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D&D 3E/3.5 Call for hellp to 3.5 a demoness...

sasnak

Explorer
Hi everyone

I have a request / call for help.

I'm currently running the original Temple of Elemental EVil in d20 3.5, so far it's been reasonably easy to convert to 3.5 with the exception of a few things.

The first is the demoness Zugutemoy at the end - I have the 3.0 conversion, but it's not that easy to fit her to 3.5, so challenge 1 - is anyone able to provide a reasonably good 3.5 version of the demon queen of Fungi - her CR should be around the mid 40's please.

Also the 4 elemental node gems, these are artifact gems based on earth, air, fire and water.

So far, I have made it that only one person may bear a gem, the gem bestows immunity to damage from that element on the bearer, but was wondering what other nicities they should have - bearing in mind these are artifacts and the players are finding thm now that they are 17th level on average, they should be good.

So, any suggestions on what the four elemental node gems should do?

Please help as my players are nearing the elemental nodes and the grande finale follows those?

Many thanks in advance
 

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BOZ

Creature Cataloguer
well, first of all, CR 40 is very high - that's even much higher than orcus and demogorgon. :)

if you are very patient and have the time to wait, she should be in Dragon's "Demonomicon of Iggwilv" feature sooner or later.

but it seems like you do not have the time. in the Creature Catalog, we have an old 3.0 version which is probably more than a little overpowered at CR 32: http://www.enworld.org/cc/converted/outsider/demon/zuggtmoy.htm

it shouldn't be a lot of work to fix her up to the way you like. we can help with suggestions if you need any.

unfortunately, i don't know the module very well and don't know anything about the gems.
 

sasnak

Explorer
The reason that I set the CR to 40 was that it was the final encounter for a three year campaign where all 7 players are now at epic levels, so a single CR 40+ is what's needed to sufficiently challenge them - I've nearly run out of elemental type creatures that are immune to death effects, fire, cold, etc so am looking for something to close out the game with a real challenge. I've got about 4 more weeks of play before they get to that final encounter, so hopefully that Dragon article will surface before then ;-)

Checked out your link, it's the same 3.0 stats I have from the conversion pdf, so we are both looking at the same starting point.

Many thanks for answering though - it is very much appreciated.
 

Grazzt

Demon Lord
CR 40 should challenge your players? :eek: What levels are they just out of curiosity?

I might be able to whip up a 3.5 version of Zuggtmoy (shouldnt be too hard), but if I scale her with the 3.5 reworked demons/devils appearing in Tome I revised (which Id probably do just to satisfy my own anal sense of power levels among outsiders :)), she won't be CR 40. Though depending on your party's level, they will probably still find her quite challenging.
 

sasnak

Explorer
Grazzt said:
CR 40 should challenge your players? :eek: What levels are they just out of curiosity?

:lol: I have a level 23 chaos mage for one - the party have gone "check every room every level" and it has been running weekly for almost 3 years now - eeek. :uhoh:

I managed to hook up with Mark, one of the proof readers for Mongoose and he's helped me convert the 3.0, it's almost done, I'll post what I have so far down below

A word of warning though - the average party leel is 21, and will probably be 22 by the time they get their last elemental gem - I'm also blessed with a larger than user group - 7 players and 1 DM, so I need something fairly hefty to survive more than 3-4 rounds usually.

IN the original version, she was a demi god, so I have 3.5'd her to also have 5 ranks of divine, so she now qualifies for demi-god status. I haven't decided what powers are held by what binding door yet, so the version about to be posted is the unexpurgated all seals broken full powered nasty :]

ZUGGTMOY (Demi-goddess of Funghi, Oozes & Molds - Divine Rank 5)
Large Outsider (Demon, Chaotic, Evil)
Hit Dice: 392 (49d8) + 441 (49 * 9) (833 hp) (Divine beings always get max hp per die!)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft, climb 40 ft
AC: 49 (-1 size, +3 Dex, +32 natural, +5 Divine), touch 17, flat-footed 46
The divine bonus is also effective against touch attacks and incorporeal attacks. (+1 dodge – should you need it ;-),
Attack: Pseudopod +56 melee (1d8+7)
Full Attack: pseudopods +56 melee (1d8+7)
Space/Reach:10 ft./10 ft. (15 ft. with pseudopod)
Special Attacks: Spell-like abilities, spells, improved grab, constrict 2d8+7, trample 1d8+7, call fungi, call demons
Special Qualities: Damage reduction 40/good and adamantine, SR 57 (Base 32 + Divine Rank(5) + Increased Spell Resistance (20)), deity qualities, demon qualities, telepathy, darkvision 120 ft,
Saves:Fort +40, Ref +34, Will +39
Abilities:Str 25, Dex 17, Con 28, Int 26, Wis 26, Cha 24
Skills: Bluff +59, Climb +64, Concentration +61, Diplomacy +71,
Hide(cc) +25 (26 + 3 Dex - 4 Size, Intimidate +65,
Jump +75 (52 + 7 Str + 12 Speed + 4 Tumble Synergy),
Knowledge (arcana) +60, Knowledge (nature) +60,
Knowledge (the planes) +60, Listen +68, Search +60,
Sense Motive +60, Spellcraft +66, Spot +68,
Tumble(cc) +35 (26 + 3 Dex + 6 Jump Synergy)
Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Great Cleave, Improved Critical (pseudopod), Improved Initiative, Improved Trip, Knockdown, Maximize Spell, Power Attack, Power Critical (pseudopod), Silent Spell, Weapon Focus (pseudopod).
Salient Divine Abilities: Frightful Presence, Hand of Death, Increased Spell Resistance, Irresistable Blows, Wound Enemy (pseudopod)
Climate/Terrain:Any land and underground
Organization:Solitary or troupe (Zuggtmoy plus 1-2 ascomids, 5-8 phycomids, 2-4 basidironds, 5-8 violet fungi, and 2-4 shriekers)
Challenge Rating:37
Treasure:Triple standard
Alignment:Always chaotic evil
Advancement:—
Description
Zuggtmoy appears as a puffball mushroom with a toadstool growing from its top. Four elephant-like legs support her body. The feet are suckered and allow her to climb even the slickest surfaces with ease. She stands about 18 feet tall and her mushroom-like neck is capped with a humanoid head with flattened features. Her eyes are large, round, and black. Her body varies in color (she can change color to suit her surroundings). Typical colorations are pale gray-white or brown-white. Four pseuodopods jut from her body. They are moss green to dull brown in color. Despite her plant-like form, she weighs in excess of 3,000 pounds.
Zuggtmoy is revolting to look upon and exudes a stench that can be easily detected within 120 feet (all ranges for the Scent special quality are quadrupled).
COMBAT
Zuggtmoy attacks using 4 pseudopods and her spells and spell-like abilities. A creature knocked prone is trampled in combat. If she is overmatched in combat she summons demons or plants to her aid.
Spell-Like Abilities:At will—antiplant shell (as antilife shell but only hedges out plants), astral projection, charm plant (DC 21) (as charm monster but only affects plants), corrupt food and drink (DC 18) (spoils food and drink making it inedible), darkness, detect good, detect law, detect magic, dispel magic, entangle (DC 18), fear (DC 21), hold plant (DC 19) (as hold person but affects only plants), improved invisibility, levitate, locate plant (as locate creature but only affects plants), pass without trace, plant growth, polymorph self (usually takes the form of an old crone), programmed image (DC 23), read magic, silence (DC 19), snare (DC 20), speak with plants, telekinesis (DC 22) (500 pounds weight), tongues, transport via plants; 2/day—ethereal jaunt, greater dispel magic, baleful polymorph (DC 22); delayed blast fireball, gutwrench 1/day—gate and limited wish (DC 24). See Spells entry for saving throw and caster levels.
Spells:Zuggtmoy casts arcane spells as a 29th-level sorcerer (save DC 17 + spell level) and divine spells as a 29th-level cleric (save DC 18 + spell level). She has access to the domains of Chaos, Evil, and Plant.
Chaos Domain: Chaos spells are cast at +1 level.
Evil Domain: Evil spells are cast at +1 level.
Plant Domain: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.
Cleric: Spell Slots: 6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/5+1
(Epic Cleric : no additional spell slots after level 20 without using feats to do so)
She does the harm type of swapping rather than the healing swapping ;-), but you probably guessed that.
Domain Spells Memorised:
1st: Protection from Law (Chaos), 2nd: Barkskin (Plant), 3rd: Magic Circle against Good (Evil), 4th: Chaos Hammer (Chaos), 5th: Dispel Good (Evil), 6th: Repel Wood (Plant), 7th: Blasphemy (Evil), 8th: Cloak of Chaos (Chaos), 9th: Shambler (Plant)
Main Cleric Spells Memorised:
(note to self : Pick your memorised divine spells here)
Sorceror: Known: 9/5/5/4/4/4/3/3/3/3 Castable Slots: 6/8/8/8/7/7/7/7/6/6
(Epic Sorceror : no additional casting and known slots after level 20 without using feats to do so)
Sorceror Spells Known:
(note to self : Pick your known arcane spells here)
Improved Grab (Ex):To use this ability, Zuggtmoy must hit an opponent of up to Huge size with two tentacle attacks. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.
Constrict (Ex):Zuggtmoy deals 2d8+7 points of damage with a successful grapple check.
Trample (Ex):Zuggtmoy can Trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against her can attempt a Reflex save (DC 41) to halve the damage.
Call Fungi (Sp):Once per day, Zuggtmoy can automatically summon up to 100 HD of plant creatures. This ability is the equivalent of a 9th level spell.
Call Demons (Sp):Once per hour, Zuggtmoy can automatically summon one 4d20 dretches, 2d6 succubi, 1d6 vrocks, hezrous, or glabrezus, 1d4 nalfeshnees or mariliths, or 1d2 balors. This ability is the equivalent of a 9th level spell.
Demon Qualities (Ex):Immune to poison and electricity. Also cold, fire, and acid resistance 10.
Deity Qualities (Ex): Immune to polymorphing, petrification, any form altering attack. Not subject to energy drain, ability drain or ability damage. Immune to mind affecting effects (charms, compulsions, phantasms, patterns and morale effects). Immune to electricity, cold and acid. Immune to disease, poison, stunning, sleep, paralysis, death effects and disintegration.
Deities of rank 1 or higher do not automatically fail on a natural 1 for a saving throw.
A field of divine energy encompasses a deity’s body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks (already accounted for in the stats).
Telepathy (Su):Zuggtmoy can communicate telepathically with any creature within 100 feet that has a language.
Skills:Zuggtmoy receives a +8 racial bonus to Climb, Listen and Spot checks. She can always choose to take 10 on Climb checks, even if rushed or threatened.
Feat Reminders:
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Empower Spell: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Great Cleave: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Improved Critical (pseudopod): When using the weapon you selected, your threat range is doubled.
Improved Initiative: You get a +4 bonus on initiative checks.
Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Knockdown: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Power Critical (pseudopod): When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Weapon Focus (pseudopod): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Divine Salient Abilities (5 picks for Divine Rank 5)
Frightful Presence: Whenever the deity performs a specific action specified in the deity’s description (usually attacking, but sometimes making an intimidating gesture), (for the purpose of this encounter it will be when full attacking with pseudopods), foes within a 30-foot-radius burst must make Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) = DC 22. Foes within the burst, but not the deity’s immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when it activates the ability become panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day.
Hand Of Death: The deity points to any mortal within the deity’s sensory range and snuffs out its life. There must be an unbroken line of effect between the deity and the target. This ability works like the destruction spell, except that there is no material component. The mortal is allowed a Fortitude saving throw with a DC of 20 + the deity’s Charisma bonus + the deity’s divine rank = DC 32. Even if the save succeeds, the subject takes 10d6 points of damage, which may kill it anyway. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine ability.
Increased Spell Resistance: The deity’s spell resistance increases by 20. A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves its spell resistance by 40.
Irresistable Blows: When the deity makes a melee attack with the chosen weapon against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save (DC 10 + the deity’s Constitution modifier + the deity’s divine rank) = DC 24 or be stunned for 1d10 rounds.
Wound Enemy: The affected weapon (pseudopod) deals damage to a creature such that a wound it causes deals 1d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity’s rank) or the application of any cure spell or other healing spell (heal, healing circle, and so on). The ability functions only when the deity personally attacks with a physical weapon. The ability works with a ranged weapon, but not if someone else uses the weapon. The deity can apply to the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
Zuggtmoy first appeared in module T1-4 (Gary Gygax, 1985).
 
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The Serge

First Post
I suspect that the DvR 5 will put her above the CR 40 you're attempting to achieve, but I could be wrong.

You may want to check out our Zuggtmoy at Dicefreaks. Although the write-up indicates a CR of 60, it's probably closer to a 45 or 46. With minor tweaks you could get what you need out of her. If you're interested in more demonic goodness that transcend what some feel are anemic statistics in Book of Vile Darkness and in DRAGON Magazine's Demonomicon, check out our tentative stats for demon princes and lords in our Demonic Dictionary.

Whatever you do, have fun.
 

sasnak

Explorer
The Serge said:
I suspect that the DvR 5 will put her above the CR 40 you're attempting to achieve, but I could be wrong.

Yeah, wasn't sure on the CR calc as I haven't found any definitive rules yet - so I took the base CR of 32 and added 1 more for each Divine Rank - it could be that I should have added 2 per Divine Rank bringing the CR to 42 - which is about dead on what I want.

As for having fun - I will - doubt the players will though :]

Tank charges in...
Attack of Opp,
Vs Touch Ac
Plus Trip if > 10 pts damage
Trip success = another free attack - hoody hoo! :cool: (Yeah, sad KODT fan) :eek:
 

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