Author Topic: Kyton (Chain Devil)  (Read 5578 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Kyton (Chain Devil)
« on: December 02, 2011, 10:22:29 AM »
Kyton (Chain Devil)


Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Body of Bindings, Chain Rakes 1d4, +1 Str
2nd
+2
+3
+0
+3
Devil, Clattering Skin +1 Dex
3rd
+3
+3
+1
+3
Unerving Gaze, Chain Reach +1 Str
4th
+4
+4
+1
+4
Dancing Chains +1 Dex
5th
+5
+4
+1
+4
Regeneration, +1 Str
6th
+6
+5
+2
+5
Capture, +1 Dex
Skills:6+int modifier per level, Class skills are The Kyton’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Listen (Wis), Profession (Wis), and Spot (Wis).

Weapon and Armor Proficiencies: Kytons are proficient with their own natural weapons, simple weapons, any 2  martial weapons,  and with the spiked chain, but with not armor or shields. A Kyton’s body chains do not count toward the weight of its equipment.

Class Features:
Body of bindings(Ex): The Kyton loses all other racial bonuses and gains Outsider  traits. He's a medium sized Outsider with base land speed of 30 feet and  darkvision 60 feet, two ‘Chain Rake’ natural attacks (See Chain Rakes) and a natural armor bonus equal to his Constitution modifier.

Chain Rakes(Ex): At first level a  Kyton gains two natural ‘Chain Rake’ attacks that use the chains wrapping its body as deadly weapons. These ‘Chain Rakes’ deal 1d4+Str mod Damage.   Any feats the Kyton has regarding its chain rakes (such as Weapon Focus or Improved Critical) apply to using a spiked chain and vice versa.

A Chain Rake may be sundered, with the chain treated as having hp and hardness as a Spiked Chain, but immediately after this the broken pieces broken from the sundered chain wrap themselves automatically in around the Kyton and recreate a whole chain, and the Kyton may continue to use both of his Chain rake attacks without penalty.

The Kyton’s Chain Rakes are treated as a spiked chain for all weapon-like  purposes (2-handed weapon when dealing with Disarm attempts, Weapon Finesse applies, They are Trip Weapons and Disarm Weapon, etc) However the Kyton is able to’ wield’ the chains one-handed. In order to use both of his chain rake natural attack’s the Kyton must have both of his hands free, in order to use one chain rake attack, he must have one hand free. If the Kyton has the right resources, they may improve their chain rakes with special materials such as adamantine and/or apply magic enhancements as if they were a masterwork weapon. Otherwise they can be treated as either a natural or manufactured weapon, whichever's more beneficial.

Upon reaching  3HD the Chains deal 1d6+Str damage each, and at 6HD the chains deal 2d4+Str damage each.

Ability increase:
The Kyton gains +1 Str at levels 1, 3, 5, and +1 Dex at levels 2, 4, and 6.

Devil(Ex): At second level the Kyton gains a bonus on saves against poison and resistance to cold equal to their HD, and resistance to acid and fire equal to half HD. He can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feet and an extra 10 feet for each extra HD besides this.

He also gains the evil and lawful subtypes, and his natural attacks and any weapon he wields count as evil and lawful aligned for purposes of bypassing DR.

Clattering  skin(Ex): At second level  the Kyton gains DR/good equal to half his HD and SR=11+HD.  In addition, the Kyton gains a racial bonus on all Craft (Metalworking) skills equal to his HD.

Unnerving Gaze (Su): Starting at 3rd level, a Kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed on a Will save (DC 10 + 1/2 HD + Cha modifier) or take a –2 morale penalty on all attack rolls for 1d3 rounds. The gaze affects all enemies within a 15 foot radius, plus 5  feet  for every 3 HD the Kyton has. The Kyton can use this ability a number of times per day equal to his HD as a free action, but no more than 1/round. Any creature that successfully saves against this effect cannot be targeted by it again for 24 hour.

Chain Reach(Ex): At 3rd level  Kyton’s chain rakes have a reach of 10 feet. Like a spiked chain, a Kyton’s chains may be used against adjacent targets as well as targets at its maximum reach in the same round.

Dancing Chains (Su): As a standard action, a Kyton of 4th level or higher may attempt to control one  unattended chain within a 20ft radius per 3HD. In order to target a chain, it must be within 20ft, but after this the chain dances or move as it wishes as long as it remains inside range. In addition, the Kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs (the chains return to their normal length and shape when the Kyton stops controlling them).
 Each chain may make one attack per round, as if the Kyton were wielding it directly, on any creature within a 10 foot radius of the chain. A Kyton can climb chains it controls at its normal speed without a Climb check. They also can benefit from or provide flanking with the Kyton and anybody they consider an ally.

Any attended chain may also be affected, but the creature attending to the chain gets to make a will save (DC 10+1/2HD+Cha) mod, or else they lose control of the chain. If they succeed on this check the Kyton may not possess this chain for the next 24 hours (unless it becomes unattended)

A Kyton may use this ability for a number of rounds per day equal to his (HDxCha mod) if a Kyton controls two chains, each round is treated as two rounds, and if a Kyton controls three chains each round is treated as three rounds, and so forth.

Regeneration (Ex): A Kyton of 5th level or higher takes normal damage from fire, acid, and blessed weapons (if they bypass the Kyton’s damage reduction), but otherwise is treated as Having Regeneration equal to half its HD.

Capture (Ex): At sixth level woe befalls any opponents struck by the Kyton’s terrible chain attacks, and creature struck by 2 of the Kyton’s Chain Rake attacks (or by 2 dancing chains, or 1 Dancing chain and 1 rake attack) in the same round  the target becomes entangled, as per the net, and can only move within the limits that the chain allows. The chain needs no folding. Every round the target is entangled, it suffers damage equal to 1d4+the Kytons strength modified.   The Kyton gains a +4 racial bonus on the opposed strength check to gain control of the trailing chain.
« Last Edit: March 01, 2019, 04:59:47 AM by oslecamo »

Offline fallintolife

  • Lurker
  • *
  • Posts: 3
  • I'm new!
    • View Profile
Re: Kyton (Chain Devil)
« Reply #1 on: May 27, 2018, 03:02:29 PM »
Chain reach is listed on the table at level three, but in the text as level two. Other than that, looks good! Feels like a kyton.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Kyton (Chain Devil)
« Reply #2 on: May 27, 2018, 09:47:53 PM »
Supposed to be 3rd level, fixed, thanks!

Offline Skyrock

  • DnD Handbook Writer
  • ****
  • Posts: 1791
    • View Profile
Re: Kyton (Chain Devil)
« Reply #3 on: February 27, 2019, 05:36:09 PM »
Got some questions, as chain rakes sit in an odd place:

1. Are both Chain Rakes primary natural weapons (like a pair of claws, for example)?

2. Being both weapon-like and natural weapons, how do Chain Rakes interact with (Greater) Magic Fang and (Greater) Magic Weapon? Can Chain Rakes be enhanced by either, or both?

3. Can Chain Rakes receive permanent weapon enhancements, special materials etc.?

4. Do Chain Rakes profit from the extra damage from Improved Unarmed Strike like other natural weapons?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Kyton (Chain Devil)
« Reply #4 on: February 27, 2019, 09:05:12 PM »
1. Yes.

2. Could benefit from either although bonus of the same type won't stack.

3. Now they explicitly can. :p

4. Yes.

Offline Skyrock

  • DnD Handbook Writer
  • ****
  • Posts: 1791
    • View Profile
Re: Kyton (Chain Devil)
« Reply #5 on: February 28, 2019, 12:35:55 PM »
Another question on Dancing Chains:

1. In order to target a chain, it must be within 20ft, but after this the Kyton can make it move as a dancing weapon as he wishes.
Does the Dancing Chain merge with the space of the Chain Devil (as per the Dancing weapon enhancement rules), or can it move to and attack from a different space (as per the Chain Devil monster entry)?

2. If the latter case, can the Dancing Chain profit off flanking and set up flanking situations?

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Kyton (Chain Devil)
« Reply #6 on: March 01, 2019, 04:59:50 AM »
Another question on Dancing Chains:

1. In order to target a chain, it must be within 20ft, but after this the Kyton can make it move as a dancing weapon as he wishes.
Does the Dancing Chain merge with the space of the Chain Devil (as per the Dancing weapon enhancement rules), or can it move to and attack from a different space (as per the Chain Devil monster entry)?

2. If the latter case, can the Dancing Chain profit off flanking and set up flanking situations?

1. Good point, hadn't noticed that key difference, changed the ability to be closer to the monster.

2. They can now.

Offline Skyrock

  • DnD Handbook Writer
  • ****
  • Posts: 1791
    • View Profile
Re: Kyton (Chain Devil)
« Reply #7 on: March 01, 2019, 11:18:54 AM »
No problem, I am probably the first one to read through it thoroughly with the intention to squeeze every last bit of power out of it :P

Have now a couple of ideas on how to make good use of the monster class abilities in conjuction with Lockdown Crusader goodness. More later over at the PbP thread.