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Converting Epic Level Beings

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Fair enough. Here they are, plus the capsize ability of the dragon turtle. Of the three, I think swamping fits Occy best.

Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Ramming (Ex): As a standard action during its turn each round, an ocean strider can swim at up to quadruple speed (240 feet) and ram a waterborne target (such as a ship or another creature). To ram, the ocean strider must end its movement in the target's space. This attack deals 2d8+6 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a Reflex save (DC 29) for half damage.

Upon ramming a ship, the ocean strider can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a Reflex saving throw (DC 15). Success means the creature takes 1d10 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.

Swamping (Ex): Once every 12 rounds, a leviathan can create waves up to 40 feet high by rising from the water and then slamming its enormous tail flukes or head against the surface. This causes any sailing vessel within 300 feet to capsize if the character steering it fails a Profession (sailor) check (DC 15). A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship must succeed at a Swim check (DC 15) or immediately begin drowning.
 


Besides adding swamping, here are some more suggestions:

Typical Druid Spells Prepared (6/7/6/5/5/4; save DC 19 + spell level);
0 – create water, detect magic, guidance, know direction, purify food and drink, read magic;
1st – charm animal, detect animals or plants, entangle, longstrider, obscuring mist, speak with animals, summon nature's ally I;
2nd – bear's endurance, bull's strength, cat's grace, chill metal, fog cloud, gust of wind;
3rd – call lightning, quench, sleet storm, water breathing, wind wall;
4th – control water, dispel magic, freedom of movement, ice storm, scrying;
5th – call lightning storm, commune with nature, control winds, summon nature's ally V.

For control aquatic creatures, here are two possibilities:

Control Aquatic Creatures (Su): Oceanus can rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He may use these abilities a total number of times per day equal to 3 + his Charisma modifier.

or

Control Aquatic Creatures (Su): Oceanus can use dominate monster (aquatic creatures only) at will. Caster level 20th.
 




how about this:
Control Aquatic Creatures (Su): Oceanus can use dominate monster at will (Will save DC 43). This ability only affects creatures with the Aquatic or Water subtypes. Caster level 20th.
 



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