Spelljammer Converting Spelljammer creatures

for the "army" I think we should go for a few "lieutenants" that are actually tough enough to be of help in a CR-appropriate fight - maybe vampires? - and lots and lots of skeletons and zombies.

That sounds good. Probably a few undead vermin swarms as well, per its original description.
 

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That sounds good. Probably a few undead vermin swarms as well, per its original description.

So something like army (Master lich plus 3-8 corporeal undead such as wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons).
 


Updated. Are we still wanting to do the epic-level sample, or shall we move on since it's taken 3 months already?!?

I'm game if you are.

How about we take The Fool and slap another 3 levels of wizard plus 5 levels of archmage on it?

We'll need to give The Epic Fool the Skill Focus (spellcraft) feat to qualify for Archmage.
 

Add some devourers or bodaks to the corporeal undead bit, and I'm happy.

Agreed to 3 more wiz levels plus 5 archmage. Should be fun!
 

Master Lich Human 16th-level Wizard/5th-level Archmage/1st-level Fighter
Medium Undead
Hit Dice: 22d12 (143 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +11/+12
Attack: Touch +12 melee touch (3d6+5) or weapon +12 melee (xdx) or weapon +14 ranged (xdx)
Full Attack: Touch +12/+7 melee (xdx) and touch +12 melee touch (3d6+5) or weapon +14 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: High arcana (5 choices), paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, spell resistance x, summon familiar, +4 turn resistance, undead traits
Saves: Fort +8, Ref +9, Will +16
Abilities: Str 12, Dex 16, Con —, Int 20, Wis 14, Cha 17
Skills: x
Feats: Scribe Scroll (B), 8 (1 can be epic), 3 wizard bonus feats, 1 fighter bonus feat, 1 human bonus feat
Environment: Any
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 24
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4

Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Int boosted at 16th level
Int boosted at 20th level

Combat

Wizard Spells Prepared (4/6/5/5/5/5/4/4/4/4; save DC 15 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—mage armor, magic missile, shield, sleep, true strike, 1 more;
2nd—detect thoughts, glitterdust, heightened hypnotism, misdirection, web;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered touch of idiocy, ray of exhaustion;
4th—black tentacles, charm monster, heightened hideous laughter, heightened stinking cloud, 1 more;
5th—hold monster, mind fog, teleport, 3 more;
6th—acid fog, planar binding, 2 more;
7th—mass hold person, 3 more;
8th—4;
9th—4.

Possessions: x.
 


Master Lich Human 16th-level Wizard/5th-level Archmage/1st-level Fighter

Looks a good start. I think we'd better decide on the Epic Feat and High Arcana before we do the rest.

Spell-Power for a start. +1 CL is well worth it.

Arcane Reach?

Mastery of Elements or Counterspelling? Spell-Like Ability for a high-level spell or two?
 

Gotta do arcane fire. I'll never craft an archmage without it! :D

Of your selections, I like arcane reach, mastery of elements, spell power, and spell-like ability.
 


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