like i mentioned in the masterwork chain thread, i'm adding chain devils to the game, and one kyton master. i've taken the stats from monster manual 3.5, and sort of added a "of legend" template to the master (yes I know you're not supposed to add "monster of legend" templates to an outsider, but backstory is really neat, and the "legend" template fit the bill the best. or at least i think so) I've also had to modify the stats to suit what's possible to do (to the best of my knowledge), and substituted some skills. here's the stats for kytons: Kyton Medium Outsider (Evil, Extraplanar, Lawful) Hit dice: 8d8+16 initiative: +6 spd: 30 ft AC: 20 (+2 Dex, +8 natural) touch 12, flatfooted 18 base attack/grapple: +8/+10 Attack: Chain +10 melee (2d4+2/19-20) (spiked chain +2) Full attack: 2 chain +10 melee (2d4+2/19-20) (spiked chain +2) Special attacks: Dancing chains, unnerving gaze Special qualities: DR 5/silver, DR 5/good, darkvision 60, cold immunity, regeneration 2, spell resist 18 saves: fort +8, ref +8, will +6 abilities: str 15, dex 15, con 15, int 6, wis 10, cha 12 skills: concentration +13, use magic device +17, intimidate +12, listen +13, spot +13 feats: Exotic weapon prof (spiked chain), Alertness, Improved Critical (chain), Improved initiative CR: 6 treasure: standard alignment: LE Dancing chains: summon 4 chain weapon entities, like "spiritual weapon" spell? same melee skills as parent kyton Unnerving gaze: 1 target. -2 to attack for 1d3 rounds. DC 15 (CHA). Range 30 ft. Regeneration: Normal damage from silver and good. Regen 2. Kyton boss Medium Outsider (Evil, Extraplanar, Lawful) 9th level Kyton/5th level cleric of Iuz Hit dice: 16d8+112 initiative: +6 spd: 30 ft AC: +13 natural base attack/grapple: +12/+14 Attack: Chain +16 melee (2d4+4/19-20) (spiked chain +4) Full attack: 2 chain +16 melee (2d4+4/19-20) (spiked chain +4) Special attacks: Dancing chains, unnerving gaze, spells Special qualities: DR 5/silver, DR 5/good, darkvision 60, cold immunity, regeneration 7, spell resist 32 saves: fort +11, ref +11, will +9 abilities: str 25, dex 21, con 25, int 14, wis 16, cha 22 skills: concentration +17, use magic device +13, intimidate +12, listen +13, spot +13, spellcraft +13 feats: Exotic weapon prof (spiked chain), Alertness, Improved Critical (chain), Improved initiative, multi attack (not sure how to translate this feat to ToEE) CR: 16 treasure: special alignment: LE Dancing chains: summon 4 chain weapon entities, like "spiritual weapon" spell? same melee skills as parent kyton Unnerving gaze: 1 target. -2 to attack for 1d3 rounds. DC 24 (CHA). Range 30 ft. Regeneration: Normal damage from silver and good. Regen 7. spells: cleric spells, Iuz domain spells + strength domain. He should cast enlarge person on himself and boost himself with protection spells first, then attack, and/or direct offensive spells at the party. [EDIT] Just re-realised that enlarge person is bugged, so he has no use for it as it is. I haven't had a chance to test them in the game yet, but looking at the stats, what do you guys think?
Nerik casts 'Raise Thread'... Did you ever get this working? I've included Chain Devils (Kytons) in my summonable creatures mod, but I haven't yet done any graphics for them (or a stratergy.tab entry or their 'spells' either). My plan was graphically to use the normal human mesh, and equip them with armor, helm, boots & gloves made from chains (using the hide armor mesh with a 'dangling chain' mesh, and the great helm mesh with a 'cage of chains' mesh). Charles