Title | Wailing Banshee |
Author | dr.nick |
Submitted / Updated | 08-15-2006 / 08-16-2006 |
Category | Undead |
Race | Human |
Gender | Female |
Size | Medium |
Description | |
this is a banshee according to mm2; quite a powerful foe indeed... its hit dice is 26d12 (169 hp) its ac is 16 (10 + 3 dex + 3 deflection) special abilities: charisma drain, wail, horrific appearance special qualities: spell resistance 28, undead traits the banshee is incorporeal, which isnt implemented in nwn. one of the features of incorporeal creatures is that they have a 50% chance to ignore attacks from any corporeal source. so i gave the banshee 50% concealment as it was the closest i could come up with. i saw no way to implement the "detect living" and "stunt plants" abilities :) --------------------------------------- 4 custom scrips come with it: 1. spawn script - applies visual effects (translucency & ghost smoke) - applies cutscene ghost effect, so it passes through other creatures - applies 50% concealment (as noted above) - applies horrific appearance area of effect (so the banshee has it on by default, which makes sense) 2. death script - remember those ice trolls in hotu? upon death, they suddenly lost the ice skin visual effect and turned green like ordinary trolls. in order to prevent this from happening to the banshee, the visual effects are re-applied upon death. 3. special combat script special combat scripts are what bioware used for boss monsters in hotu. they make a wizard cast her spells in a certain order for example. this one i designed specifically for the banshee. it makes her do a victory animation, applies the howl visual effect and otherwise simulates the wail of the banshee spell, just that it's treated as a supernatural ability instead of a spell. - the banshee can wail at night only - the delay between wails is 1d4 rounds - it can wail three times - it doesn't affect deaf creatures like the spell does 4. an altered horrific appearance script - i changed the horrific appearance to how it is supposed to work, but more important, i substituted the standard save dc of 11 with the proper formula. --> 10 + creature level /2 + charisma modifier (which is 11 for the nwn sea hag, and as it is the only creature using horr.app. in nwn, bioware just used 11 as standard dc) --------------------------------------- included are: - erf-file - readme - tiny test module that's about it, have fun |
Attachment | Size |
---|---|
![]() | 162.46 KB |