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Converting Epic Level Beings

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OK then, we'll bump him up to CR 27, and start with his HD at 50, going up as needed. time to get this show on the road already! ;)

were we keeping his stats at: Str 45, Dex 18, Con 34, Int 20, Wis 20, Cha 25? see post 744.
 

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Dendar's got Str 48, Dex 23, Con 42, Int 23, Wis 26, Cha 24. So Ma Yuan might warrant a Con boost, but everything else is on par.
 

Hmm i can live with 50 hit dice.

How about the claw attacks do 4d6 damage.

Natural attacks Count as epic and maybe something else.

Um Sr: 39

Dr 20/Epic

Acid, Cold, Fire, Electricity, Sonic resistance of 15 each.

I know it dosent have it in the description but i can see it haveing a regenerastion maybe 10?

Cliff
>=)
 

Con 40?

Clifford said:
Hmm i can live with 50 hit dice.

How about the claw attacks do 4d6 damage.

Natural attacks Count as epic and maybe something else.

Um Sr: 39

Dr 20/Epic

i like all of that. :)

Clifford said:
Acid, Cold, Fire, Electricity, Sonic resistance of 15 each.

I know it dosent have it in the description but i can see it haveing a regenerastion maybe 10?

Cliff
>=)

i'd say fast healing 10. resistances, maybe 10 also, and maybe not so many of them (tradeoff could be that one is an immunity instead).
 

To summarize where we're at so far...

Ma Yuan (killer of the gods)
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 50d8+750 (975 hp)
Initiative: +4
Speed: 60 ft (12 squares), fly 60 ft (good?), swim 60 ft
Armor Class: X (-8 size, +4 Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +50/+83
Attack: Claw +59 melee (4d6+17)
Full Attack: 4 claws +59 melee (4d6+17) and bite +54 melee (X+8) (depicted carrying a sword)
Space/Reach: 30 ft/30 ft
Special Attacks: X
Special Qualities: damage reduction 20/epic, darkvision 60 ft, fast healing 10, immunity/resistance to acid/cold/electricity/fire/sonic, spell resistance 39
Saves: Fort +42, Ref +31, Will +32
Abilities: Str 45, Dex 18, Con 40, Int 20, Wis 20, Cha 25
Skills: (13 at 53 ranks)
Feats: 17 (10 can be epic)

Environment: (Any evil-aligned plane?)
Organization: Solitary
Challenge Rating: 27
Treasure: X standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

Ma Yuan is 70 feet tall, and weighs X tons.

COMBAT

Ma Yuan?s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned, evil-aligned, and epic for the purpose of overcoming damage reduction.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 

1E Deiteis & Demigods said:
TREASURE TYPE: A (X 5)

What did that equate to in 1E?

1E Deiteis & Demigods said:
This monster has 3 eyes in his tyrannosaurus-shaped head, and has 4 large humanoid arms. He has the strength of a storm giant, but rarely relies on this in battle. He also has a powerful magical device shaped in the form of a small triangular piece of stone that has the power to turn into any weapon the holder wishes, magical or otherwise. This monster's favorite tactic is to make a weapon from his stone that is double the power of the one being used against him. The creature is known to have killed at least 10 minor deities. It attacks as a 16+ hit dice monster, The existence of Ma Yuan prevents complacency among the gods.

For the triangular piece of stone, should we state that he usually makes it a weapon of a type that seems most effective (i.e. bludgeoning, piercing, or slashing) based upon the deity's apparent resistances to one type or another?
 

We also discussed either making him divine rank 0 or being an abomination. That would mean the following:

Abomination Traits
All abominations are born directly (or indirectly) from a god and some lesser creature (or idea), but none are favored, wanted, or loved. Still, they all share a tiny spark of deific energy, which grants them the qualities described in below. (Note: deity rules are used, abominations are rank 0 deities.)

Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination).

Resistances (Ex): Abominations have fire resistance 20, cold resistance 20, and damage reduction of at least 10/epic (certain abominations have higher damage reduction). Abominations all have significant spell resistance. Abominations resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD.

Special Qualities (Ex): All abominations have the spell-like ability to use true seeing at will. Abominations are not subject to death from massive damage, and they have maximum hit points per Hit Die. Abominations have the blindsight extraordinary ability to a range of 500 feet. Abominations can choose both nonepic and epic feats as part of their feat selection.

Telepathy (Su): Abominations can communicate telepathically with any creature within 1,000 feet that has a language.

Summon Creature (Sp): Abominations can summon creatures associated either with the portfolio of their godly progenitor or with their imprisonment. Summoned creatures serve the abomination without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific abomination entries for additional details on summoning.

Fast Healing and Regeneration: Most abominations have some measure of fast healing and regeneration, ranging from 5 to 55 for both abilities. Usually, higher HD abominations have higher values for fast healing and regeneration, though this not always the case. If an abomination has regeneration, it is usually subject to normal damage from at least two sources, one of which is the antithesis for their subtype, and the other of which is somehow tied to some unique feature of the abomination.

Natural Armor: All abominations have some degree of natural armor bonus ranging from +10 to +100. Usually, higher HD abominations have higher natural armor bonuses, but this is not always the case.

Spell-Like Abilities: All abominations have access to a variety of spells in the form of spell-like abilities, which they can use as 20th-or higher-level casters, depending on the abomination. No rule governs how many or how few spell-like abilities an abomination may claim.

Unique Abilities: All abominations have at least one or more unique abilities tied to their godly parent’s portfolio, or to the manner of their incarceration.

Spell Resistance: As a general rule of thumb, abominations have spell resistance equal to their CR +12.

Abominations speak Abyssal, Celestial, Infernal, and often a language associated with their imprisonment.

---------------------------------------- OR ---------------------------------------

Hit Points: Deities receive maximum hit points for each Hit Die.

Speed: Deities can move much more quickly than mortals. A deity’s base land speed depends on its form (biped or quadruped) and its size, as shown on the following table. Some deities are exceptions, with speeds faster or slower than the norm.

Size Biped* Quadruped*
Colossal 140 ft. 180 ft.
*Or any form with two or fewer legs.
**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying.

Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.

Immunities: Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.

Transmutation: A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

Energy Drain, Ability Drain, Ability Damage: A deity is not subject to energy drain, ability drain, or ability damage.

Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Damage Reduction: A deity has damage reduction as shown below

Divine Rank Damage Reduction
Quasi-deity (0) 10/epic

If the deity also has damage reduction from another source this damage reduction does not stack with the damage reduction granted by divine ranks. Instead, the deity gets the benefit of the best damage reduction in a given situation. Whenever a deity has a second kind of damage reduction that might apply to an attack, that damage reduction is listed in parentheses after the damage reduction entry in the deity’s statistics block.

Resistances: All deities have at least the following resistances. Individual deities may have additional resistances.

Energy Resistance: A deity has fire resistance of 5 + its divine rank.

Spell Resistance: A deity has spell resistance of 32 + its divine rank.

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.
 

Ma Yuan appears to have been created for the 1E Deities & Demigods. I searched Google and found nothing indicating a being of that name in Chinese mythology. I also found no "killer of the gods" in this mythology.

Weird. So I guess all we're left with is that brief paragraph from D&DG and our imaginations. ;)
 

Shade said:
What did that equate to in 1E?

25% 5,000-30,000 cp; 30% 5,000-30,000 sp; 35% 5,000-30,000 ep; 40% 5,000-50,000 gp; 25% 500-2,000 pp; 60% 20-200 gems; 50% 15-150 pieces of jewelry; 30% 15 magic items.
 


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