Monday, January 3, 2011

General Rules: Monsters - Lavoriss

Lavoriss (from Dawnforge: Crucible of Legend)
Large Undead

Hit Dice: 7d12 (45 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 15 (-1 size, +6 natural); touch 9, flat-footed 15
BAB/Grapple: +3/+13
Attack: Slam +8 melee (1d8+6, bludgeoning, 20 x2)
Full Attack: 2 slams +8 melee (1d8+6, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, damage reduction 5/slashing, undead traits
Saves: Fortitude +2, Reflex +2, Will +5
Abilities: Str 22, Int 4, Wis 10, Dex 11, Con -, Cha 11
Skills: Hide +2, Move Silently +4
Feats: -
Environment: Polthia
Organization: Solitary or work gang (5 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement: 8 - 12 Hit Dice (Large)
Level Adjustment: -

Lavoriss are large, humanoid undead that look like zombies at first glance. They are commonly made by all of the various evil factions within the Polthian Swamp but rarely found elsewhere. Closer interaction reveals an intelligence and quickness not possessed by those lesser undead. When a lavoriss is created, its body twists and grows until it is a larger, contorted version of itself. The skin on its face stretches so that it always appears sad an forlorn.

The various factions of Polthia use lavoriss for manual labor, forcing them to build strange temples that can be found deep in the swamps, as well as roads, bridges, and other structures. They are not considered worthy combatants, however, and the Polthians rarely call them into service in such a capacity. The same cannot be said for those few who have discovered the process for animating lavoriss outside of Polthia.

Combat
When forced to fight, lavoriss pound their opponents with their huge fists.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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