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.

No comments: