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In my campaign I've changed the Dracolich so it'll be more effective as an undead reuccuring villain. I've done away with the whole "Once a dracolich's physical body is demolished, its phylactery is also shattered and the beast is gone for good." and replaced it with a rule that once the PCs vanquish it it will respawn next to it's phylactery after 1d12 days (With a minimum of 3 days I just reroll if I get lower than 3).
AC
Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.
Attack/Full Attack
A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.
Damage
Tentacle rakes from a pseudonatural creature deal damage equal to 2d8 + Str modifier.
Special Attacks
A pseudonatural creature retains all the special attacks of the base creature and also gains the following.
Constant Insight (Su)
The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex)
If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex)
Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Originally posted by tothetenthpower
reply to post by grey580
Yikes.
Yeah average party level is like 12th right now I think...
But they are way overpowered, they have this AWESOME thing.
Each of them received a piece of plinth, which was part of the most powerful magical item every created by a master artificier named Cicero who is a 50th Level Elemental Prince
I'm not sure if you guys know what "helms" are in the realm of star jammer, but he made a planetary helm that was meant to absorb ALL of the inherent magic in the world ( they were basically testing their world to see how it would react to 0 magic)
So when the illithid came and pulled it out of the ground, they ended up with each a piece of it, which they then implanted into various items and they are evolving as they level, I give them a new ability or perk every 2 or 3 levels.
Originally posted by grey580
reply to post by tothetenthpower
12th level.
The dracolitch will be plenty.
It's already got a nasty parylization touch attack.