Dex 17, Con —, Int —, Wis 10, Cha 13 Base Atk +0; FeatsToughness B SQ Construction Points (additional movement [fly], Faster, 4x Extra Limb)
Necro-Case
These creatures usually take the form of scroll cases or boxes for papers, being indistinguishable from a reinforced iron casing from the outside. Inside though rests a small layer of lead infused and necromantically animated flesh that keeps the case tightly shut. This layer wards off all attempts to learn the contents of the case with divinations and will release a strong acid to destroy them, should somebody try to open the case without giving the right password, or attempting to force it open. Much like the Firefly, if the Necro-Case is killed, it automatically releases it's acid to destroy its contents.
DEFENSE AC 19, touch 12, flat-footed 19 (+0 Dex, +7 natural, +2 Size) hp 7 (1d8 + 3) Fort +0, Ref +0, Will +1 Resistances Turning Resistance 5, Electricity 5 Immuneundead traits
OFFENSE Speed Immobile Special Destroy Contents
STATISTICS Str 11, Dex 11, Con —, Int —, Wis 8, Cha 11 Base Atk +0; FeatsToughness B SQ Divination Immunity
Divination Immunity (Ex)
A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
Black Knight Series
The first Necrocrafts that Qyburn ever created, beginning with his first few crude attempts in Oldtown, refining the process under the patronage of Roose Bolton and finally perfecting it in the depths of Gogossos. Modeled, as the name implies, after Westerosi knights, these creatures are heavily armored and fight with manufactured weapons instead of claw and fang, some of them even being imparted with true martial skill instead of mere brute strength.
Black Knight
The basic version of the creature. For a price increase of 70 IM, it can be equipped with wings that grant it a Swim speed of 40 ft. and a Fly speed of 40 ft. (clumsy).
Black Knight, CR 6
Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 490 IM
NE Large undead Init +0; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 28, touch 9, flat-footed 28 (-1 Size, +10 natural, +9 Armor) hp 59 (7d8 + 14 + 7 + 7) Fort +3, Ref +3, Will +7 Immuneundead traits Resistance cold 5 DR 5/Bludgeoning Turn Resistance 11
STATISTICS Str 27, Dex 11, Con —, Int —, Wis 10, Cha 13 Base Atk +5 FeatsToughness B SQ Construction Points (Faster, Mostly Skeletons, Metal Armor)
Black Warden
By binding lead to the flesh of a Black Knight and increasing it's strength to offset the increased weight, this variant becomes immune to divinations, making it uniquely suited to serve as a soldier of the Inquisition. For a price increase of 70 IM, it can be equipped with wings that grant it a Swim speed of 30 ft. and a Fly speed of 30 ft. (clumsy).
Black Warden, CR 8
Advanced, Lead-Infused, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 490 IM
NE Large undead Init +0; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 32, touch 8, flat-footed 32 (-1 Size, -1 DEX, +15 natural, +9 Armor) hp 73 (7d8 + 14 + 7 + 14 + 7) Fort +3, Ref +2, Will +8 Immuneundead traits Resistance cold 5, electricity 5 DR 5/Bludgeoning Turn Resistance 11
STATISTICS Str 31, Dex 9, Con —, Int —, Wis 12, Cha 15 Base Atk +5 FeatsToughness B SQ Construction Points (Faster, Mostly Skeletons, Metal Armor),
Divination Immunity
Divination Immunity (Ex)
A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
Black Brute
Made with the sole purpose of destroying everything that comes within striking distance, the Black Brute can effortlessly tear even through the strongest of enemies.
Black Brute, CR 14
Soulforged, Advanced, Commando Construct Necrocraft
Corpsecrafted, Bolstered Resistance Cost 4,700 IM
NE Huge undead Init +6; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 33, touch 5, flat-footed 32 (-2 Size, +1 Dex, +19 natural, +9 Armor, -4 Reckless Offensive) hp 285 (18d12 + 60 + 18 + 36 + 54) Fort +6, Ref +7, Will +13 Immuneundead traits Turn Resistance 22
STATISTICS Str 43, Dex 13, Con —, Int —, Wis 14, Cha 17 Base Atk +13 / +13 / +8 / +3 FeatsToughness B, Reckless Offensive, Power Attack, Improved Overrun, Hover, Fly-By Attack SQ Construction Points (Faster, Additional Movement (Fly), 2x Extra Strength, Metal Armor), Brutal Attacks, Extra Attack, Knockdown Strike
Brutal Attacks (Ex)
When a commando construct makes two successful melee attacks against the same target in 1 round, its attacks either rend flesh or crush bones. This deals an additional amount of damage equal to the damage dealt by its highest-damage successful melee attack plus twice the commando construct's Strength modifier.
Extra Attack (Ex)
When using the full-attack action, a commando construct can make one extra attack per round at its highest base attack bonus.
Knockdown Strike (Ex)
When a commando construct makes a successful melee attack, it can forgo dealing its normal damage to its target and instead attempt a free combat maneuver check. If the construct is successful, the target takes damage equal to the commando construct's Strength modifier and is knocked prone. This is treated as a trip attack for the purpose of creatures that can't be tripped or that have bonuses or weaknesses against tripcombat maneuvers. On a failed combat maneuver check, the commando construct is not tripped in return. This ability works only on creatures of a size equal to or smaller than the commando construct.
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.
Black Champion
These creatures are focused on defending their owner in the thick of battle, trading offensive power for greatly enhanced durability and defensive abilities.
Black Champion, CR 15
Soulforged, Advanced, Mighty, Commando Construct Necrocraft
Corpsecrafted, Bolstered Resistance Cost 4,560 IM + 800 IM Mithral Breastplate
NE Medium undead Init +15; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 43, touch 20, flat-footed 33 (+5 Dex, +14 natural, +5 Dodge, +6 Mithral Breastplate, +3 Extreme Shield) hp 246 (16d12 + 48 (CHA) + 64 (Mighty) + 30 (Commando Construct)) Fort +10, Ref +15, Will +17 Immuneundead traits DR 5/- Turn Resistance 20 SR 22
OFFENSE Speed 70 ft. Melee +25 / +20 / +15; 1d8 + 23; 19-20/x2; Reach 10 ft.
Retaliatory Strike (Ex)
Whenever an enemy makes a successful melee attack against a commando construct or an adjacent ally, the enemy provokes an attack of opportunity from the commando construct.
Precision (Ex)
A commando construct rolls twice to confirm critical hits, taking the more favorable result.
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.
Snatcher Series
Necro-Harpy
Modelled after the bird-women of Ghis and the demonic Vrocks, these creatures are meant as cheap shock troops that soak up attacks to cover other combatants or try to overwhelm the enemy with the sheer weight of their bodies. Furthermore, they emit a revolting stench that can greatly reduce an opponents ability to fight back against them. They are also available as a aquatic version that replaces the arms and their membranous wings with flippers.
Necro-Harpy, CR 5
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 240 IM
NE Small undead Init +4; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 25, touch 15, flat-footed 21 (+4 Dex, +6 natural, +1 Size, +4 Chsin Shirt) hp 34 (4d8 + 12+ 4) Fort +2, Ref +5, Will +6 Resistance Turning Resistance 8 Immuneundead traits
OFFENSE Speed 30 ft., fly 30 ft. (clumsy) Melee 2x claws +8 (1d3+4); Reach 10 ft. Special Stench
STATISTICS Str 19, Dex 19, Con —, Int —, Wis 14, Cha 17 Base Atk +3 FeatsToughness B SQ Construction Points (additional movement [fly], Reach, Stench)
Stench (Ex, 2 CP): The necrocraft has the stench ability (10-foot radius, Fort DC 17 negates, sickened for 1d6+4 minutes). This graft requires the body of at least one ghoul.
Snatchers
These creatures are made specially with the intent to immobilize and capture enemies, using poison and paralysis to subdue them. However, they are also quite good at tearing the now helpless foe apart.
Paralyzing Snatcher, CR 8
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 720 IM
NE Medium Undead Init +3; Sensesdarkvision 60 ft.
DEFENSE AC 21, touch 13, flat-footed 20 (+3 Dex, +4 natural, +4 Lamellar Leather Armor) HP 84 (8d8 + 16 + 8 + 24) Fort +5, Ref +6, Will +8 Resistance Turning Resistance 12 Immuneundead traits
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.
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.
Lindworm, CR 15
Advanced, Lead-Clad, Commando Construct, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 3,920 IM
NE Medium Undead Init +6; Sensesdarkvision 60 ft.
DEFENSE AC 27, touch 12, flat-footed 27 (+2 Dex, +11 natural, +4 Armor) HP 168 (12d12 + 24 + 12 + 24 + 30) Fort +4, Ref +6, Will +9 Resistance Turning Resistance 18, Electricity 5 Immuneundead traits
STATISTICS Str 27, Dex 15, Con —, Int —, Wis 12, Cha 15 Base Atk +9 FeatsToughness B, Flensing Strike, Fly-By Attack, Ability Focus (Paralysis), Death From Above SQ Construction Points (additional movement [Burrow, Fly], Grab, Constrict, Blade Fists, Faster, Paralysis, Rotting Flesh, Metal Armor), Sneak Attack +6d6, Reach
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.
Divination Immunity (Ex)
A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
Aquatic Undead
These creatures are specifically made for warfare under water, having high swim speeds and being either made from or modeled after aquatic creatures.
Blood Seal, CR 3
Advanced, Soulforged, Bloody Seal Skeleton
Corpsecrafted, Bolstered Resistance Cost 35 IM
NE Small undead Init +5; Senseslow-light vision
DEFENSE AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) hp 10 (1d8 + 2 + 4) Fort +0, Ref +4, Will +4 Resistances Turning Resistance 9 Immuneundead traits, Cold DR 5/Bludgeoning
Fast Healing 1
OFFENSE Speed 10 ft., swim 60 ft. Melee bite +0 (1d4 - 1) Space 10 ft.; Reach 10 ft.
STATISTICS Str 16, Dex 19, Con -, Int -, Wis 14, Cha 18 Base Atk +0 Feats Improved Initiative
SPECIAL ABILITIES 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.
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.
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
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.
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
STATISTICS Str 55, Dex 13, Con —, Int —, Wis 10, Cha 13 Base Atk +13; FeatsToughness B, Power Attack, Improved Natural Attack, Snatch, Improved Critical (Claws), Combat Reflexes SQ Construction Points (additional movement [Swim], Faster, Grab, Constrict, 6x extra attack [claw]), Reach, Brutal Attacks, Energized Alacrity, Tactical Awareness, Tenacious Grapple
Swarmhosts
These skeletons raised from large beasts are designed to allow smaller creatures to be transported within them. While the Swarmhost Hetkoshou is made to contain swarms of Spitters, the Swarmhost Titanoboa carries instead Snatchers. They can likewise be used to transport prisoners. As a rule, a Swarmhost can carry one creatue one size category smaller then it, two creatures two sizes smaller, four creatures of three sizes smaller and so on.
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 )
Standard Units
Area Denial Unit - 2,200 IM
These units are put together to deny an enemy the use of certain areas, usuallyto defend a chokepoint. 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 enemy 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)
Defense Unit - 2,800 IM
These are mostly meant to bolster the regular troops of a valuable vassal with undead to aid against threats using mental, biological or similarattacks. Due to this, they contain both hidden Spitters and regular Black Knights, to be used as the lord sees fit withoutarousing too much suspicion. Per Unit: 10x Spitter (30 IM each), 5x Black Knight (500 IM each)
Available Special Corpses
- Seal (CR 1/3) - 3,000 (+1,000 per month)
- Human (CR 1/2) - 1,050 (+350 per month) (mostly donations to the forges)
- Wolf (CR 1) - 900 (+300 per month)
- Velociraptor (CR 2) - 1,500 (+500 per month)
- Narwhale (CR 3) - 300 (+100 per month)
- Great White Shark (CR 4) - 150 (+50 per month)
- Megaraptor (CR 5) - 900 (+300 per month)
- Megatherium (CR 5) - 300 (+100 per month)
- Allosaurus (CR 7) - 150 (+50 per month)
- Quezocoatlus (CR 7) - 150 (+50 per month)
- Triceratops (CR 8) - 300 (+100 per month)
- Megalodon (CR 9) - 30 (+10 per month)
- Tyrannosaurus (CR 9) - 30 (+10 per month)
- Spinosaurus (CR 11) - 30 (+10 per month)
- Hetkoshu (CR 12) - 15 (+5 per month)
- Titanoboa (CR 13) - 15 (+5 per month)
Current Forces
Undead Contigent for the Iron Isles
- 10x Area Denial Units
- 20x Defense Units
- Heavy Assault Unit "Squidbuster"
-- 12x Advanced Skeletal Narwhal
-- 6x Swarmhost Hetkoshou
--- 48x Aquatic Spitter Swarm
-- 16x Bloodshark
-- 2x Greater Bloodshark
-- 3x Swarmhost Titanoboa
--- 16x Paralyzing Snatcher
--- 8x Snatching Terror
-- 2x Necro-Kraken
Gorgossos Reserve
- 22x Black Knight
- 1x Swarmhost Hetkoshou
What do we plan to do with undead after the squids are broken? I'm not exactly comfortable with putting them on the Northern Front, considering how big a part Necromancy is in the Other playbook.
@Goldfish Now that we can go all the way up to CR15 when making Flesh Forge creatures, I don't think giving the Fire Whales gear is the best idea anymore, even with gear, I don't think even the occasional advanced Fire Whale will get to CR15, and it take a Fire Whale pod less than half a year to pay for a CR15 protector, if we charge them 75% of market price, which we can easily afford to do, considering we only spend 50% of market price to make them.
Their share of the first harvest is almost enough to buy a CR10 being(average income for a pod of 20 is 7000 IM, at 75% of market cost a CR10 being cost 7200 IM, I think we can give them a little extra discount for their first purchase) although personally I think we should let them have their first protector at production cost, that way they can buy a CR11 protector, for their first months income, sure it mean we don't get additional profits from selling them protectors the first month, but we are in this for the long haul, we can afford to give them their first protector at cost, so they can get maximum protection right away.
What do we plan to do with undead after the squids are broken? I'm not exactly comfortable with putting them on the Northern Front, considering how big a part Necromancy is in the Other playbook.
Depends on how well the hardening against hostile control works. Usually, anything around CR 10 and above with the Soulforged template would need an Epic level character to take over and if the CR 30 Other Cleric wastes an action to snatch a CR 15 undead, that's a lot better the smiting shit with Miracle.
Depends on how well the hardening against hostile control works. Usually, anything around CR 10 and above with the Soulforged template would need an Epic level character to take over and if the CR 30 Other Cleric wastes an action to snatch a CR 15 undead, that's a lot better the smiting shit with Miracle.
Hmm. I hear what you're saying mechanically, but the Lords of Ice and Death, masters of unliving legions, getting completely cockblocked by a CR+1 template does not seem right.
What do we plan to do with undead after the squids are broken? I'm not exactly comfortable with putting them on the Northern Front, considering how big a part Necromancy is in the Other playbook.
The Squids are not going to be broken anytime soon, we might throw them off the plane, but they have major presences on other planes, we can just send the undead to those fronts, if we don't want to risk using undeads against the Others.
Though I'm not sure if using undeads against the Illithids in Nirvana, would be too much of a faux pas, what with the Upper planes not exactly being fond of undead.
Hmm. I hear what you're saying mechanically, but the Lords of Ice and Death, masters of unliving legions, getting completely cockblocked by a CR+1 template does not seem right.
That's not the case. It becomes progressively harder for them to take over an undead, depending on how mighty it is. A standard 1 HD Skeleton would become marginally more difficult, while a CR 18 full-caster Lich could easily shrug off anything below their very best.
Undead the Imperium makes are theoretically immune to that and has even been tested in a limited manner. Still, no need to take even this small risk if not inclined - plenty of other battlefronts where troops are needed.
Pretty much this. And even if all those fronts dry up, we can just send all the undead to Avernus to farm Demons and Daemons for raw materials to make more plants.
So about the next update, how far above your starting position are you guys willing to go? I'm thinking of just rolling social combat so see how the final price shakes up which might be above or bellow your offer.
Fair enough, I suppose. I still want them on other fronts, for aesthetic reasons if nothing else. Plus, we can throw around anti-undead effects with abandon that way.
I can't figure out a good CR11 protector for the Fire Whales, but I think for the more expensive guardians, they can save up for over a few months, or gather multiple pods together to afford, a Red Half-dragon Kraken would work very well, add some boarders, and you have a really good way to attack Whaler ships.
If we give them the 75% discount, then a Half-dragon Kraken would take them 4 months to save up for, or 4 pods could join together to hire one right away, Krakens are of course intelligent, so if they want Krakens they will be hiring them not buying them, I'm thinking the contract include us paying the Kraken its first years wage, from there on the pod will have to negotiate with the Kraken.
@Goldfish Now that we can go all the way up to CR15 when making Flesh Forge creatures, I don't think giving the Fire Whales gear is the best idea anymore, even with gear, I don't think even the occasional advanced Fire Whale will get to CR15, and it take a Fire Whale pod less than half a year to pay for a CR15 protector, if we charge them 75% of market price, which we can easily afford to do, considering we only spend 50% of market price to make them.
Their share of the first harvest is almost enough to buy a CR10 being(average income for a pod of 20 is 7000 IM, at 75% of market cost a CR10 being cost 7200 IM, I think we can give them a little extra discount for their first purchase) although personally I think we should let them have their first protector at production cost, that way they can buy a CR11 protector, for their first months income, sure it mean we don't get additional profits from selling them protectors the first month, but we are in this for the long haul, we can afford to give them their first protector at cost, so they can get maximum protection right away.
Depends on how well the hardening against hostile control works. Usually, anything around CR 10 and above with the Soulforged template would need an Epic level character to take over and if the CR 30 Other Cleric wastes an action to snatch a CR 15 undead, that's a lot better the smiting shit with Miracle.
I know that controlling them should be prohibitively difficult, but I've still not been able to reconcile the Others' demonstrated Necromantic abilities with the D&D 3.5 mechanics which govern magic. The real Others might very well have the equivalent to Epic Necromancy powers, because that's the only kind of bullshit which should make the ease they raise Undead then effortlessly control them in seemingly endless numbers.
If we absolutely have to use them in those situations, then we'll just have to be careful, but it's not like we won't have other important locations that will still need to be guarded while we're fighting the Others.
So about the next update, how far above your starting position are you guys willing to go? I'm thinking of just rolling social combat so see how the final price shakes up which might be above or bellow your offer.
They have a small current budget, but they have a large income, what about giving them no discount, but letting them loan half of the money needed, with no interest for the first year.
A pod typically consist of 20 Whales, each Whale produce 14d100IM worth of gems a month, so a pod produce 14000IM worth of gems, we charge 50% of those gems as a fee for harvesting, meaning a pod has a monthly budget of 7000IM, 7000IM is enough to buy a CR9 creature at standard creature pricing, we however can produce them for half that, but still typically charge full price when selling our creatures.
So my proposal is since we know the Whales will get rich in the future, but they currently have limited money, as their gem selling business is just starting, we let them buy creatures on a payment plan, where they pay half up front(which is exactly what it cost us to make the creature) and the other half in 6 months or a year, so that they can get a good amount of defenses ready quickly.
So on the question of their budget, it's 7000IM a month, so what they can buy, is primarily based on whether we are ready to spot them a loan, and whether some pods might decide to temporarily join each other, so they can buy a top grade protector right away.
@tarrangar, I wanted to go on a Undead creation spree this evening. I can see about adapting some of the aquatic designs to fire creatures while I'm at it.
I know that controlling them should be prohibitively difficult, but I've still not been able to reconcile the Others' demonstrated Necromantic abilities with the D&D 3.5 mechanics which govern magic. The real Others might very well have the equivalent to Epic Necromancy powers, because that's the only kind of bullshit which should make the ease they raise Undead then effortlessly control them in seemingly endless numbers.
We know they can hand out the Winterbound bonus feat, which inherently binds the target to the Others unless the connection is severed.
So they don''t have to use direct control all that much.
Available Creatures:
- Beheaded and variants
- Necrocraft
- all undead created by applying the below templates
Available Templates:
- Advanced (+1 CR)
- Mighty (+5 CR)
- Commando Construct (+1 or +2 CR), Necrocrafts only
- Skeleton and variants (CR varies)
- Zombie and variants (CR varies)
- Soulforged Undead (+1 CR)
Template - Soulforged Undead (CR +1)
Wrought from profane research into the nature of life and death, coupled with the lore found in the Citadel and the archives of House Bolton, the ex-maester Qyburn managed to create a process that implants an arcane construct into an undead creature that takes over a role similar to that of a soul. A simple guiding intelligence suppresses the urge to destruction that undead usually show and regulates the flow of negative energy that breaths a semblance of life into putrid fresh and calcified bone.
Creating an undead creature with this template costs 10 IM x HD of the creature x CR of the creature in addition to any other costs necessary to create a creature of this type.
This template can be applied to any corporeal, non-intelligent undead creature and bestows the following special abilities:
Delegated Control (Ex):
A Soulforged Undead is easier to control then regular undead. The owner can choose to have this creature not count towards his limit of controlled undead or give control over the creature to any other character, even characters who are normally unable to control undead creatures.
Turning Resistance (Ex):
The creature gains Turning Resistance equal to it's HD.
Untainted (Ex):
Unlike other undead, this creature exudes no waste negative energy, making it very difficult to detect their nature. Spells such as Mage Sight or Detect Undead are incapable of detecting any aura of undeath on this creature and likewise will the creature not trigger magical traps or devices that react to the presence of the unliving. Other then for these purposes, it is affected by all effects as normal for an undead creature. Lastly, the creature gains a +5 bonus to all checks made to pass as a creature of a different type.
Existing Creations
Minor Undead
Spitters
These tiny undead are artificial skulls, somewhat reminiscent of an ant-eaters, animated by negative energy and given enough power to launch short-ranged attacks of another energy type, picked from the types Cold, Fire, Acid and Electricity. They are available as singular skulls, which are roughly as large as that of a human and encased in a plate armor helmet, or as swarms of smaller skulls. Usually, Spitters fly, but they can also be made aquatic, which replaces their Fly speed with a Swim speed.
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
Spitter Swarm, CR 2
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 Fly 40 ft. (Perfect) 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;
Firefly
This minor undead are specifically forged to carry alchemical weapons and sacrifice themselves by suicidally charging enemies to detonate them. By peeling back the covering of the abdomen, the cavity containing the payload can be accessed. Said payload is usually stored in a hardened ceramic pot with a less durable cap that is screwed into a specifically formed bone. When the Firefly dies, a bone is jammed through the cap of the payload, triggering it.
These creatures are also available in a aquatic version, which exchanges the Fly speed for an equal Swim speed. Both versions look like cat-sized pill-bugs, with the aerial version having six bat-like wings, which are replaced by stronger flippers in the aquatic version.
DEFENSE AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 Size) hp 7 (1d8 + 3) Fort +0, Ref +0, Will +2 Resistances Turning Resistance 5 Immuneundead traits
OFFENSE Speed 30 ft., fly 60 ft. (clumsy) Special Detonate Payload
STATISTICS Str 11, Dex 17, Con —, Int —, Wis 10, Cha 13 Base Atk +0; FeatsToughness B SQ Construction Points (additional movement [fly], Faster, 4x Extra Limb)
Necro-Case
These creatures usually take the form of scroll cases or boxes for papers, being indistinguishable from a reinforced iron casing from the outside. Inside though rests a small layer of lead infused and necromantically animated flesh that keeps the case tightly shut. This layer wards off all attempts to learn the contents of the case with divinations and will release a strong acid to destroy them, should somebody try to open the case without giving the right password, or attempting to force it open. Much like the Firefly, if the Necro-Case is killed, it automatically releases it's acid to destroy its contents.
DEFENSE AC 19, touch 12, flat-footed 19 (+0 Dex, +7 natural, +2 Size) hp 7 (1d8 + 3) Fort +0, Ref +0, Will +1 Resistances Turning Resistance 5, Electricity 5 Immuneundead traits
OFFENSE Speed Immobile Special Destroy Contents
STATISTICS Str 11, Dex 11, Con —, Int —, Wis 8, Cha 11 Base Atk +0; FeatsToughness B SQ Divination Immunity
Divination Immunity (Ex)
A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
Black Knight Series
The first Necrocrafts that Qyburn ever created, beginning with his first few crude attempts in Oldtown, refining the process under the patronage of Roose Bolton and finally perfecting it in the depths of Gogossos. Modeled, as the name implies, after Westerosi knights, these creatures are heavily armored and fight with manufactured weapons instead of claw and fang, some of them even being imparted with true martial skill instead of mere brute strength.
Black Knight
The basic version of the creature. For a price increase of 70 IM, it can be equipped with wings that grant it a Swim speed of 40 ft. and a Fly speed of 40 ft. (clumsy).
Black Knight, CR 6
Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 490 IM
NE Large undead Init +0; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 28, touch 9, flat-footed 28 (-1 Size, +10 natural, +9 Armor) hp 59 (7d8 + 14 + 7 + 7) Fort +3, Ref +3, Will +7 Immuneundead traits Resistance cold 5 DR 5/Bludgeoning Turn Resistance 11
STATISTICS Str 27, Dex 11, Con —, Int —, Wis 10, Cha 13 Base Atk +5 FeatsToughness B SQ Construction Points (Faster, Mostly Skeletons, Metal Armor)
Black Warden
By binding lead to the flesh of a Black Knight and increasing it's strength to offset the increased weight, this variant becomes immune to divinations, making it uniquely suited to serve as a soldier of the Inquisition. For a price increase of 70 IM, it can be equipped with wings that grant it a Swim speed of 30 ft. and a Fly speed of 30 ft. (clumsy).
Black Warden, CR 8
Advanced, Lead-Infused, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 490 IM
NE Large undead Init +0; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 32, touch 8, flat-footed 32 (-1 Size, -1 DEX, +15 natural, +9 Armor) hp 73 (7d8 + 14 + 7 + 14 + 7) Fort +3, Ref +2, Will +8 Immuneundead traits Resistance cold 5, electricity 5 DR 5/Bludgeoning Turn Resistance 11
STATISTICS Str 31, Dex 9, Con —, Int —, Wis 12, Cha 15 Base Atk +5 FeatsToughness B SQ Construction Points (Faster, Mostly Skeletons, Metal Armor),
Divination Immunity
Divination Immunity (Ex)
A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect magic, detect poison, detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry.
Black Brute
Made with the sole purpose of destroying everything that comes within striking distance, the Black Brute can effortlessly tear even through the strongest of enemies.
Black Brute, CR 14
Soulforged, Advanced, Commando Construct Necrocraft
Corpsecrafted, Bolstered Resistance Cost 4,700 IM
NE Huge undead Init +6; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 33, touch 5, flat-footed 32 (-2 Size, +1 Dex, +19 natural, +9 Armor, -4 Reckless Offensive) hp 285 (18d12 + 60 + 18 + 36 + 54) Fort +6, Ref +7, Will +13 Immuneundead traits Turn Resistance 22
STATISTICS Str 43, Dex 13, Con —, Int —, Wis 14, Cha 17 Base Atk +13 / +13 / +8 / +3 FeatsToughness B, Reckless Offensive, Power Attack, Improved Overrun, Hover, Fly-By Attack SQ Construction Points (Faster, Additional Movement (Fly), 2x Extra Strength, Metal Armor), Brutal Attacks, Extra Attack, Knockdown Strike
Brutal Attacks (Ex)
When a commando construct makes two successful melee attacks against the same target in 1 round, its attacks either rend flesh or crush bones. This deals an additional amount of damage equal to the damage dealt by its highest-damage successful melee attack plus twice the commando construct's Strength modifier.
Extra Attack (Ex)
When using the full-attack action, a commando construct can make one extra attack per round at its highest base attack bonus.
Knockdown Strike (Ex)
When a commando construct makes a successful melee attack, it can forgo dealing its normal damage to its target and instead attempt a free combat maneuver check. If the construct is successful, the target takes damage equal to the commando construct's Strength modifier and is knocked prone. This is treated as a trip attack for the purpose of creatures that can't be tripped or that have bonuses or weaknesses against tripcombat maneuvers. On a failed combat maneuver check, the commando construct is not tripped in return. This ability works only on creatures of a size equal to or smaller than the commando construct.
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.
Black Champion
These creatures are focused on defending their owner in the thick of battle, trading offensive power for greatly enhanced durability and defensive abilities.
Black Champion, CR 15
Soulforged, Advanced, Mighty, Commando Construct Necrocraft
Corpsecrafted, Bolstered Resistance Cost 4,560 IM + 800 IM Mithral Breastplate
NE Medium undead Init +15; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 43, touch 20, flat-footed 33 (+5 Dex, +14 natural, +5 Dodge, +6 Mithral Breastplate, +3 Extreme Shield) hp 246 (16d12 + 48 (CHA) + 64 (Mighty) + 30 (Commando Construct)) Fort +10, Ref +15, Will +17 Immuneundead traits DR 5/- Turn Resistance 20 SR 22
OFFENSE Speed 70 ft. Melee +25 / +20 / +15; 1d8 + 23; 19-20/x2; Reach 10 ft.
Retaliatory Strike (Ex)
Whenever an enemy makes a successful melee attack against a commando construct or an adjacent ally, the enemy provokes an attack of opportunity from the commando construct.
Precision (Ex)
A commando construct rolls twice to confirm critical hits, taking the more favorable result.
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.
Other Humanoid Necrocrafts
Necro-Harpy
Modelled after the bird-women of Ghis and the demonic Vrocks, these creatures are meant as cheap shock troops that soak up attacks to cover other combatants or try to overwhelm the enemy with the sheer weight of their bodies. Furthermore, they emit a revolting stench that can greatly reduce an opponents ability to fight back against them. They are also available as a aquatic version that replaces the arms and their membranous wings with flippers.
Necro-Harpy, CR 5
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 240 IM
NE Small undead Init +4; Sensesdarkvision 60 ft.; Perception +0
DEFENSE AC 25, touch 15, flat-footed 21 (+4 Dex, +6 natural, +1 Size, +4 Chsin Shirt) hp 34 (4d8 + 12+ 4) Fort +2, Ref +5, Will +6 Resistance Turning Resistance 8 Immuneundead traits
OFFENSE Speed 30 ft., fly 30 ft. (clumsy) Melee 2x claws +8 (1d3+4); Reach 10 ft. Special Stench
STATISTICS Str 19, Dex 19, Con —, Int —, Wis 14, Cha 17 Base Atk +3 FeatsToughness B SQ Construction Points (additional movement [fly], Reach, Stench)
Stench (Ex, 2 CP): The necrocraft has the stench ability (10-foot radius, Fort DC 17 negates, sickened for 1d6+4 minutes). This graft requires the body of at least one ghoul.
Snatchers
These creatures are made specially with the intent to immobilize and capture enemies, using poison and paralysis to subdue them. However, they are also quite good at tearing the now helpless foe apart.
Paralyzing Snatcher, CR 8
Advanced, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance Cost 720 IM
NE Medium Undead Init +3; Sensesdarkvision 60 ft.
DEFENSE AC 21, touch 13, flat-footed 20 (+3 Dex, +4 natural, +4 Lamellar Leather Armor) HP 84 (8d8 + 16 + 8 + 24) Fort +5, Ref +6, Will +8 Resistance Turning Resistance 12 Immuneundead traits
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.
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.
Aquatic Undead
These creatures are specifically made for warfare under water, having high swim speeds and being either made from or modeled after aquatic creatures.
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.
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
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.
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
STATISTICS Str 55, Dex 13, Con —, Int —, Wis 10, Cha 13 Base Atk +13; FeatsToughness B, Power Attack, Improved Natural Attack, Snatch, Improved Critical (Claws), Combat Reflexes SQ Construction Points (additional movement [Swim], Faster, Grab, Constrict, 6x extra attack [claw]), Reach, Brutal Attacks, Energized Alacrity, Tactical Awareness, Tenacious Grapple
Swarmhosts
These skeletons raised from large beasts are designed to allow smaller creatures to be transported within them. While the Swarmhost Hetkoshou is made to contain swarms of Spitters, the Swarmhost Titanoboa carries instead Snatchers. They can likewise be used to transport prisoners. As a rule, a Swarmhost can carry one creatue one size category smaller then it, two creatures two sizes smaller, four creatures of three sizes smaller and so on.
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 )
Standard Units
Area Denial Unit - 2,200 IM
These units are put together to deny an enemy the use of certain areas, usuallyto defend a chokepoint. 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 enemy 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)
Defense Unit - 2,800 IM
These are mostly meant to bolster the regular troops of a valuable vassal with undead to aid against threats using mental, biological or similarattacks. Due to this, they contain both hidden Spitters and regular Black Knights, to be used as the lord sees fit withoutarousing too much suspicion. Per Unit: 10x Spitter (30 IM each), 5x Black Knight (500 IM each)
Current Forces
Undead Contigent for the Iron Isles
- 10x Area Denial Units
- 20x Defense Units
- Heavy Assault Unit "Squidbuster"
-- 12x Advanced Skeletal Narwhal
-- 6x Swarmhost Hetkoshou
--- 48x Aquatic Spitter Swarm
-- 16x Bloodshark
-- 2x Greater Bloodshark
-- 3x Swarmhost Titanoboa
--- 16x Paralyzing Snatcher
--- 8x Snatching Terror
-- 2x Necro-Kraken
Gorgossos Reserve
- 22x Black Knight
- 1x Swarmhost Hetkoshou
I was thinking of growing some AdvancedGiantHalf-DragonCleric CreatureDolphins (w/+10 Racial HD) for the Fire Whales, too. At CR 10, we could grow them for 4800 IM each and charge 480 IM per month for their services. One of these and three or four Fiery Bloodsharks would make a good guard detail for a pod of Fire Whales, IMO.
I was thinking of growing some AdvancedHalf-DragonCleric CreatureDolphins (w/+12 Racial HD) for the Fire Whales, too. At CR 10, we could grow them for 4800 IM each and charge 480 IM per month for their services. One of these and three or four Fiery Bloodsharks would make a good guard detail, IMO.
Because ultimately, it's enough if the whales and the dolphins can get away and something tells me a bunch of flying murder-sharks would be a tad distracting.
Knew it. They needed to squabble over it first. @DragonParadox, I'd be fine with bargaining going about 30% more if he rolls well, but more than that is pushing it. It's already a generous offer.
Because ultimately, it's enough if the whales and the dolphins can get away and something tells me a bunch of flying murder-sharks would be a tad distracting.
No, not as Cleric Creatures. If we make them Sorcerer Creatures instead they could do it, but they lose a lot of good synergy that way and their Charisma is a lot lower than their Wisdom. Still might be worth it, though.
@tarrangar, I wanted to go on a Undead creation spree this evening. I can see about adapting some of the aquatic designs to fire creatures while I'm at it.
Okay, I'll add some guardians to my growing list of proposed Forge orders for the month.
We won't be selling them to the Fire Whales, however, but rather allowing them to hire the services of the guardians. This can be used to pay the guardians' salaries and defray their creation cost.
That's a really good plan, that will allow the Fire Whales to get guardians right away, and at the same time it increases our eventual profit.
If we charge them 5% of a creatures cost by CR rating per month, then a pod have a budget of 140000IM that's enough for 3 CR15 guardians, if they want to spend all their money on guardians, and since we only pay half price when making the creatures, the cost of creating them will be paid in 10 months(although their wages of course mean, it will take us a bit longer than 10 months to fully break even)
Not sure how well a Shark would work, the Efreeti attack from ships, Sharks are great at attacking other aquatic targets, but they don't tend to be the best at attacking ships.
I was thinking of growing some AdvancedGiantHalf-DragonCleric CreatureDolphins (w/+10 Racial HD) for the Fire Whales, too. At CR 10, we could grow them for 4800 IM each and charge 480 IM per month for their services. One of these and three or four Fiery Bloodsharks would make a good guard detail for a pod of Fire Whales, IMO.
Sound mostly good, but the Forge was upgraded to be able to make up to CR15 creatures, so I think each pods defense, should include something of that power level.
I proposed a Half-dragon Kraken earlier, but we could also just use a Squid, Giant :: d20srd.org the Squid/Kraken pull the Whaler ship underoil, and then the Dolphins and Sharks move in for the kill.
The giant squid probably work better than the Kraken, it's 3 CR lower, so we can have more space for templates, but I really think a Kraken or giant squid, will do wonder to not just drive away but kill Whalers, and the Whales easily have the budget for it.
If we start with the giant squid, use it's natural advancement to progress it to Gargantuan, and then apply the giant template to it, we can make a collossal sized squid, that should be perfect for sinking Whaler ships, and once they're in the oils, the sharks and Dolphins can move in.
Because ultimately, it's enough if the whales and the dolphins can get away and something tells me a bunch of flying murder-sharks would be a tad distracting.
I think the Whales would prefer something that can kill Whalers, otherwise the Whalers will just go after undefended pods, and while that might be good for our bottomline, the Whales don't want to just make the Whalers, the problem of their kin in other pods.