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Converting Epic Level Beings

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Nat armor: At least 15, probably not more than 30 (after looking at other giants).

Since mythology associates him with essentially being a living volcano after his defeat, I'd say immunity to fire. No electricity resistance, since conflicting reports have him being smote down by lightning bolts. Maybe resistance 5 or 10 to acid and sonic?

DR 10/epic?
 

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resistance to acid 10, immunity to fire is fine. nat armor +20? that DR is the same as Antaeus, so OK.
 


1E D&DG said:
Enceladus is so horrifying that any who come within 100 yards of him must save vs. spells or flee in fear (as the spell).

what i originally wrote for him:

Frightful Presence (Ex): Enceladus is so large and horrifying that any beings within 100 yards of him that can see his full form become terrified. Affected creatures must succeed at a Will save (DC 20) or become panicked. Creatures with 10 or more Hit Dice who fail their save become frightened instead.

1E D&DG said:
There is a power in this being's hands that allows it to grab spells out of the air and negate them before they have time to function. Enceladus can grab up to four spells directed at him per melee round. If he does not grab spells, he can strike with his fists for 7-70 points of damage each. He can grab two spells with one hand and strike with the other, if he chooses.

what i originally wrote for him:

Catch Spells (Su): Enceladus may sacrifice one or both of his slam attacks to use this ability. He has the power to "catch" one or two spells in each hand, and can thus catch up to four spells directed at him per round. If the spell allows for a saving throw, he must succeed at the save to catch it, although the spell affects him if he fails. If there is no saving throw, he catches the spell automatically. Any spells that he catches he is able to fling back at the caster in the same round. Any such returned spells affect the caster or the area the caster is in fully, as normal.

i think that is a totally strange, weird attack that it must somehow be preserved if we can do that without going totally mad. ;)
 

BOZ said:
what i originally wrote for him:

Frightful Presence (Ex): Enceladus is so large and horrifying that any beings within 100 yards of him that can see his full form become terrified. Affected creatures must succeed at a Will save (DC 20) or become panicked. Creatures with 10 or more Hit Dice who fail their save become frightened instead.

Frightful Presence (Ex): Enceladus can unsettle foes with his mere presence. The ability takes effect automatically whenever Enceladus attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Enceladus. A potentially affected creature that succeeds on a DC X Will save remains immune to Enceladus's frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. Enceladus ignores the frightful presence of other creatures. (the last sentence is debatable)

BOZ said:
what i originally wrote for him:

Catch Spells (Su): Enceladus may sacrifice one or both of his slam attacks to use this ability. He has the power to "catch" one or two spells in each hand, and can thus catch up to four spells directed at him per round. If the spell allows for a saving throw, he must succeed at the save to catch it, although the spell affects him if he fails. If there is no saving throw, he catches the spell automatically. Any spells that he catches he is able to fling back at the caster in the same round. Any such returned spells affect the caster or the area the caster is in fully, as normal.

i think that is a totally strange, weird attack that it must somehow be preserved if we can do that without going totally mad. ;)

Yes, we must preserve that. I think we can just clean it up a little and it should still work as you wrote it.

Perhaps it should work similar to spell turning (cannot "catch" area effect or touch spells, for example)?
 
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Shade said:
Yes, we must preserve that. I think we can just clean it up a little and it should still work as you wrote it.

Perhaps it should work similar to spell turning (cannot "catch" area effect or touch spells, for example)?

it should work just like spell turning. to keep it simple, we could say that he has to sacrifice a slam attack to try to "catch" a spell (by making a successful save?), and then he can make a ranged touch attack to "throw" it back? :)
 

That could work. If we do it like spell turning, he probably wouldn't need to make a save. In fact, if we model it off the current Deflect Arrows feat, it would be automatic. :)
 


Here's a start:

Catch Spells (Su): As a swift action, Enceladus may attempt to catch spells directed at him. For each two spells he attempts to catch, he loses one slam attack in the following round. This functions similar to spell turning, except there is no limit to the number of spell levels he can catch.

Would it be simpler to have him "hold" the spells until his next action, then re-direct them? That would explain why he loses his slam attacks in the following round.
 

i would expect him to lose the slam attack in the same round, since he is "holding" the spell in that hand, and returning it.
 

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