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Converting Epic Level Beings

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Shade said:
Actually, snatch would work. All it really does is grant improved grab and constrict for bite and claw attacks, both of which Vore possesses.

hmm... i think what i meant to say was "crush and hover are right out" ;)

so, we'll give him claw/claw/bite routine, snatch feat, and wing buffets?

Shade said:
Dunno. I assumed that "magically merged" and "can emerge anywhere on the mountain" seemed to imply something akin to meld into stone.

i'll re-read it to be sure, but i guess we can go with that.

Shade said:
I'm not real familiar with Birthright's spell selection...any ideas?

i'm not particularly familiar with them myself. :) i guess i'll have to go look that up. not sure how important it is, though. i'd defeinitely leave out Realm magic, as that is a whole new can of worms. ;)

Vore Lekiniskiy, Master Fire Worm
Colossal Dragon (Fire?)
Hit Dice: 42d12+X (X hp)
Initiative: +X
Speed: X ft
Armor Class: X (+X Dex, +X natural), touch X, flat- footed X
Base Attack/Grapple: +42/+X
Attack: Bite +X melee (X)
Full Attack: Bite +X melee (X) and 2 claws +X melee (X)
Space/Reach: 30 ft/30 ft
Special Attacks: Breath weapon, frightful presence, gaze, spells
Special Qualities: damage reduction X/X, darkvision 120? ft, immunity to sleep and paralysis, low-light vision, spell resistance X, "Invulnerability"
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con X, Int X Wis X, Cha X
Skills: X
Feats: 15 Snatch

Environment: Vstaive Peak
Organization: Solitary
Challenge Rating: X
Treasure: X
Alignment: Chaotic evil
Advancement: ---
Level Adjustment: ---

COMBAT

Gaze (Su): Paralysis for 1d3 minutes, X feet, Will DC X negates. The save DC is Charisma-based.

Originally found in Dragon Magazine #248 ("The Dragon of Vstaive Peak," June 1998, Ed Stark).
 

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A Colossal great wyrm red dragon has the following ability scores:

Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26

I figure Vore should be comparable.

Great wyrm red dragons have +39 natural armor, DR 20/magic, and deal 24d10 damage with their breath weapons.

I think Vore should have both the Earth and Fire subtypes.
 

OK, since we had decided to go with the "just a bit more powerful than a red dragon", we can bump most of that up just a bit. :)

agreed on the subtypes, and with Earth only so because he has been merged with the mountain for so long.
 

Vore's breath weapon is like the erupting of a volcano. It is not just fire - but lava and molten rock as well. Because of his tie to the mountain, Vore may use his fiery breath once every three rounds, but it causes him 10 hp internal damage for every blast beyond the first. His breath is a 30' cone that extends at its widest point to 15 feet. It inflicts 25d6+25 hp damage on anything within that area, though victims may attempt to save vs. breath weapon for half. Nonmagical and magical objects must save vs. magical fire or be instantly burned to a crisp. On the following round, anything or any creature within the path of Vore's breath weapon must make a saving throw again or be overcome by the lava that rushes down the mountainside (Vore is smart enough to never breathe uphill.) The lava inflicts 15d6+15 hp damage to anything in a 15' wide area within 100 feet of Vore's snout.

DMG said:
Lava Effects
Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava (see Drowning, below).

transmute rock to lava spell said:
You transform natural, uncut or unworked rock of any sort into an equal volume of red-hot molten lava. All creatures in the spell's area who make successful Reflex saves take 6d6 points of fire damage provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for an additional 1 additional round.

Attempt #1...

Breath Weapon (Su): Vore Lekiniskiy has one type of breath weapon, a 60-foot cone of magma usable once every 1d4 rounds. This attack deals 25d10 points of fire damage (Reflex DC X half). Additionally, damage from this magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during initial contact.

Additionally, the lava lingers for X rounds thereafter, moving away from Vore at X feet per round. Any creature caught in the lava's area must attempt a DC X Reflex save; success indicates that the creature takes 6d6 points of fire damage provided it can physically escape the area on its next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. The save DCs are Constitution-based.
 

Shade said:
Attempt #1...

Breath Weapon (Su): Vore Lekiniskiy has one type of breath weapon, a 60-foot cone of magma usable once every 1d4 rounds. This attack deals 25d10 points of fire damage (Reflex DC X half). Additionally, damage from this magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during initial contact.

Additionally, the lava lingers for X rounds thereafter, moving away from Vore at X feet per round. Any creature caught in the lava's area must attempt a DC X Reflex save; success indicates that the creature takes 6d6 points of fire damage provided it can physically escape the area on its next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. The save DCs are Constitution-based.

Personally I think the 20d6 may be a little too severe - it is based on a creature being completely immersed in the lava rather than being in an area of lava up to his ankles etc.

But, hey, its an epic creature. :)

Regards
Mortis
 

Mortis said:
Personally I think the 20d6 may be a little too severe - it is based on a creature being completely immersed in the lava rather than being in an area of lava up to his ankles etc.

But, hey, its an epic creature. :)

You're right...that's probably too severe. I guess what we need to decide (and to clarify in the text) is how much lava we're talking about exactly. Is it just an "up to their ankles" bit, or is it a big wave. Either way, it should definetely be less than total immersion.
 

RE: Effects of the lava

Shade said:
Breath Weapon (Su): Vore Lekiniskiy has one type of breath weapon, a 60-foot cone of magma usable once every 1d4 rounds. This attack deals 25d10 points of fire damage (Reflex DC X half). Additionally, damage from this magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during initial contact.
Maybe if we base it on the original 25d10 damage, but a percentage - say 50% or rounding down to 12d6 or even 25% (6d6).

Regards
Mortis
 

Mortis said:
Maybe if we base it on the original 25d10 damage, but a percentage - say 50% or rounding down to 12d6 or even 25% (6d6).

If we stick with 6d6 for a successful save, then 12d6 seems reasonable.
 

Some how it keeps poping into my head that he is consistant with a gold dragon

I would probably make him Colossal+ since your going epic you might as well use it. If he is equivalent to an advanced great wyrm red with one vitual age catagory it would work well.

I would make the extra lava damage consistant with the lingering damage breath weapon feats. (I am at work so not sure, but i think that is what you have here).

In away him being part of the mountain reminds me of a dragon enslaved by a Genis Loci

As to the spells to keep consistant with the change from 2e to 3.5, I would use the sorcerer progression, he should have access to clerical spells as well as chaotic, evil and earth domains. He could use limited wish to switch out his known spells.

Random thoughts: or perhaps he just advanced as a wizard rather than a sorcerer, get really crazy make him an arcana evolved magister :)
 
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Shade said:
A Colossal great wyrm red dragon has the following ability scores:

Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26

I figure Vore should be comparable.

Great wyrm red dragons have +39 natural armor

hmm, i ought to have settled this awhile ago, shouldn't i? ;)

let's see... if we age a red dragon by one more category, we get something like:

Str 49, Dex 10, Con 33, Int 28, Wis 29, Cha 28

+42 natural armor

how's that? :)
 

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