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Converting Epic Level Beings

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Suggested SKill Ranks: Bluff 33, Craft (any one) 33, Concentration 33, Intimidate 33, Knowledge (any 4) 33, Knowledge (the planes) 33,Listen 33, Move Silently 33, Sense Motive 33, Spellcraft 33, Spot 33

Suggested Feats: Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Empower Spell-Like Ability (flame strike), Improved Initiative (B), Mobility, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (scorching ray), Skill Focus (Knowledge [the planes], Spring Attack

Treasure: Double coins; triple goods; double items (normal efreet have Treasure: Standard coins; double goods; standard items)

Spell-Like Abilities: At will - detect magic, fireball (DC 20), flame strike (DC 22), gaseous form, invisibility, permanent image (DC 23), polymorph (self only) produce flame, pyrotechnics (DC 19), scorching ray (3 rays, +36 ranged touch), wall of fire (DC 21); 1/day(?) - grant up to three wishes (to nongenies only). Caster level 15th(?). The save DCs are Charisma-based.
 
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therefore:
Skills: Bluff +40, Craft (any one) +39, Concentration +41, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +42, Knowledge (any 4) +39, Knowledge (the planes) +42, Listen +40, Move Silently +42, Sense Motive +40, Spellcraft +41, Spot +40
 

And Jump +25, Survival +7 (+9 on other planes).

Note my edit of previous post to include spell-like DCs.
 


In comparing it to other CR 21 and 22 uniques, it comes up rather short in the damage department. I think we should bump the heat damage up significantly (a CR 20 balor's flaming body does 6d6, for example), which should help.

Also, on second thought, I think we should ditch Combat Casting for either Improved Natural Attack (slam) or Improved Critical (slam). It doesn't really need another +4 to its Concentration skill.

Another option: Give 'em a magic weapon (falchion, probably). That way it would get 4 attacks per round and ramp up its damage output significantly.

It also lacks in the defenses area. The AC is good, but it has no DR, fast healing, or regeneration abilities like most of its peers. I suppose it can just plane shift at will to escape. We could also replace one of the Knowledge skills with Use Magic Device, granting it access to healing wands, etc. It would also help assist the advisor role, letting 'em use scrying devices, etc.
 

well, basically, these guys are really just extra-advanced efreet. treat them as such; start with the base creature, and add on until you meet your target CR. :)

if increasing the heat damage sounds like a good idea (and it does), then go with it. a magic weapon would be a good idea, as would giving them some defensive SQs.

Improved Natural Attack would add a little damage every time it hits, whereas Improved Critical would add a lot of damage every once in awhile. think of it that way. :)
 

How about a +3 flaming burst unholy falchion? (Most of the other CR 21-22 uniques actually have higher bonuses, but since these guys aren't exactly archfiends, I suggest a few less plusses.)

Improved Natural Attack sounds like the better option in this case.

How does 3d8 fire damage sound? (Elder fire elementals do 2d8).

Fast healing 5?

Damage reduction 10/epic or 15/good?

How about a summon ability to call efreet? Maybe 1d3 with 75% success?
 

summoning ability - yeah, i think that is probably just fine.

as for the damage reduction, i'd be more inclined to go with good.

i agree with the rest of that just fine. :)
 



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