Author Topic: Dread Scarecrow  (Read 8759 times)

Offline Libertad

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Dread Scarecrow
« on: August 26, 2012, 06:42:22 PM »
Scarecrow, Dread



HD: d12

LevelBABFortRefWillClass Features
1st0000Construct Body, Stinging Curse, +1 Cha
2nd1000Elemental Resistances, +1 Str
3rd2111Damage Reduction/Magic, Rotting Curse, The Dark Call, +1 Cha

Skills (2 + Int modifier, quadrupled at 1st level): No skills are class skills for the Dread Scarecrow.

Proficiencies: A Dread Scarecrow is proficient with its own natural weapons, all simple weapons, the scythe, no armor, and no shields.

Class Features

Construct Body: A Dread Scarecrow loses all racial bonuses and gains the Construct type, with all of its penalties and advantages except for the extra hit points:

(click to show/hide)

The Dread Scarecrow is Medium Size, a base land speed of 30 feet, has two natural slam attacks which deal 1d4+Strength modifier bludgeoning damage, a Natural Armor bonus equal to its Charisma bonus, and is vulnerable to fire (takes double damage on a failed save and half damage on a successful save).

Ability Increases: The Dread Scarecrow gains +1 Charisma at 1st and 3rd level and +1 Strength at 2nd level, for a total of +1 Strength and +2 Charisma at 3rd level.

Stinging Curse (Ex): Once per day per HD, as part of an attack, a foe hit by a Dread Scarecrow’s melee attack must succeed on a Fortitude Save (DC 10 + ½ HD + Cha mod) or take 1d4 additional points of damage per HD as a cloud of stinging insects shoot out of the Scarecrow’s body onto the target.  A successful initial save means that the swarm fails to form.  The swarm occupies a 5 foot by 5 foot square and persists for a number of rounds equal to the Dread Scarecrow’s HD before dissipating (dealing the same amount of damage per round).  The Dread Scarecrow can only have one swarm active at a time, and can direct the cloud to another target within 30 feet of itself as a move action.

At 3 HD, opponents who failed the Fortitude Save are also sickened until they leave the swarm’s occupied square.  An opponent who leaves the square cannot be sickened again by the Dread Scarecrow’s insect swarm for 24 hours.  Other opponents who enter the square must make a Fortitude save as well or be sickened as normal.

At 6 HD, the Dread Scarecrow can direct the cloud to another target within 30 feet of itself as a swift action.

Elemental Resistances (Ex): At 2nd level, a Dread Scarecrow becomes immune to all forms of cold damage and gains Electricity Resistance equal to its HD.  Additionally, the Dread Scarecrow adds its Charisma modifier as a bonus to hit points gained per hit die (this bonus is retroactively gained).

Rotting Curse (Ex): At 3rd level, once per day per HD, as part of an attack, a foe hit by a Dread Scarecrow’s melee attack must succeed on a Fortitude Save (DC 10 + ½ HD + Cha mod) or take 1d4 points of Constitution damage as the target’s skin takes on a clammy, rotted texture.  The attack is treated as a poison, and the target who failed the save must roll another within 5 minutes or take 1d4 secondary points of Constitution damage.

At 5 HD, the initial and secondary damage increases to 1d6.  At 9 HD, the damage increases to 1d8.  At 12 HD, it increases to 2d6 and can affect opponents immune to poison (although they still must have a Constitution score to be affected, and they receive a +5 bonus on the save).

Damage Reduction/Magic (Su): At 3rd level, a Dread Scarecrow gains DR X/Magic, with X being half its HD.

The Dark Call (Su): At 3rd level, as a standard action, a Dread Scarecrow can call upon the birds known as winged messengers of death in mythology (crows).  A murder of 300 crows flies around the area.  The murder (swarm) is treated as a Swarm of Bats, except that it is composed of Tiny creatures, takes half damage from slashing and piercing weapons, has no blindsight, and a fly speed of 60 feet.  As a swift action, the crows can lift the Scarecrow or another Medium sized creature or combined total of objects weighing 400 pounds or less into the air, granting them a fly speed of 30 feet (poor maneuverability) or moving an object or unwilling creature up to an equal distance in a direction of the Dread Scarecrow's choosing.  The target must be adjacent to or within the space of the swarm in order to be affected.  Unwilling creatures can resist with a Reflex save (DC 10 + 1/2 HD + Cha mod).  At least 15 crows are needed to perform this action, and since the crows are carrying the subjects, any movement taken by a willing subject counts as the crow swarm's move action for the round.  The crow swarm loses the move action on its next turn if the willing target moves with the granted fly speed; the swarm moves with the target.

The crows remain in contact with the Dread Scarecrow and near its person for 1 hour per HD of the Dread Scarecrow, after which they disperse and fly away.  If the Crows are reduced to 0 hit points and dispersed, the Dread Scarecrow must wait for 1 minute before he summons another swarm again.  Only one murder of crows can accompany the Dread Scarecrow at a time.

Comments

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« Last Edit: October 14, 2012, 11:54:34 PM by Libertad »

Offline oslecamo

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Re: Dread Scarecrow
« Reply #1 on: August 26, 2012, 06:51:44 PM »
Hmm, interesting one.

The stinging curse 3 HD ability, if you get away once, you become immunity to it forever?

Is rotting curse suposed to activate with all melee attacks?

Also seems a little too passive for a 3 level monster. Directing your spawned swarms sounds fun, but otherwise could use some kind of minor activated ability at 3rd level, perhaps some utility since it already seems to have enough in the offensive/defensive department. Perhapsps the ability to "disguise" like an actual scarecrow?

Offline Libertad

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Re: Dread Scarecrow
« Reply #2 on: August 26, 2012, 06:55:22 PM »
Hmm, interesting one.

1. The stinging curse 3 HD ability, if you get away once, you become immunity to it forever?

2. Is rotting curse suposed to activate with all melee attacks?

3. Also seems a little too passive for a 3 level monster. Directing your spawned swarms sounds fun, but otherwise could use some kind of minor activated ability at 3rd level, perhaps some utility since it already seems to have enough in the offensive/defensive department. Perhapsps the ability to "disguise" like an actual scarecrow?

1. Nope, only for 24 hours.  Changed that.

2. Nope, the player can choose which attacks it activates on.  You can only activate it once per melee attack.

3. I brew up something in the meantime.  Probably something involving crows or your disguise suggestion. :plotting
« Last Edit: August 26, 2012, 10:52:59 PM by Libertad »

Offline Libertad

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Re: Dread Scarecrow
« Reply #3 on: August 26, 2012, 10:53:06 PM »
Here's an idea:

The Dark Call (Su): At 3rd level, as a standard action, a Dread Scarecrow can call upon the birds known as winged messengers of death in mythology (crows).  A murder of 300 crows flies around the area.  The murder (swarm) is treated as a Swarm of Bats, except that it has no blindsight and a fly speed of 60 feet.  As a swift action, the crows can lift the Scarecrow or another Medium sized creature or combined total of objects weighing 400 pounds or less into the air, granting them a fly speed of 30 feet (poor maneuverability) or moving an object or unwilling creature up to an equal distance in a direction of the Dread Scarecrow's choosing.  Unwilling creatures can resist with a Reflex save (DC 10 + 1/2 HD + Cha mod).  At least 15 crows are needed to perform this action, and since the crows are carrying the subjects, any movement taken by a willing subject counts as the crow swarm's move action for the round.

The crows remain in contact with the Dread Scarecrow and near its person for 1 hour per HD of the Dread Scarecrow, after which they disperse and fly away.  If the Crows are reduced to 0 hit points and dispersed, the Dread Scarecrow must wait for 1 minute before he summons another swarm again.
« Last Edit: August 30, 2012, 08:10:03 PM by Libertad »

Offline oslecamo

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Re: Dread Scarecrow
« Reply #4 on: August 28, 2012, 05:30:01 PM »
That's pretty  cool, but a bit too much for 3rd level unless you make it 1/day or something like that. I would also sugest having the crows have just 1 HP each for simplicity's sake. Also put a limit on how much you can be carrying when the crows lift you, and make so that they can't attack so you're not tempted to find a way of abusing 20 extra rounds per turn. Plus clarifying if 19 or 10 crows take a penalty on their carrying capacity.

And I believe you meant they remain for a number of hours equal to the Dread Scarecrow's HD.

Offline Libertad

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Re: Dread Scarecrow
« Reply #5 on: August 28, 2012, 07:57:20 PM »
Added the following changes to The Dark Call:

 As a swift action, the crows can lift the Scarecrow or another Medium sized creature or objects of a combined total of 400 pounds or less into the air, granting him a fly speed of 30 feet (poor maneuverability) or moving an object or unwilling creature up to an equal distance in a direction of the Dread Scarecrow's choosing.  At least 15 crows are needed to perform this action.


 The Dread Scarecrow can also have the birds fly 30 feet in a direction of its choice as a swift action, or 60 feet as a full-round action.  The Dread Scarecrow can also telepathically communicate with the crows, individually or as a group.

Since the Dread Scarecrow is directing the actions of the birds, they act on the Dread Scarecrow's commands and fly about aimlessly if it cannot perform any actions; a Dread Scarecrow can direct the attack of one crow as a standard action, or a number of crows equal to the amount of attacks he can perform as a full attack as a full-round action.  Otherwise the crows cannot attack while remaining under control of the Dread Scarecrow.

The crows have the stats of ravens, but with 1 hit point, and are otherwise treated as normal animals.  If one or more crows dies or are otherwise driven away, the Dread Scarecrow must wait 1 minute before he can summon them again.  The murder of crows can remain near the Dread Scarecrow's person a number of hours per HD of the Dread Scarecrow, after which they disperse and fly away.

You know, I was thinking things would be a lot simpler if I just stated up a swarm of crows and treated them as a single creature, but I'm unaware of an appropriate stat block (bats, probably).
« Last Edit: August 28, 2012, 08:01:00 PM by Libertad »

Offline oslecamo

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Re: Dread Scarecrow
« Reply #6 on: August 30, 2012, 07:25:47 PM »
Agreed, making it a swarm would probably be better. Just remove the blindsight(keeping the skill bonus) and increase the fly speed to 60 feet.

Offline Libertad

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Re: Dread Scarecrow
« Reply #7 on: August 30, 2012, 08:09:01 PM »
Altered the Dark Call.  Will be posting it into the Dread Scarecrow's 3rd level.

Since crows are 16-21 inches in length (thanks Wikipedia), I'll treat them as a Tiny swarm instead of a Diminutive one, meaning that they take half damage from slashing and piercing weapons.

BTW, there are stats for a murder of crows in Tome of Magic, but it's not SRD.  So I'll go with your suggestions and my size change.
« Last Edit: August 31, 2012, 05:39:31 PM by Libertad »

Offline oslecamo

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Re: Dread Scarecrow
« Reply #8 on: September 02, 2012, 02:18:51 PM »
The carrying/lifting things needs some more clearing up. Do the crows need to be adjacent to the target or sharing its space? Do they move when the Dread scarecrow moves? If yes, then do they still get their own turn to move again, further carrying the Dread Scarecrow?

Offline Libertad

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Re: Dread Scarecrow
« Reply #9 on: September 02, 2012, 02:49:09 PM »
The carrying/lifting things needs some more clearing up.

1. Do the crows need to be adjacent to the target or sharing its space?

2. Do they move when the Dread scarecrow moves?

3.If yes, then do they still get their own turn to move again, further carrying the Dread Scarecrow?

1. It can be either.

2. Yes

3. No.

Offline oslecamo

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Re: Dread Scarecrow
« Reply #10 on: September 05, 2012, 06:00:38 PM »
All looking good, but the crow ability should clarify you can only have one murder at a time if I'm not mistaken.

Offline Libertad

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Re: Dread Scarecrow
« Reply #11 on: September 06, 2012, 01:40:02 PM »
All looking good, but the crow ability should clarify you can only have one murder at a time if I'm not mistaken.

Added this to the end of The Dark Call:

Quote
Only one murder of crows can accompany the Dread Scarecrow at a time.

Offline oslecamo

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Re: Dread Scarecrow
« Reply #12 on: September 07, 2012, 01:34:02 PM »
Don't see anything else wrong with it, added!

Offline FireInTheSky

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Re: Dread Scarecrow
« Reply #13 on: October 14, 2012, 06:02:37 PM »
There's no HD listed.  I'm assuming it should be d12?

Offline Libertad

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Re: Dread Scarecrow
« Reply #14 on: October 14, 2012, 06:33:23 PM »
Yes.  Added.

Offline sirpercival

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Re: Dread Scarecrow
« Reply #15 on: October 14, 2012, 06:47:07 PM »
Here's a brilliant idea: Dread Scarecrow/Mawkin.
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Offline Concerned Ninja Citizen

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Re: Dread Scarecrow
« Reply #16 on: October 14, 2012, 11:01:47 PM »
If the target of Stinging Curse succeeds on the save, does the swarm form anyway, or not? Do creatures targeted in later rounds get a save?

Offline Libertad

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Re: Dread Scarecrow
« Reply #17 on: October 14, 2012, 11:52:58 PM »
If the target of Stinging Curse succeeds on the save, does the swarm form anyway, or not? Do creatures targeted in later rounds get a save?

A successful save initially means that the swarm does not form.

Creatures targeted later get a save.