conversions of gods

BOZ

Creature Cataloguer
ok, i've been talking about this for some time, but lately i've been thinking about it more seriously. there are plenty of 1E and 2E gods floating around there that have not made it to the light of day. now i'm not talking about human gods of course, there are dozens if not hundreds of those. of course, since this is the creature catalog, i mean the nonhuman or even monster gods. thus far monster gods have been all but ignored in 3E - humans get a full pantheon, but most other races only get one god each. those of you who've been playing longer, know this is not how it works traditionally.

so, with help from all of you, i'm going to try to convert some nonhuman gods into 3E DDG style stats. what i want to know is, what do you want to see? we've got elf, dwarf, orc, dragon, giant, and many other types of gods out there. i'm not talking about FR and WoG dieties either - they're being fairly well covered (unless some have fallen through the cracks, maybe we can pick those up). also, there may be gods in old modules, supplements, and boxed sets, and i know for a fact that there are gods in old DRAGONs (i recall a korred god, a number of elven ones, and another aarakocra - will investigate further later).

so tell me what you want! also, if you know of some "official" coverage for nonhuman gods, please list them here so we all know what's been done already. we know about corellon, moradin, lolth, and gruumsh, but i'm sure that other gods have been covered in Dragon or Dungeon or modules or other books and i can't think of them, and of course the demon/devil lords have been done to death (sorry scott, et al!) :D


Edit: oh yeah! one idea i had that i forgot to mention! in addition to converting older gods, we can also create new monster gods! we can invent gods for races that don't have 'em, as well as fill in holes in existing pantheons (more on this stuff as the ideas develop).
 
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Requests: Falazure the Night Dragon (Death, Evil and most likely Darkness as domains) and Chronepsis (Death, Knowledge and ? domains.). :D

I think someone around here wanted the stats for Io. Although I can't for the life of me understand why, as s/he is an overdeity.

heck, while we're at it, why not convert Aasternian (Chaos, Trickery and ? domains) also.

:D
 

ok, and while we're at that, how about it we try to work up Sardior to put him on the same level with Bahamut and Tiamat? :)
 

Sure! While your at it, turn Demodragon into a deity as well, the draconic pantheon needs a solid CE deity. :D

Here's what I do regarding Draconic Deities:

A draconic deities main DR (Divine Rank) is not determined by their base of worshippers, but is rather innate and independant. Unless of course the draconic deity is a dragon that has ascendet to deityhood.

I use that rule to set the draconic deities apart from the deities of other races. But then again dragons are a lot more important in my campaign...

What about the god of goblins, malg...what's his name. He wasn't covered in Deities and Demigods, which I thought was strange, when you think about the sheer number of goblins, and how fast they breed... ;)
 

Kereska Wonderbringer, Draconic god of Magic

also having Nexus re-written to 3e specs and having him raised to a newly sponsored demi-power by kereska, he would have just have completed the ascension process would be nice

having a dragon chosen of magic like mystra's chosen would be nice also, let's make him an age category 20 advanced great wyrm red/gold crossbreed dragon named INFERNO, ;-0
 


Casssiopeia: I thought I provided enough help on your inferno thread, but I do agree with converting wonderbringer, although I have reason to belive that he is an alternate version of Xymor/Bahamuth... hmm... I'll have to delve into Council of Wyrms for that one...

Geocorona: Second edition stats, but a good resource none the less.
 

<<second edition stats>>

Yep. I just wanted to show who he was. I don't know of any 3e conversion.

Maybe we should create a deity template for creating monster/beast gods. Here are some ideas for a minor god template:

Draconic deities have all dragon HD, with perhaps added class levels if it fits.
Ascendant Mortals have only class HD.
Deities that where born/created as such have a base 20 outsider HD.
Undead deities have all undead HD as a base.
If adding classes, either 20 levels of Cleric, 20 levels of Druid, or 20 levels of Sorcerer would be the initial standard upgrade, with either more levels of the initial class or multiclassing to advance.

Calculating Improved Initiative bonus, Speed, natural AC bonus, and Abilities for normal monsters upgraded to god status (outsider20+/spellcaster20+) should be done as follows:

Initiative: base creature + (1d4 * 4)

Speed: double base creature

AC: base creature natural bonus + 7

Abilities:
Outsider/Cleric or Outsider/Druid base: Each is double base creature's + 1d4, minimum WIS of 18, INT of 3, CHA of 3
Outsider/Sorcerer base: Each is double base creature's + 1d4, minimum CHA of 18, INT of 3, WIS of 3

Special Attacks/Qualities: has special attacks and qualities of the base creature, Outsider qualities if applicable, class spells, and also gains the following:

Smite Evil/Good/Law/Chaos (Su): Every minute (10 rounds) the god can make a normal attack and add additional 20d8 damage against a foe of an opposing alignment. Each god will choose 2 alignment domains for this ability to affect, regardless of the god's neutrality.

Wish (Su): CHA + INT times per day, as a Sorcerer Level 20.

Telepathy (Su): Gods can communicate with any creature within 500 feet that has a language.

Darkvision (Ex) or Clairvoyance (Su), unlimited duration with a range of 500 feet

Good deities immune to Acid, Electricity

Evil deities immune to Cold, Fire

Otherwise Acid, Cold, Fire, Electricity Resistance: 22

Immune to Poison

Damage Reduction: as base creature + 12/+4

Spell Resistance: 25

Feats: As base creature + Outsider HD level, if appropriate + class level

Advancement: Add base HD; add additional class levels; add DR, SR, immunities and feats as divine race bonuses
 
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Trying the template

Worm of the World
Domains: Animal, Destruction, Earth, Strength, Water

Colossal Outsider 20, Cleric 20
Hit Dice: 40d8+840 (1020hp)
Initiative: +11 (+3 Dex, +8 Improved Initiative)
Speed: 40ft., burrow 40ft., swim 20ft.
AC: 25 (-8 size,+3 Dex, +20 natural)
Attacks: Bite +58 (+35 Base, +31 Str, -8 size), sting +53, slam +48
Damage: Bite 4d8+31, sting 4d6+31 and poison, slam 4d6+31
Face/Reach: 50 ft. by 50 ft. (coiled)/25 ft.
Special Attacks: Improved grab, swallow whole, poison, smite evil, smite law
Special Qualities: Tremorsense, damage reduction 12/+4, spell resistance 25, acid, cold, fire, electricity resistance 22, poison immunity, Clairvoyance 500ft., telepathy 500ft., wish
Saves: Fort +47, Ref +21, Will +28
Abilities: Str 73, Dex 16, Con 53, Int 4, Wis 18, Cha 19
Skills: Climb +23, Intimidate +23, Intuit Direction +23, Scry +23, Move Silently +4, Concentration +4, Craft +4, Diplomacy +4, Heal +4, Knowledge (arcana) +4, Knowledge (religion) +4, and Spellcraft +3
Feats: Combat Casting, Craft Wondrous Item, Extend Spell, Great Fortitude, Improved Initiative(+8), Multiattack, Silent Spell

Climate/Terrain: Any aquatic and underground
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: None
Alignment: Always neutral
Advancement: -

The lifeforce of this colossal earthbound god is hidden in either the Elemental Planes of Earth, or Water, or possibly hidden in a dimensional plane between the two. Destroying the Worm's earthbound body would only banish it from the Material Plane for 33 days, during which time all clerics of the Worm would be unable to channel its divine power.

After reappearing in the Material Plane, it is unable to focus its revenge against a specific foe, but returns to the world in a blind, destructive rage. Though this forgetful trait is fortunate for anyone daring and powerful enough to have slain the god, it is horrible for anything in the deity's path. In this state, it may use its wishes to summon destructive elementals (Greater Planar Binding) to assist in the spiteful mayhem.


Combat

In battle, the Worm of the World forms into a coil 25 feet across, biting, stinging and slamming anything within reach.

Spells: The Worm of the World casts divine spells as would a 20th level cleric, accessing domains Animal, Destruction, Earth, Strength, Water. The Worm casts all spells without need of verbal, somatic or material components.

Improved Grab (Ex): To use this ability, the Worm of the World must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe.

Swallow Whole (Ex): The Worm of the World can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+31 points of crushing damage plus 1d8 points of acid damage per round from the Worm's gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the Worm's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The Worm's interior can hold two Huge, three Large, five Medium, eight Small, sixteen Tiny, thirty-two Diminutive, or sixty-four Fine or smaller opponents.

Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Tremorsense (Ex): The Worm of the World can automatically sense the location of anything within 60 feet that is in contact with the ground.

Smite Evil/Law (Su): Every minute (10 rounds) the Worm can make a normal attack and add additional 20d8 damage against a foe of any Evil or Lawful alignment.

Wish (Su): 23 times per day, as a Sorcerer Level 20.

Telepathy (Su): The Worm of the World can communicate with any creature within 500 feet that has a language.

Clairvoyance (Su): The Worm has no eyes, but can sense the shape of any object in a 500 ft. radius.
 
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Geocorona: Nice, although with that name, it fits more as an evil deity... :D

Now for what creature types, and how many of the different HD the deities have, here's how it goes:

Draconic deities have all dragon HD, with perhaps a few class levels if it fits.
Ascendant Mortals have only class HD.
Deities that where born/created as such have a base 20 outsider HD.
Undead deities (such as Vecna) have all undead HD.

There are exceptions of course, like Azurewing from my campaign, although he is an Ascendant Mortal, he was dead before he was sponsored by bahamut, and because he had become a partitioner, he has 20 outsider HD in base. By the way, Azurewing is a popular deity of Chivalry and Raptor Birds (such as eagels, falcons, and hawks.)

Later,
 

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