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Disclaimer: I contributed a bit of material (Some monsters and one background option) for this book by virtue of working on _Halls of the Mountain King_. I was not otherwise directly involved in its... [Read More]
The first thing that grabs you about the Imperial Gazetteer is the cover. Malcolm McClinton has once again put together a gorgeous image that wraps around to the back. It's fantastic piece of art and... [Read More]
This is not the first Doctor Who RPG. The first one published was a system created by FASA back in the mid 1980s, which used a similar system to their Star Trek RPG. I used to run that game back in... [Read More]
So, World of Warcraft has some pretty cool monsters and I thought I'd take it upon myself to convert some. Yeah, I know that S&S released a Warcraft Monster book sometime back, but it didn't cover many of the cool monsters that were introduced in WoW.
I'm going to try to retain as much of the flavor and original abilities that the creatures have and I'm going to stick with Warcraft flavor text, but many of these should be usable in most any fantasy setting.
So here I begin with one of the monsters that many will encounter within the Molten Core.... the Ancient Core Hound!
ANCIENT CORE HOUND Huge Magical Beast (Extraplanar, Fire) Hit Dice: 24d10+240 (372 hp) Initiative: +6 Speed: 60 ft. (12 squares) Armor Class: 35 (-2 size, +2 Dex, +25 natural), touch 10, flat-footed 33 Base Attack/Grapple: +24/+45 Attack: Bite +35 (3d8+13 plus 2d6 fire) Full Attack: 2 bites +35 (3d8+13 plus 2d6 fire) plus 2 claws +35 (2d6+6) Space/Reach: 15 ft./10 ft. Special Attacks: Ancient dread, breath weapon, fiery bite, withering heat Special Qualities: Damage reduction 10/-, darkvision 120 ft., dual mind, fast healing 10, immunity to fear, fire, mind-affecting effects, and poison, low-light vision, resistance to acid 10, scent, spell resistance 28, vulnerability to cold Saves: Fort +24, Ref +16, Will +11 Abilities: Str 37, Dex 15, Con 30, Int 5, Wis 17, Cha 15 Skills: Listen +20, Spot +20 Feats: Ability Focus (ancient dread), Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack Environment: The Molten Core Languages: Understands Ignan Organization: Solitary Challenge Rating: 19 Treasure: None Alignment: Usually neutral evil Advancement: 25-34 HD (Huge); 35-44 HD (Gargantuan); 45+ HD (Colossal)
This massive, two-headed dog-like creature towers over you. A large, jagged horn juts from the middle of each head. Magma drips from its tooth-filled maws in thick, viscous globs. Its small, slanted eyes glow like raging infernos.
The ancient core hounds are massive, dog-like creatures that inhabit the Molten Core, the fiery domain of the Fire Lord Ragnaros. Originally native to the Firelands (Ragnaros’s home on the Elemental Plane of Fire), they were transported to Azeroth when the Dark Iron King, Thaurissan, summoned Ragnaros to the Material Plane to help defeat his enemies. Now the ancient core hounds patrol the Molten Core, occasionally surfacing in the turbulent magma pools in Blackrock Spire to make a meal of wandering orcs, dwarves, and gnomes.
Despite their limited intellect, ancient core hounds are thoroughly evil creatures. They delight in tearing into fresh mortals and the subsequent charnel house reek of smoldering flesh.
Ancient core hounds can grow to massively unknown sizes. The largest known member of their species is Magmadar, the favored pet of Ragnaros and supposed progenitor of all core hounds.
COMBAT
Ancient core hounds, while somewhat intelligent, are fairly simple opponents. They attempt to blast creatures with their breath weapon before closing in and ripping the remainder apart with their vicious fangs.
Ancient Dread (Su): An ancient core hound’s mere presence invokes a feeling of abject terror in other creatures. Creatures within 60 ft. of an ancient core hound must succeed on a DC 26 Will save or be affected as if by a confusion spell (caster level 20th) for 6 rounds. A creature that successfully saves cannot be affected again by the same ancient core hound's ancient dread for 24 hours. Other core hounds are immune to this ability. The save DC is Charisma-based and includes a +2 bonus from the ancient core hound’s Ability Focus feat.
Breath Weapon (Su): 60-foot cone, once every 4 rounds, damage 10d10 fire, Reflex DC 32 half. The save DC is Constitution-based.
Dual Mind (Ex): An ancient core hound has two heads which govern its every move, thus it doesn’t takes any penalties to hit with its secondary natural attacks (its claws). Plus, it is immune to all mind-affecting spells and effects.
Fiery Bite (Ex): An ancient core hound’s slavering maw drips with fiery magma. Its bite attacks deal an extra 2d6 points of fire damage with each hit.
Withering Heat (Su): An ancient core hound exudes an aura of incredible heat out to 40 ft. Creatures automatically take 3d6 points of fire damage each round they remain within the aura. Anyone damaged by the fire must also succeed on a DC 32 Fort save or take a -4 penalty to Con for as long as they remain within the aura plus an additional 10 rounds. This penalty to Con is not cumulative and does not stack with itself or with the withering aura of any other ancient core hounds. The save DC is Constitution-based.
Vulnerability to Cold (Ex): An ancient core hound takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Skills: An ancient core hound has a +6 racial bonus on all Spot and Listen checks.
Others will be added as I work on them. I won't guarantee one a day, but I'll try.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 23rd December 2006 at 04:47 AM..
CORE HOUND Large Magical Beast (Extraplanar, Fire) Hit Dice: 12d10+72 (138 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22 Base Attack/Grapple: +12/+22 Attack: Bite +17 (1d8+6 plus 1d6 fire) Full Attack: 2 bites +17 (1d8+6 plus 1d6 fire) and 2 claws +17 (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Immolating blast, fiery bite Special Qualities: Damage reduction 5/-, darkvision 120 ft., dual mind, immunity to fear, fire, mind-affecting effects, and poison, low-light vision, fiery regeneration 10, resistance to acid 10, scent, spell resistance 21, vulnerability to cold Saves: Fort +15, Ref +11, Will +6 Abilities: Str 22, Dex 17, Con 23, Int 3, Wis 15, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Cleave, Improved Bull Rush, Improved Initiative, Power Attack Environment: The Molten Core Languages: Understands Ignan Organization: Pack (4-8 core hounds) Challenge Rating: 12 Treasure: None Alignment: Usually neutral evil Advancement: 13-24 HD (Large)
This large, two-headed dog-like creature approaches you. A small, stunted horn juts from the middle of each head. Magma drips from its tooth-filled maws in thick, viscous globs. Its eyes are small, feral infernos of flame set within its blunted heads.
The core hound is the smaller, younger, and more feral version of the ancient core hound. Core hounds roam the Molten Core in savage packs, continually fighting and feeding upon anything available. Packs are dominated by the largest, most powerful core hound, although power struggles occur daily, even though core hounds do not have the ability to seriously harm one another. Duels between opposing core hounds are savage, brutal affairs and continue until one core hound falls unconscious.
Core hounds grow at a relatively quick pace with brief periods of hibernation punctuated with periods of ravenous hunger. The only thing keeping their numbers in check are the relative lack of consumable food. Though core hounds can potentially eat anything, only freshly charred meat provides them with any sustenance. During periods without food, core hounds have been known to feast upon rocks and even their own flesh.
COMBAT
Core hounds are simple opponents. The pack swarms about an enemy and bites at it until it dies. Then the core hounds feed.
Dual Mind (Ex): A core hound has two heads which govern its every move, thus it doesn’t takes any penalties to hit with its secondary natural attacks (its claws). Plus, it is immune to all mind-affecting spells and effects.
Fiery Bite (Ex): A core hound’s slavering maw drips with fiery magma. Its bite attacks deal an extra 1d6 points of fire damage with each hit.
Immolating Blast (Su): Every 1d4 rounds, when engaged in battle, a core hound reflexively releases a blast of fire from its maws as a free action. The two blasts of fire fill a 10 ft. cone. Anyone within the cone takes 3d6 points of fire damage and catches fire and begins to burn. The burning effect can be negated with a DC 23 Reflex save. A burning creature takes 1d6 points of fire damage each round for 6 rounds unless the creature takes a full-round action to put out the flames (a DC 15 Reflex save). Rolling on the ground provides the target a +2 bonus on the save. The save DC is Constitution-based.
Fiery Regeneration (Ex): A core hound has a special form of regeneration that only functions if it is within 15 ft. of a major heat source (including other core hounds). No form of damage deals lethal damage to a core hound, all damage is converted to nonlethal damage, however it does not begin regenerating hp until it gains nonlethal damage equal to or greater than, at which point its body begins to smolder, gathering heat from its surroundings to rapidly repair its damaged body.
At this point, cold damage can be used to deal lethal damage to a core hound. Moving its body away from the heat source also negates its regenerative abilities, which causes its body to quickly wither and die within 1 round.
Vulnerability to Cold (Ex): A core hound takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Skills: A core hound has a +6 racial bonus on all Spot and Listen checks.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 23rd December 2006 at 04:45 AM..
Welcome back to the boards, Pants! Whoa, never thought I'd see WoW monsters converted in D&D format... and yet, here they are! You did a great job as usual... however, even with the Ability Focus feat, the DC for the Ancient Core Hound's 'Ancient Dread' looks somewhat low. Oh, well, I guess it's high enough to potentially affect fighter-types and wreak much havoc among a party...
I'll patiently wait and see what other Molten Core beasts you will convert... or perhaps the next one will be from another place entirely? Thank you very much!
MAGMADAR Gargantuan Magical Beast (Extraplanar, Fire) Hit Dice: 36d10+576 (774 hp) Initiative: +5 Speed: 60 ft. (12 squares) Armor Class: 60 (-4 size, +3 Dex, +40 natural, +6 deflection, +5 armor), touch 9, flat-footed 42 Base Attack/Grapple: +36/+67 Attack: Bite +51 (4d8+19/19-20 plus 4d6 fire) Full Attack: 2 bites +51 (4d8+19/19-20 plus 4d6 fire) and 2 claws +51 (3d6+9) Space/Reach: 20 ft./15 ft. Special Attacks: Breath weapon, enrage, fear aura, fiery bite Special Qualities: Damage reduction 15/-, darkvision 120 ft., dual mind, fast healing 15, immunity to death effects, fear, fire, mind-affecting effects, and poison, low-light vision, resistance to acid 10, scent, spell resistance 40, vulnerability to cold Saves: Fort +40, Ref +27, Will +21 Abilities: Str 49 (+19), Dex 17, Con 42, Int 11, Wis 20, Cha 15 Skills: Intimidate +20, Listen +37, Spot +37, Survival +17 Feats: Awesome Blow, Cleave, Devastating Critical (bite) (DC 47), Dire Charge, Great Cleave, Improved Critical (bite), Improved Bull Rush, Improved Initiative, Improved Sunder, Overwhelming Critical (bite), Power Attack, Weapon Focus (bite) Environment: The Molten Core Languages: Understands Ignan Organization: Solitary Challenge Rating: 29 Treasure: Chains of Sulfuron and +5 bracers of armor Alignment: Neutral evil Advancement: Unique
This gargantuan two-headed hound towers over you. Liquid fire drips from between its fire blackened maws. Its reddish body is pocked with battle scars and long-healed flesh wounds. A pair of huge, black spiked collars encircles the squat neck of each head. A long chain hangs from each collar. The creature mere presence emanates danger, fear, and death.
Magmadar, the Hound of Ragnaros and Lord of the Core Hounds, is the most fearsome member of his species and their supposed progenitor. Few creatures in Azeroth can withstand the awesome might of Magmadar and very few have even faced him in battle.
Fueled by centuries of rage and hate, Magmadar’s intellect is vastly greater than the average core hound’s, however he is content to remain a simple guard dog for Ragnaros’s treasure. Although there seem to be no female core hounds within the Molten Core, Magmadar still somehow manages to father new litters of core hounds on a fairly regular basis. Some speculate whether Magmadar might be a female core hound or whether the pups are bred by a combination of Magmadar and the Fire Lord’s fell magic. None know and Magmadar certainly isn’t saying.
Though Magmadar is the largest known member of the core hounds, perhaps even larger specimens exist, wandering the blazing fields of the Firelands. If true, their power and capabilities would be fearsome indeed!
COMBAT
Magmadar gets very few chances to battle since very few creatures possess the power to penetrate far enough in to the Core. Those that do are invariably worn down by the wandering core hounds, molten giants, and elementals and provide little challenge against Magmadar’s ferocity. When he does get a chance against a worthy foe, he tears into mortal flesh with a childish glee. He savors the taste of charred orc flesh above all others, though he is not picky.
Breath Weapon (Su): Magmadar has two breath weapons, each is usable every 3 rounds. One is a 60-foot cone, damage 15d10 fire. The other is a ball of lava that Magmadar can launch up to 120 feet. The ball of lava explodes at a point designated by Magmadar, though the point must be on a hard surface, dealing 10d10 points of fire damage within a 15-foot radius area. The targeted square also blazes with fiery intensity, similar to a wall of fire effect (caster level 25th). A DC 44 Reflex save results in half damage on each effect. The save DC is Constitution-based.
Dual Mind (Ex): Magmadar has two heads which govern his every move, thus he doesn’t takes any penalties to hit with his secondary natural attacks (his claws). Plus, he is immune to all mind-affecting spells and effects.
Enrage (Ex): Magmadar can fly into a raging frenzy once every 6 rounds. When enraged, Magmadar generates a fear effect (see below), he can make 2 additional bite attacks during a full attack at his highest base attack bonus, and he gains a -4 penalty to his Armor Class for the duration of the enrage. The enrage lasts for 4 rounds.
Fear Aura (Sp): Magmadar radiates a 30-foot-radius fear aura whenever he enrages. Affected creatures must succeed on a DC 30 Will save or be affected as though by a fear spell (caster level 25th) for 4 rounds. The save DC is Charisma-based.
Fiery Bite (Su): Magmadar’s slavering maw drips with fiery magma. Its bite attacks deal an extra 4d6 points of fire damage with each hit. Additionally, anyone who takes this damage burns with supernatural intensity for 4 rounds, taking 2d6 points of fire damage per round. The burning can be abated if the creature takes more than 15 points of cold in one round. Water alone cannot douse the supernaturally intensity of the fire.
True Seeing (Su): Magmadar has a continuous true seeing ability, as the spell (caster level 25th).
Vulnerability to Cold (Ex): Magmadar takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, if Magmadar fails a saving throw against a cold spell while he is enraged his enrage will prematurely end.
Possessions: Magmadar possesses a pair of spiked, linked collars known as the Chains of Sulfuron. Forged within Ragnaros’s fiery palace of Sulfuron in the Firelands, the chains grant Magmadar a +6 deflection bonus to Armor Class, a +4 resistance bonus on all saves, and immunity to death effects. The chains have a caster level of 27th with an overpowering aura of transmutation and necromancy. As far as is known, the chains function only for Magmadar.
Magmadar also possesses a pair of +5 bracers of armor forged from adamantine and dark iron ore (treat as cold iron) which he wears on his front legs.
Skills: Magmadar has a +8 racial bonus on all Spot and Listen checks.
Same picture as the ancient core hound, yeah I know, but they pretty much look the same.
This is my first epic critter in a long time, here's to hoping that it holds up to scrutiny!
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 23rd December 2006 at 04:45 AM..
Welcome back to the boards, Pants! Whoa, never thought I'd see WoW monsters converted in D&D format... and yet, here they are! You did a great job as usual... however, even with the Ability Focus feat, the DC for the Ancient Core Hound's 'Ancient Dread' looks somewhat low. Oh, well, I guess it's high enough to potentially affect fighter-types and wreak much havoc among a party...
Thanks. I boosted the Ancient Core Hound's Cha by 4 to boost its save DC.
Quote:
I'll patiently wait and see what other Molten Core beasts you will convert... or perhaps the next one will be from another place entirely? Thank you very much!
I'll be focusing on Molten Core monsters for now, though I plan on doing a few BWL critters, Immol'thar from Dire Maul, and devilsaurs! More probably too, as long as I can convert them without taking away the flavor of their abilities.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
MOLTEN GIANT Colossal Giant (Fire) Hit Dice: 26d8+260 (377 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 33 (-8 size, +1 Dex, +30 natural), touch 3, flat-footed 32 Base Attack/Grapple: +19/+50 Attack: Slam +27 (4d6+15/19-20) or rock +12 ranged (3d8+15 plus 2d6 fire) Full Attack: 2 slams +27 (4d6+15/19-20) or rock +12 ranged (3d8+15 plus 2d6 fire) Space/Reach: 30 ft./30 ft. Special Attacks: Dazing blow, rock throwing, spell-like abilities Special Qualities: Damage reduction 15/-, darkvision 90 ft., immunity to fire, low-light vision, rock catching, vulnerability to cold Saves: Fort +25, Ref +11, Will +12 Abilities: Str 40, Dex 13, Con 30, Int 13, Wis 14, Cha 14 Skills: Hide +1*, Intimidate +31, Listen +20, Sense Motive +10, Spot +20, Survival +6 Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) Environment: The Molten Core Languages: Speaks Dwarven, Ignan, and Undercommon Organization: Solitary or pair Challenge Rating: 19 Treasure: None Alignment: Usually lawful evil Advancement: By character class
This giant, barely humanoid creature is a conglomerate of rocky sinews and rivulets of liquid fire. Its massive fists resemble great hunks of burning rock. Its face is an almost featureless protrusion of rock on its massive frame.
The molten giants are the massive guardians of the Molten Core. None shall pass into the Core without the approval of Ragnaros and the molten giants make sure to enforce those orders. Ultimately, the molten giants answer directly to their superior, a massively powerful giant named Golemagg the Incinerator and one of Ragnaros’s Lieutenants.
Molten giants are not thought to be native to the Firelands like many of Ragnaros’s other minions. It is speculated that molten giants were merely a race of giants native to Azeroth that Ragnaros corrupted to his will after his arrival on this plane.
COMBAT
Molten giants are simple melee opponents, though they almost always fight in pairs. They use their rocky fists to smash anyone within their range to a pasty pulp before attempting to combat any out of range creatures either with thrown boulders or their minimal spell-like abilities.
Dazing Blow (Ex): A molten giant’s melee attacks can be overwhelming. If a molten giant makes a successful critical hit with a melee attack, the creature struck must make a DC 38 Fort save or be stunned for 1 round. The save DC is Strength-based.
Rock Throwing (Ex): The range increment is 140 feet for a molten giant’s thrown rocks. A molten giant usually throws magma encrusted boulders. A thrown rock deals an extra 2d6 points of fire damage.
Spell-Like Abilities: At will – fire shield (warm only), pyrotechnics (DC 14); 3/day – scorching ray (+12 ranged touch), wall of fire; 1/day – fireball (DC 15). Caster level 20th. The save DC’s are Charisma-based.
Vulnerability to Cold (Ex): A molten giant takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Skills: *A molten giant blends in almost perfectly with the fiery terrain of the Molten Core. A molten giant gains a +6 racial bonus on Hide checks in the Molten Core.
MOLTEN GIANTS WITH CLASS LEVELS
Elite molten giants, known collectively as molten destroyers, often possess fighter or barbarian levels. Molten destroyers often wield greatswords, heavy flails, or heavy maces forged from adamantine or hewn directly from the rock walls. Fighter is the molten giant’s favored class.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 23rd December 2006 at 04:48 AM..
You done some really good work here. Though I haven't gone over the stats with a fine toothed comb, on their face they seem tight. The descriptive text and such is very well written, better then some I've seen in published work. Well done!
FLAME IMP Small Elemental (Extraplanar, Fire) Hit Dice: 8d8+8 (44 hp) Initiative: +9 Speed: 30 ft. (6 squares) Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 18, flat-footed 19 Base Attack/Grapple: +6/+3 Attack: Claw +12 melee (1d3+1 plus 1d4 fire) Full Attack: 2 claws +12 melee (1d3+1 plus 1d4 fire) and bite +10 melee (1d4 plus 1d4 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Fiery attacks, fire nova Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, spell resistance 16, swarmfighting, vulnerability to cold Saves: Fort +4, Ref +11, Will +3 Abilities: Str 13, Dex 20, Con 13, Int 9, Wis 13, Cha 14 Skills: Hide +14, Move Silently +15 Feats: Improved Initiative, Multiattack, Weapon Finesse Environment: The Molten Core Languages: Speaks Ignan Organization: Group (2-4), pack (4-12), or swarm (6-24) Challenge Rating: 6 Treasure: Standard Alignment: Usually chaotic evil Advancement: 9-16 HD (Small)
This small, stunted creature has blazing red skin, long, pointed ears and a large nose. Its hands are overly large and tipped with sharp claws. Its lower jaw juts forward, revealing rows of sharp teeth. Raging, chaotic fire dances within its small eyes.
Flame imps are the rodents of the Molten Core; uncontrolled, unliked, and barely tolerated. They gather together in large packs, fighting, breeding, and causing as much destruction as possible. It is believed that when the Emperor Thaurissan summoned Ragnaros into Azeroth, the original flame imps were ‘accidentally’ brought through as well. Now they infest the lower regions of Blackrock Mountain and the ash-covered plains of the Burning Steppes. Dark iron dwarves actively hunt down flame imps that find their way into the Blackrock Depths, seeing them less as Ragnaros’s minions and more as filthy rodents.
The life of a flame imp is usually short – a flash in the pan. Core hounds eat entire packs that get in their way and the other denizens of the Molten Core, at best, are ambivalent to their presence. The salamander lord, Lucifron, has managed to gather together several packs of flame imps to serve as guardians. Unfortunately, the chaotic nature of the flame imps makes their strict duty all but impossible.
Flame imps reproduce by setting fires. A fire that a flame imp sets that is allowed to burn continuously for at least an hour grows into an immature flame imp. Flame imp young resemble small, dancing flames. As they reach maturity, the flames gradually morph into the features common to flame imp adults. Flame imps reach maturity in about two days, although no one really knows how long flame imp can live, seeing as they usually get killed or eaten by some larger, more dangerous creature. A slain flame imp’s body quickly dissolves into ash within 2 rounds of the creature’s death.
COMBAT
Flame imps swarm about their opponents, biting and clawing, hoping that numbers are enough to take them down. They often set up simple ambushes, hiding about the nooks and crannies of the Core, leaping out upon anything that looks even weaker than themselves.
A flame imp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fiery Attacks (Su): A flame imp’s claw and bite attacks deal an extra 1d4 points of fire damage.
Fire Nova (Su): A flame imp can release a nova of flame from its body once every 3 rounds. The fire nova deals 1d6 points of fire damage per 4 Hit Dice that the flame imp possesses (max 4d6 at 16 HD). The fire nova has a radius of 15 ft. and a DC 16 Reflex save halves the damage. The save DC is Constitution-based.
Pack Mentality (Ex): When gathered together into large packs, flame imps can become truly frightening opponents. A flame imp gains a +1 morale bonus to attack rolls and Will saves for every other three flame imps that are within 20 feet and are in combat (max +8).
Swarmfighting (Ex): Up to three flame imps can occupy the same 5-foot square without taking any penalties. A flame imp gains a +1 dodge bonus to its Armor Class for every other flame imp that occupies the same 5-foot square as it (max +3).
Vulnerability to Cold (Ex): A flame imp takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Skills: A flame imp has a +4 racial bonus on Move Silently checks.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 23rd December 2006 at 04:41 AM..
You done some really good work here. Though I haven't gone over the stats with a fine toothed comb, on their face they seem tight. The descriptive text and such is very well written, better then some I've seen in published work. Well done!
Cheers!
SD
Thanks!
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
I just found out that there's a World of Warcraft Monster Guide coming out at the end of January. So it might be a worthwhile purchase for anyone interested in this stuff (depending upon if it's good or not). I'll probably pick it up at least, mostly because I'm a shill.
Currently working on a couple of epic beasties. I'm gonna post them all up at once so it might take some time.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
ETHEREAL This tall, lanky humanoid gracefully strides toward you, its body wrapped in layers of cloth and piecemeal armor. Strange, eerie light shines out from beneath its folds of clothing.
ETHEREAL CR 8
Usually N Medium outsider (extraplanar) Init +6; Senses darkvision 60 ft., low-light vision; Listen +12, Spot +2 Languages Abyssal, Common, Ethereal, Infernal AC 23, touch 19, flat-footed 17; Dodge, Mobility
(+6 Dex , +4 armor, +3 deflection)
hp 45 (7 HD); DR 10/magic Immune critical hits, force, paralysis, poison, sleep, stunning Resist electricity 10, fire 10; SR 20 Fort +7, Ref +11, Will +7 Speed 30 ft. (6 squares) Melee+1 short sword +14/+9 (1d6+2 + 2d6 force/19-20) Melee touch +13 (2d6 force) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +8 Spell-Like Abilities (CL 8th):
At will – detect magic, dimension door, levitate, read magic
3/day – blink, magic missile
1/week – plane shift (DC 18)
Abilities Str 13, Dex 22, Con 15, Int 19, Wis 14, Cha 17 SQ body of energy, ethereal armor, ethereal grace Feats Dodge, Mobility, Spring Attack, Weapon FinesseB Skills Appraise +14, Bluff +17, Diplomacy +17, Intimidate +17, Knowledge (any two) +14, Knowledge (the planes) +14, Listen +12, Sense Motive +16, Spellcraft +14, Tumble +16, Use Magic Device +13 Treasure Double standard plus +1 short sword Advancement by character class; Favored Class rogue
Body of Energy (Su) An ethereal’s body is composed entirely of force energy, granting it several different qualities. Ethereals are totally immune to force energy; its body merely absorbs any force energy directed at it. It can freely pass through force effects (such as a wall of force or an otiluke’s resilient sphere) without harming either itself or the effect.
Ethereal Armor Ethereals often swathe their bodies in thick layers of clothing and bits of armor. Despite their semi-immaterial forms, this clothing and armor clings easily to them, granting them a +4 armor bonus to its Armor Class, no max Dexterity bonus, and no armor check penalty.
Other creatures that attempt to wear this armor find it difficult to do so as the ethereal's energy-based body grants the armor most of its protective abilities.
Ethereal Grace (Su) An ethereal gains a deflection bonus to its Armor Class and a bonus to its saving throws equal to its Charisma modifier.
Force Touch (Su) An ethereal can charge its attacks with force energy. It can make a touch attack to deal 2d6 points of force damage or it can charge any melee weapon it is holding to deal the extra force damage. This extra damage lasts as long as the ethereal holds the weapon. Additionally, any weapon it wields is treated as if it had the ghost touch special quality. It can suppress or resume this ability as a free action.
Skills An ethereal has a +4 racial bonus on Bluff and Sense Motive checks.
The ethereals are a race of planar travelers that scour the planes in search of rare artifacts, arcane secrets, and other bits of odd lore that just might be valuable to someone somewhere.
COMBAT
Ethereals prefer talking over the rather unproductive act of combat, however raiders and looters aren't above resorting to violence to get what they want. A fair fight is usually a fight that an ethereal is not interested in. They primarily rely upon their spell-like abilities to confuse their foes and place them into prime ambush spots.
Most ethereals take levels in the rogue class, as their penchant for skulking about dovetails nicely with the rogue's abilities. Many also take levels in wizard and sorcerer, as these classes allow them to make full use of the magical trinkets they possess.
SOCIETY
Ethereal society is based entirely around the mantra that 'everything has a price and a potential buyer.' Ethereals align themselves with various interplanar corporations that deal primarily in the 'locating' and selling of magical items and lore, the Consortium being the largest such organization.
The ethereals are everybody's friend and no one's enemy. They happily supply goods and services to warring factions while shrugging and saying 'We're just providing a service.'
Ethereals are ruled by trade princes who, in turn, run the large corporations. The hierarchy beneath the trade princes is muddled, however, rank appears to be directly tied to wealth, information, and personal holdings. Thus, most ethereals are eager to climb the corporate ladder and gain enough wealth and power to ascend in rank. This leads to cutthroat tactics, smear campaigns, and other nefarious deeds.
Other ethereal organizations include the Protectorate, which believe that they are as great a threat as the Void-beings that destroyed their homeworld. The Ethereum are devoted to hunting down and reaping vengeance upon the Void-beings.
Alignment: Ethereals are driven primarily by greed. They hold very few grudges and are happy to except potential customers of any stripe. They are usually neutral, with some leaning towards neutral evil.
ECOLOGY
Ethereals are strange creatures. Their bodies are formed entirely of swirling masses of pure force, though they usually wrap themselves in thick swathes of clothing, most likely to help facilitate trade. Underneath their clothing they resemble featureless balls of light. An ethereal's voice quakes with vibrant power, almost as if it is manifesting upon several different levels at once.
It is unknown how ethereals reproduce. Despite the fact that they are friendly and garrulous with any potential customer, they are tight-lipped about anything regarding their own physiology and they quickly steer conversations away from such topics. Even so, ethereal young have never been knowingly encountered by outsiders.
Although most ethereals are primarily interested only in trade, there is something else that guides many of their thoughts: the destruction of their homeworld by the Void-beings and their leader Dimensius. Most of the ethereals were able to escape the destruction, however many still hold grudges against the Void. The Ethereum wars unceasingly with the Void, holding all other pursuits (even economic ones) in lower regard, an act that is seen as blasphemous by most other ethereals.
ETHEREALS IN CORE D&D
The ethereals could potentially fill the same spot as the mercanes. Also, while the ethereal's homeworld was still destroyed, the ethergaunts (Fiend Folio) make excellent replacements for the Void-beings.
Ethereals can be found anywhere in the planes, though they prefer neutral meeting grounds such as the Outlands and Sigil. They also happily sell weapons and other dangerous items to the fiends in the Blood War. Demons and devils both pay handsomely for ethereal items, which they are only too happy to exploit.
So I got the Burning Crusade and by far, one of the coolest new 'monsters' in the game are the ethereals. So I statted them up. Hope you all like them as much as I do!
EDIT: The new statblock doesn't look very good in vB Code so as much as I like it, I'll probably stick with the tried and true old version from now on.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 24th February 2007 at 05:38 AM..
HAKKAR, THE SOULFLAYER Huge Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 38d8+684 (988 hp) Initiative: +10 Speed: 50 ft. (10 squares), fly 60 ft. (good) Armor Class: 58 (-2 size, +6 Dex, +33 natural, +11 profane), touch 25, flat-footed 52 Base Attack/Grapple: +38/+60 Attack: Claw +56 melee (3d6+19/15-20/x3) Full Attack: 2 claws +56 melee (3d6+19/15-20/x3) and bite +53 melee (2d8+12 plus energy drain) and tail slap +53 melee (1d10+12) Space/Reach: 15 ft./15 ft. Special Attacks: Augmented critical, constrict 2d10+14, corrupt blood, energy drain, gaze of the blood god, improved grab, siphon life, spell-like abilities Special Qualities: Damage reduction 20/epic and good, darkvision 120 ft., immunity to acid, death effects, energy drain, mind-affecting effects, polymorph, partial divinity, resist cold 10, electricity 10, fire 10, sonic 10, spell resistance 44, true seeing Saves: Fort +50, Ref +38, Will +39 Abilities: Str 39, Dex 22, Con 47, Int 31, Wis 24, Cha 32 Skills: Appraise +51, Bluff +52, Concentration +59, Decipher Script +51, Diplomacy +60, Intimidate +56, Jump +63, Knowledge (arcane) +51, Knowledge (history) +51, Knowledge (religion) +51, Knowledge (the planes) +51, Listen +48, Move Silently +47, Search +51, Sense Motive +48, Spellcraft +55 (+59 checks to decipher scrolls), Spot +48, Survival +7 (+11 on other planes or when following tracks), Use Magic Device +52 (+56 involving scrolls) Feats: Awesome Blow, Cleave, Devastating Critical (claw), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Weapon Focus (claw) Environment: Zul'Gurub Languages: Speaks Abyssal, Common, Giant, Infernal Organization: Solitary Challenge Rating: 31 Alignment: Chaotic evil Advancement: -
A terror beyond reasoning rises up before you, its body a horrid amalgamation of serpent and bird. Its body is long and serpentine, with scales the color of glittering rubies. A pair of teal, feathered wings adorns its back. Its head, semi-humanoid with an elongated, serpent-like maw filled with razor sharp canines, sits atop its body. A vibrant blue crest of plumage runs from the middle of its head all the way down its back. A purplish gem sits encased in a ‘cage’ of jagged rib bones within the center of its chest.
Hakkar is the horrid Blood God of the ancient Troll Gurubashi Empire. Known collectively as the Blood God, the Soulflayer, and the Faceless One, Hakkar was once part of the primitive pantheon of gods worshipped by the trolls until the Gurubashi Empire was shattered in a terrible war.
COMBAT
As a semi-divine being, Hakkar will know when intruders enter his sanctum and will quickly send his minions to deal with any transgressors. Should any fools attack Hakkar directly, he lashes out with his awesome powers. He relishes melee combat above all else and relies upon his physical might before falling back on his spell-like abilities. Hakkar fights with an enraged zeal and if overmatched, he roars with anger and lashes out with his most powerful abilities, hoping to destroy anything within reach.
Hakkar's natural weapons are treated as epic weapons and chaotic and evil aligned for the purpose of overcoming damage reduction.
Augmented Critical (Su): Hakkar's claws threaten a critical hit on an 18-20 and deal x3 damage on a successful critical hit. Additionally, Hakkar's claws are treated as if they possessed the vorpal special quality.
Constrict (Ex): Hakkar automatically deals 2d10+14 points of damage on a successful grapple check.
Corrupt Blood (Su): The area around Hakkar is continually enshrouded in deathly, corrupting forces. Any creature within 60 ft. of Hakkar takes 3d6 points of unholy damage every round. Creatures that take this damage must also succeed on a DC 40 Fort save or becomes nauseated for 1d6 rounds. Creatures without blood (undead, constructs, some oozes, etc.) are immune to this ability. The save DC is Charisma-based.
Energy Drain (Su): A creature struck by Hakkar's bite attack gains 2 negative levels. For each negative level inflicted, Hakkar gains 5 temporary hp. The DC to remove the negative levels is 40. The save DC is Charisma-based.
Gaze of the Blood God (Su): Hakkar's gaze can crush the will of even the stoutest of heart. The range on this gaze attack is 30 ft. Unlike normal gaze attacks, Hakkar must focus his gaze on a single creature within range (a free action). That creature must succeed on a DC 40 Will save or be affected as if by a confusion spell (caster level 28th). This affect lasts for 1d6+3 rounds. The creature must be able to see Hakkar for the gaze to have any affect. Once Hakkar uses his gaze attack, he must wait 4 rounds before using it again. The save DC is Charisma-based.
Improved Grab (Ex): If Hakkar hits an opponent with his tail slap attack, he can attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can then constrict and siphon life.
Partial Divinity (Ex): Despite the fact that Hakkar is no longer a true deity, he still has some of qualities inherent to the truly divine. Hakkar possesses all the immunities of a rank 1 deity, he receives maximum hit points per Hit Die, and he receives a profane bonus to his Armor Class and saving throws equal to his Charisma modifier. He can also telepathically communicate with any of his worshippers within 1 mile.
Siphon Life (Su): If Hakkar constricts a creature, he can draw siphon off his life source, adding it to his own. Any creature that takes damage from Hakkar's constrict attack must succeed on a DC 47 Fort save or take 2d6 points of Constitution drain. For each point of Con drain that Hakkar inflicts, he heals 10 points of damage. If Hakkar deals Con damage to a creature currently under the effects of a poison, he automatically takes 10d6 points of damage. The save DC is Constitution-based.
Spell-Like Abilities: At will – acid cloud, analyze dweomer, blasphemy (DC 28), detect good, detect magic, dream, feeblemind (DC 26), greater dispel magic, greater magic fang*, greater teleport (self plus 100 pounds of objects only), nightmare (DC 26), soul scry (DC 31), symbol of persuasion (DC 27), unhallow, unholy aura (DC 29); 3/day – eclipse, ruin (DC 31), superb dispelling, symbol of insanity (DC 29), symbol of death (DC 29); 1/day – greater ruin (DC 31), imprisonment (DC 30); 1/week – wish. Caster level 28th. The save DC's are Charisma-based.
True Seeing (Su): Hakkar is under the continuous effect of a true seeing spell (caster level 28th).
HISTORY
The history of the Blood God is a long and violent one. During the years after the Great Sundering the troll empires were beset by plagues and famines. The Gurubashi trolls seeking a way to help their people, called for aid from ancient, powerful forces. They summoned forth the divine avatar of one of their gods, the bloodthirsty and vile Hakkar.
Hakkar granted the Gurubashi untold wisdom and under his rule the borders of the Gurubashi Empire greatly expanded. Unfortunately, Hakkar demanded daily sacrifices as payment for his aid. He wished to gain full access to the physical world and so that he could devour the blood of all mortal creatures.
The Gurubashi, after finally realizing the true horror that they had unleashed upon their people, rebelled against Hakkar and his priests, the Atal’Ai. The great war that followed shattered the Gurubashi Empire although the trolls succeeded in banishing Hakkar and driving off or slaying his priests.
The remaining Atal’Ai fled north into the mires of the Swamp of Sorrows where they built a temple with which they could use to summon Hakkar physically into this world. The green dragonflight, learning of the priest’s plans, descended upon the temple and destroyed it. The temple sank beneath the swamp, along with the surviving Atal’Ai.
To this day, the temple is still protected by green dragons and dragonspawn, though the Atal’Ai have remained in hiding deep within the sunken temple performing blasphemous rites to their dark god. The Prophet Jammal’an leads his people in a desperate play for immortality. He hopes to summon the Avatar of Hakkar which will in turn grant him immortality.
Unbeknownst to him, in the Gurubashi Capital of Zul’Gurub, Hakkar has begun to enter the physical world. In order to finally quell the rising of the Blood God, the remaining trolls have sent their high priests to confront and destroy him. Each priest was a powerful champion of the Primal Gods – Bat, Panther, Snake, Tiger, and Spider – but, unfortunately, Hakkar corrupted and enslaved them. Now they serve Hakkar, siphoning off their power in an effort to allow him full access to the physical world.
Although he was gravely weakened when the trolls first banished him, he is slowly gaining back the power he once had. He draws energy from every sacrifice granted to him and from the High Priests that he corrupted.
He's one of my favorites in the game, hope you enjoy him as much as I did dying fighting him in World of Warcraft.
Note: I uploaded a .doc file that has Hakkar statted out using the new statblock.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII
Last edited by Pants; 27th February 2007 at 07:09 AM..
-- Why do so many critters have IMproved Bull Rush? I would imagine that its most appropriate for critters that do knockdowns and charges (like the Lave Surgers).
-- Immunity to Fire ... ? Doesnt match the game source. They have high FR to be sure, though. Replace with varying levels of SR?
Ancient Core Hounds:
-- Look good. My only concerns are that the Ancient Dread is "castable" in the game (i.e. not necessarily cast immediately) and 6 rounds of confusion seem very harsh.
-- You combined a few of the abilities I notice, and dropped a few like Ground Stomp ~
-- As they had 6 random abilities you could always have a small table that determined what each one would have.
Core Hounds
-- Hmm these look wierd. They seem remarkably tough if you keep them in such large packs for one thing.
-- The immolating blast is out of place. No way to model their stacking bite DOT?
-- The Fiery Regeneration sounds cool but is wonky and seems pretty complex. In D&D you could probably minimize the mechanics and keep most of the feel (without slavishly requiring players to kill an entire pack at once) by just giving them a high regeneration at 0 hp if there are other healthy Core Hounds nearby.
Magmadar
-- Nice! Matches the game feel very well.
Molten Giant
-- The Hide bonus is just silly ...
-- Rock throwing? Never do that in the game, they are hardcore melee bruisers who don't need anything as ungiantly as a rock.
-- Most of their spell abilities just seem unnecessary and out of tune with the game source.
-- No ground slams?
-- Bull rush does seem appropriate here for their knockback.
Ethereal
-- The Ethereal Armor ability seems odd. Dunno, probably simpler just to stay that they can only wear Light armor and leave it at that (should cover the various types seen in the game).
-- They can't be resurrected or healed normally perhaps? They do the whole "disintegrate" deal when they are killed.
Hakkar
-- Eh? He's tougher than Magmadar by that much? Seems unlikely even in a rpg conversion And he's a mere +2 CR over him despite the massive TPK abilities and huge hp pool?
-- The abilities you gave him are just insane compared to his relative power level in the game. Vorpal claws? 3d6 corrupted blood within 60' and MASSIVE energy drain?!
-- Why do so many critters have IMproved Bull Rush? I would imagine that its most appropriate for critters that do knockdowns and charges (like the Lave Surgers).
Exactly.
Instead of creating a new mechanic, I'd just use an existing one.
Quote:
-- Immunity to Fire ... ? Doesnt match the game source. They have high FR to be sure, though. Replace with varying levels of SR?
They live in the Molten Core. That was my reasoning for being immune to fire, game source be damned in this case.
Quote:
Ancient Core Hounds:
-- Look good. My only concerns are that the Ancient Dread is "castable" in the game (i.e. not necessarily cast immediately) and 6 rounds of confusion seem very harsh.
-- You combined a few of the abilities I notice, and dropped a few like Ground Stomp ~
-- As they had 6 random abilities you could always have a small table that determined what each one would have.
The new WoW Monster Guide has a much better take on both Molten Giants and Core Hounds than mine (IMO). Core Hounds, for example, get to pick from a variety of different abilities as they advance, which allows for more of the abilities that I either folded out (with the intention of not making them too complicated to run efficiently) and more varied encounters.
I like the way the book handled them quite a lot.
Quote:
-- The Fiery Regeneration sounds cool but is wonky and seems pretty complex. In D&D you could probably minimize the mechanics and keep most of the feel (without slavishly requiring players to kill an entire pack at once) by just giving them a high regeneration at 0 hp if there are other healthy Core Hounds nearby.
I agree, there are probably better ways of doing it, I just couldn't think of a way to word it properly and still keep to the Spirit of the game.
Quote:
Hakkar
-- Eh? He's tougher than Magmadar by that much? Seems unlikely even in a rpg conversion And he's a mere +2 CR over him despite the massive TPK abilities and huge hp pool?
-- The abilities you gave him are just insane compared to his relative power level in the game. Vorpal claws? 3d6 corrupted blood within 60' and MASSIVE energy drain?!
Well.... he IS a god. Or at least partially one.
For most of these epic+ creatures... I try to eyeball the CR's as best as I can. Sometimes it works.... sometimes it doesn't.
I also try to view the various 'bosses' around the fact that level 60 characters in WoW translate roughly to level 20 D&D characters. The Monster Guide agrees with me, as Baron Rivendare and Balnazzar hover around CR 20 while Geddon and Garr are 25 (though, to be fair, the editing on the 'boss' statblocks are quite slipshod).
Hakkar may very well be a CR 32-34 creature. I'm not really sure, I've never run a game at that high of a level and I don't think I will, but in terms of internal consistency it doesn't feel right making Mag, a glorified really ancient core hound tougher than Hakkar, an ancient god-like being that once caused the destruction of the troll empire. That's the reason he's tougher than Mag.
__________________ In Soviet Russia, dice roll you!
Check out my webpage: The Codex Malevolence (updated 1/22/07)!
Chock full of Fiendish Conversions to D&D 3.5 (and some new material too).
Books Used Last Session: Core 3.5 Books, Dungeon Magazine, Libris Mortis (blaspheme), Complete Adventurer, PHBII