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Level 1- HP-120 bloodied-60 healing surge-none Surges per day-none
DEFENSES AC fortitude reflex will 25 23 15 20
attacks-(based on known creature) Melee baisic- +8 (spiked fists) Damage: 2d10+8 (loses -6 to bloood loss for 4 rounds-save ends) miss- 5 damage-shrapnell
ranged baisic- +4 (spike launch) Damage- 2d6+6 lightning damage
Miss- 8 shrapnell damage
RACIAL TRAITS Height-7' Weight-600lb Size-Medium Speed-5 Vision-bright to dim. 60 feet darkvision. Languages-any alignment-any.
Artificial Body-poison has no effect
Unstoppable-When you run into battle, any enemies are kocked aside for 5 damage. If you colide with a wall or door, you simply blast through.
Iron will- you can completely resist any attempt at pushing, pulling, or sliding unless attack roll is 20 or higher.
AT WILL POWERS- Short teleportation-level 1 racial at will-teleportation free action-personal Effect-you can teleport 2 sqares in any direction.
Sword Arms- level 1 racial your lower arms lengthen and transform into swords for the duration of your turn. At-will-martial, weapon. Target-one creature Attack-+5 reflex Hit-2d8+3lightning damage,+3 backswing Miss- 3 backswing damage (Note-Can also be used as melee baisic)
Stone Whip-level 2 and 3 racial once you reach level two, you can shape stone into a giant whip and infuse it with lightning. the whip gives you txo encounter powers-1 for level 2, 1 for level 3.
Whip crack- level 2 racial the whip cracks over your enemies heads, creating a thunderclap so loud that it shakes the very ground you stand on. lightning blasts into the gound around you, destroying your enemies, but leaving you annd your allies untouched. Effects-lightning scorches all enemies in a 9x9 area with you at center Target- all enemies within a 9x9 square around you Attack-+5 vs. AC Hit-2d10+3
in battle- created by a lost Necromancy spell that transfers the user's conciousness and abilities (not memories) to an enchanted body of carved stone or forged metal. The bodies do not change, but once it grows proficient at manipulating its chosen element, it can add one layer of metal or stone to its body every decade. Every century they age increases their skill, so, starting at 150, their hit points go up by 100 for every century they have existed. if a player decides to play as one of this race, then their HP (starting at 120) doubles every level. Necrophinadia cannot be killed or wounded by mortal weapons. only a enchanted dwarven blade can injure a stone Necrophinadia, and ony a Drow blade can injure one of metal. usually use their own bodies as weapons, covering their fists in lethal spikes, ir turning their arms into sword-blades or huge whips that crush whatever is unfortunate enough to be on the wrong end. Necrophinadia also possess rudimentaryteleportation, usually dissapearing and re-appearing behind opponents. and don't wait for one to wear down... it doesn't happen.
Necrophinadia generally begin their long, long lives neutral. a newmade one (100 years or less) tends to seek out a "parent" and impresses on them. if their adopted parent is chaotic evil, so is the Necrophinadia. if the parent is lawful good, so are they. as of now there are three of the creatures known to the author, each of a different alignment. generally, the creature will be of an alignment similar to those around it. be cautious in killing one of this race- they are rare enough as it is, and the pitiful creature under your blade could easily become a powerful ally. Necrophinadia are slow to forget, but quick to forgive.