Author Topic: the creepy corpse banshee....  (Read 350 times)

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
the creepy corpse banshee....
« on: June 12, 2012, 08:27:53 pm »


               or whatever it is... i think its scary and a female lol. So if you have any suggestions like a different colored version or some other details you would like to see please tell me now. I´m in the final stage!

'Image
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #1 on: June 12, 2012, 09:03:01 pm »


               Oh man, LOL!  I've been there.

Great, great model.  The textures, especially the dark around the eyes, the fading red from the hands up the forearms, little details like the individual needle-like fingernails: Very cool!
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #2 on: June 13, 2012, 02:36:24 am »


               I'd recognize it anywhere, its a Mystaran Bhut!

(1st place winner of the "all-time-coolest-monster-with-the-most-unfortunate-name-ever" award!)

"Bhut"
 
 'Image
 
  Climate/Terrain:Any settled
  Frequency:Very rare
  Organization:Clan
  Activity Cycle:Night
  Diet:Carnivore
  Intelligence:Very (11-12)
  Treasure:M (D)
  Alignment:Lawful evil
  No. Appearing:2d4
  Armor class:4
  Movement:12
  Hit Dice:7+2
  THAC0:13
  No. of Attacks:3
  Damage/Attack:1d4 (claw)/1d4 (claw)/1d6 (bite)
  Special Attacks:Numbing bite
  Special Defenses:See below
  Magic Resistance:Nil
  Size:M (6’ tall)
  Morale:Elite (13)
  XP Value:1,400
 
During the day, bhuts (bah-HOOTS) look like normal humans. At night, their skin grows scaly, their hair becomes wild, their fingers become claws, and their teeth turn into fangs! Then they set out to feast on humans and demihumans. Would-be scholars sometimes classify bhuts as undead or lycantheropes. However, bhuts cannot be turned, and they cannot pass on their shape-changing condition as werebeasts do.

Bhuts speak Common and their own language.

Combat: Bhuts are extremely cunning and often use deception and trickery to obtain their meals. They make no noise when moving. Further, they radiate a powerful aura that prevents detect evil spells from working on them. Know alignment is distorted by the aura and indicates a lawful good alignment. Bhuts make saving throws as if they were 10th-level fighters. A bhut attacks with its claws and bite. The wound inflicted by its bite is freezing to the touch. Besides suffering normal damage, any creature bitten must make a saving throw vs. paralysis or be numbed. Numbed creatures always lose initiative, and their attack rolls have a -2 penalty. The numbness lasts 1d4 rounds. Though bhuts cannot be turned, they do enjoy all the immunities of undead creatures (sleep, charm, hold, poison, and gases). They cannot be harmed by nonmagical weapons, but a single hit from a blessed weapon kills one instantly.

Habitat/Society: Bhuts live near human settlements, preying on the inhabitants. Often the creatures work together. Normally they assume some innocent cover (monks, traveling gypsies, a family on the edge of town, etc.) to lessen suspicion. They interact with human society – at least enough to appear normal but only during the daylight hours. Clans are the social organization of bhuts. A clan may have an innocuous cover for human society, while in fact it is the bhuts’ cooperative means of getting food. Each clan is ruled by an elder, male or female. The elder makes important decisions for the group, including how to divide food and treasure. Fear and loyalty keep others in line. The elder is usually the patriarch or matriarch; all other clan members are related to the elder by blood or marriage. The elder also decides when the clan should move to a new place. Timing is important. After all, only so many disappearances can occur before someone investigates. The Bhuts’ anti-detection aura provides a modicum of protection against magical inquiries, but sooner or later circumstantial evidence will place the bhut clan at risk. The elder also determines the identity the clan will assume in its next home. Very rarely, bhut spellcasters are encountered. These are nearly always of the wizard or shaman/witch doctor variety. The highest levels of ability known for these special bhuts are 9th-level wizard and 7th-level shaman/witch doctor. An individual bhut away from its lair has a 40% chance of carrying Type Q treasure (1d4 gems), in addition to the treasure noted.

Ecology: A bhut clan likes to prey upon victims who are alone and vulnerahle – especially a lone traveler or a wandering drunk. Such deaths are the least likely to arouse suspicion among the locals. Rarely do people inquire about the fate of a strange traveler (who may, after all, have moved on), and it is often assumed that the town drunk has found a sad and lonely demise (perhaps dying in a ditch somewhere). Bhuts can reproduce within the clan. However, female can breed with human males (usually with the aid of deception). The offspring are always bhuts. Humans are the staple of bhuts’ diets. Perhaps for this reason, they consider dernihumans, whose societies are harder to infiltrate, especially tasty. Legend says that bhuts came into being long ago, when an angry Immortal cursed a town that had defiled her temple. The town was destroyed, and the scattered blasphemers became bhuts. Their chilling bite is an eternal reminder of the Immortal‘s cold rage. Such a supernatural origin would explain the bhuts’ magical powers.
               
               

               


                     Modifié par Carcerian, 13 juin 2012 - 01:51 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #3 on: June 13, 2012, 03:04:22 am »


               Awesome.

I would prefer two versions. One as you have made her. The other without the stake and wound. Possible?
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #4 on: June 13, 2012, 03:47:18 am »


               Awesome Indeed!

henesua wrote...

I would prefer two versions. One as you have made her. The other without the stake and wound.. .

Me too '<img'>

In fact having two versions makes intresting potential for a boss-monster you must first stake to make non-invulnerable ':devil:'
               
               

               


                     Modifié par Carcerian, 13 juin 2012 - 02:51 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #5 on: June 13, 2012, 03:57:07 am »


               Another completely random idea, eyes or hands that glow with emitters only when casting spells or attacking would be especially cool for monsters, esp for your medusa '<img'>

(like the Fire-Juggling Jester, as an example)
               
               

               


                     Modifié par Carcerian, 13 juin 2012 - 07:23 .
                     
                  


            

Legacy_s e n

  • Hero Member
  • *****
  • Posts: 654
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #6 on: June 14, 2012, 12:27:52 pm »


               cool stuff!!
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #7 on: June 14, 2012, 04:15:50 pm »


               thanks again for the feedback. Very good suggestions so far;) The different version then w/o the stake and some other details to make here more menacing... i have a strange idea...

Her eyes will glow when in attack mode... going berzerk!!! maybe some blood drips in ready mode too.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #8 on: June 14, 2012, 04:41:39 pm »


               <piling up stuff...>

Carcerian wrote...
Another completely random idea, eyes or hands that glow with emitters only when casting spells or attacking would be especially cool for monsters, esp for your medusa '<img'>

Add monster nodes, ala OTR! Yes!

Gotta remember to do that for my own caster-creatures...

<...on someone else's plate>
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
the creepy corpse banshee....
« Reply #9 on: June 18, 2012, 09:11:20 pm »


               First of all sorry for the delay. I have to much stuff on my mind and will release both version later this week;)