Thursday, April 14, 2011

VG Meet DnD: The Crawler from the Dead Space Series

[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Crawler

What appears to be a large infant slides forward on two arms and a single burly leg. Its head, which has been twisted backwards, stares vacantly ahead as it pushes its bulbous torso skyward, a torso that pulsates with a sickening yellow light.

Adults aren’t the only ones affected by the curse, children and even infants can be affected as well. The Crawler is an example of what happens when very young children or babies are infected by the curse. Their bodies are too small and weak to be of much use in combat. To offset this they transform into living bombs.

Strategies and Tactics

Crawlers have only one attack to make from the time they are created. They swarm opponents ahead of other necromorphs in a desperate suicide attack to weaken living foes or destroy them outright. They often do this by attacking in cramped quarters where there is less room for their prey to escape.

Ecology

Environment: These undead can technically be found anywhere. However due to the nature of their slow speed they are usually not found far from the site of their infection. Large concentrations of crawlers can be found in schools or nurseries.

Typical Physical Characteristics: A crawler resembles a bloated human child with ash gray skin offset with red or brown blood vessels. They are covered with dried blood and unknown ichor. Their heads have been twisted in a 180 degree angle and their back legs have fused into one single limb which they use to propel themselves forward in the manner of a caterpillar. Perhaps the most distinguishing feature is their torso, which has been twisted skyward and pulsates with a pale yellow light. The belly itself is the source of their exploding compounds.

Alignment: Crawlers are always neutral evil.

Typical Treasure

Crawlers do not keep treasure, they are usually too young to be adorned with jewelry or magical clothing. Such items, invariably, are destroyed when the creature explodes anyway. Occasionally, that is 5% of the time, they can be found with 1/10th of standard treasure in assorted coins from belt pouches or pockets they had on them before their infection. A crawler with such treasure which explodes invariably scatters the wealth across the combat area. 

For Player Characters

A player can summon a crawler to his service with the summon undead I spell. 


Also the crawler's explosive sac can be removed using the Survival skill and then used as a weapon

Crawler                                CR 1/6
Always NE Tiny undead
Init +3; Senses darkvision 60ft; Listen +1, Spot +1
Languages understands creator's orders; understands telepathic commands


AC 15, touch 15, flat-footed 12
    (+2 size, +3 Dex)
hp 3 (1/2 HD) see kamikaze burst
Immune undead immunities
Fort +0, Ref +3, Will +0


Speed 10 ft (2 squares)
Melee --
Space 2 ½ ft; Reach 0 ft
Base Atk +0; Grp -2


Abilities Str 6, Dex 17, Con --, Int 2, Wis 6, Cha 12
SA kamikaze burst
SQ strategic dismemberment, undead traits
Feats Ability Focus (kamikaze burst)
Skills Hide +13, Listen +1, Spot +1
Advancement none


Kamikaze Burst (Ex) As a standard action a crawler can generate an explosion which effects its squares and every square adjacent to the crawler. Creatures struck by the explosion take 1d6 damage (DC 13 half). The crawler drops to 0 hit points and is destroyed as part of this attack. If a crawler is destroyed through damage other than strategic dismemberment it will automatically initiate a kamikaze burst as a free action.

Strategic Dismemberment (Ex) A crawler can be destroyed without activating its kamikaze burst by decapitating the head or leg (AC 17). If this is done then the sac can be salvaged with a DC 15 survival check. A failed survival check results in the detonation of the sac.


Crawler Lore
Characters who have ranks in Knowledge (religion) can learn more about crawlers. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.

Friday, April 8, 2011

VG Meet DnD: The Leaper from the Dead Space Series


[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Leaper

The undead creature growls menacingly. It crawls forward on two massive forearms, it’s tail twitching violently behind it.

Like the Slasher the Leaper fights on the front lines for the curse, often serving as a scout. Leapers are created when a human body is tainted by spores released by the necromorph growth known as The Corruption. When an intact humanoid body is infected by the curse its body undergoes a wicked transformation. In the case of the leaper its internal organs, particularly the intestines, are fused together with the legs into a massive tail tipped with a deadly scythe.

Strategies and Tactics

A leaper fights using hit and run tactics, charging in and out of combat to make full use of it’s pounce and improved grab abilities.

Ecology

Environment: As undead Leapers have no natural habitat. However they are best suited for use in areas that offer plenty of spots for ambush and enough room for them to rush to and from during combat such as the intersections of large sunken passages.

Typical Physical Characteristics: Leapers resemble the mortals they were in life but with two major differences: their legs and innards have fused together to form a long sinuous tail tipped with a wicked bone scythe, and their jaw has split vertically and now sports four wicked fangs on each corner.

Alignment: Leapers are like their fellow necromorphs, always evil.

Typical Treasure

Because they ignore the possessions of their prey leapers have half standard treasure for their challenge rating. This treasure often takes the form of weapons which have become logged in the creature during past fights.

For Player Characters

A spellcaster of 7th level of higher can create a leaper using the create undead spell. Doing so requires the intact corpse of a medium humanoid which has been dead for no longer than two days.

Leaper                            CR1
Always NE Medium undead
Init +4; Senses darkvision 60ft; Listen +2, Spot +2
Languages understands creator’s orders; understands telepathic commands

AC 14, touch 14, flat-footed 10; Dodge, Mobility
    (+4 Dex)
hp 12 (2 HD); fast healing 5
Immune undead immunities
Fort +0, Ref +4, Will +2

Speed 30 ft (6 squares), climb 20 ft (4 squares)
Melee tail-scythe +3 (1d8+2) and
    bite -2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3



Abilities Str 14, Dex 19, Con --, Int 6, Wis 10, Cha 5
SA improved grab, pounce
SQ strategic dismemberment, undead traits
Feats Dodge, Mobility*
Skills Climb+10* Hide +4, Jump +9*, Listen +2, Move Silently +6, Spot +2,
Advancement 3-15 HD (Medium)

Fast Healing (Ex) Damage dealt to a leaper’s limbs cannot be healed by it’s Fast Healing ability. See Strategic Dismemberment below.

Feats Leapers have Mobility as a racial feat.

Improved Grab (Ex) To use this ability, a leaper must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and knocks the opponent prone.

Pounce (Ex) If a leaper charges a foe, it can make a full attack.

Skills Leapers have a +5 racial bonus on Jump checks and take no negatives on their jump checks due to speed. It also has a +8 racial bonus to climb checks.

Strategic Dismemberment (Ex) The arms and tail of a leaper can be attacked independently of its main form (AC 16). Each appendage has a third of the leaper’s total hit points and damage dealt detracts from the creature’s total hit points. This damage cannot be healed through its Fast Healing ability. Once an appendage’s hp reaches zero it is destroyed resulting in a penalty that lasts the rest of the fight. If an arm is destroyed the leaper’s speed decreases by 15 ft (3 squares) to a minimum of 5 ft (1 square) if both arms are destroyed. If the tail is severed the leaper loses the use of its tail-scythe attack.


Leaper Lore
Characters who have ranks in Knowledge (religion) can learn more about leapers. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.

Monday, April 4, 2011

VG Meet DnD: The Slasher from Dead Space



[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]

Slasher

A humanoid figure staggers forward. It is covered in blood and ripped flesh. From its back jut forth two sinewy limbs which end in wicked scythes of sharpened bone. Its dead eyes stare at you, and suddenly it charges forward while it pulls its shoulder-scythes back for a decisive blow.

Slashers are footsoldiers for the curse. They are created when a human body is tainted by either an Infector (another type of Necromorph) or by spores released by the necromorph growth known as The Corruption. When an intact humanoid body is infected by the curse its body undergoes a wicked transformation. In the case of the Slasher its internal organs, particularly the intestines, are used with some of the host’s bones to produce a dangerous set of scythes that are the creature’s namesake.

Strategies and Tactics

Slashers prowl near the place they were killed looking for more people to kill. If time and the terrain permit they will stalk a victim and then attack from hiding. To begin an engagement they will charge a single opponent, attacking with their shoulder-scythes.

Ecology

Environment: As a subject of the curse slashers can exist anywhere. However, they are often found in out of the way temples or ancient ruins.

Typical Physical Characteristics: Slashers remain humanoid in form and only slightly shorter than they were in life. A typical specimen resembles a mortal whose skin has been partially flayed, with massive scythe like appendages jutting from its back which curve forward over the shoulders. It uses these natural weapons along with a vicious bite from the remains of its upper jaw to dispatch opponents. The creature tends to be shrouded in the vestiges of the ensemble it wore before its infection.

Alignment: Slashers are corrupted creatures who serve as extensions of an evil curse. As such they are universally evil.

Typical Treasure

Slashers don’t collect treasure, however they can be often found still carrying the remnants of what they had one them when they were infected. Slashers have half standard treasure for their challenge rating, often in jewelry, clothing or other adornments that can be found among the creature’s remains. Alternatively the treasure may be discovered amongst the carnage left in the creature’s wake.

For Player Characters

A spellcaster of 7th level of higher can create a slasher using the create undead spell. Doing so requires the intact corpse of a medium humanoid which has been dead for no longer than two days.

Slasher CR1
Always NE Medium undead
Init +4; Senses darkvision 60ft.; Listen +3, Spot +3
Languages understands creator’s orders; understands telepathic commands


AC 14, touch 14, flat-footed 10
(+4 Dex)
hp 10 (1 HD); fast healing 5
Immune undead immunities
Fort +0, Ref +4, Will +3

Speed 30 ft (6 squares)
Melee 2 scythes +3 each (1d4+3) and
bite -2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +3

Abilities Str 16, Dex 18, Con --, Int 4, Wis 12, Cha 6
SQ strategic dismemberment, undead traits
Feats Toughness
Skills  Hide +4, Listen +3, Move Silently +4, Spot +3
Advancement 2-15HD (Medium)

Fast Healing (Ex) Damage dealt to a slasher’s limbs cannot be healed by it’s Fast Healing ability. See Strategic Dismemberment below.

Strategic Dismemberment (Ex) The legs, scythes, and head of a Slasher can all be attacked independently of the main form. They each have a fifth of the Slasher’s total hp and damage dealt to the legs, head, or scythes is taken from the creature’s total hit points and can also not be healed via its Fast Healing ability. The AC to hit one of the legs, head, or scythes is 16 (Slasher’s AC + size bonus). If any of the body parts are destroyed the slasher suffers a penalty: A destroyed leg reduces the creature’s speed by 10 ft (2 squares), when a scythe is destroyed the slasher loses the use of that attack, finally the destruction of the head blinds the creature. If both the slasher’s scythes are removed the creature dies instantly.


Slasher Lore
Characters who have ranks in Knowledge (religion) can learn more about slashers. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.