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Converting Epic Level Beings

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that's OK - i prefer working by hand, because i have more control over the format then. i wouldn't mind having something to check my calculations, but we have more than one set of eyes going over them, so i'm fairly confident that they're OK. :)
 

Here's that spell I mentioned.

DEADLY LAHAR
Conjuration [Earth, Fire]
Level: Druid 8, sorcerer/wizard 8, wu jen 8 (earth and fire)
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

A rushing torrent of liquid rock bursts from the ground, washing over your foes.

You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.

Regards
Mortis
 

OK, Shade already did something like this above, but I’m going to re-dissect some of the aspects of this guy, so that we can move discussion forward. :)

Dragon #248 said:
NO. OF ATTACKS: 3 or special
DAMAGE/ATTACK: 1d12+10/1d12+10/2d10+10 or special

So, claws were 1d12 base and bite was 2d10 base. Now, of course, the damage bonus for the bite would be +19 and the claws would be +9. the base damages could go a little higher than that of a standard dragon.

***

DR 248 said:
Magically merged with the mountain known as Vstaive Peak, when Vore Lekiniskiy emerges, he only does so partially.

Vore Lekiniskiy attacks using his foreclaws and bite, or he can execute any of the special attacks described in the "Dragon" entry of the MONSTROUS MANUAL™ tome except those that require flight or quick movement - Vore Lekiniskiy is tied to the mountain.

Combat: When Vore Lekiniskiy emerges from the mountainside, his head and either one or both of his claws rip free simultaneously. He may be able to free more of his body, but it is thought he cannot bring more than half of it out at any one time. He can attack with both his claws and his bite in the same round.

Vore cannot hunt or move from the mountain, but he can emerge anywhere on the mountain in 2d4 rounds. He can retreat the same way and at the same pace. He can attack while retreating, but he usually retracts his head first, making his claw attacks at 4 until they return to the mountain.

OK, I’m thinking more along the lines of limiting his physical attacks to just claw and bite, plus things like the Snatch feat. As for his speed, I think that should be 0 technically, but he should have a Su ability that allows him to appear anywhere on the mountain and takes 2d4 rounds (maybe or maybe not provoking AoOs). Shade suggested mimicking the meld into stone spell for part of this effect.

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

***

DR 248 said:
He seldom troubles with the power to automatically use geas, suggestion, or feeblemind on anyone trapped in his gaze, but this may change.

Make these SLAs?

***

DR 248 said:
When Vore erupts from the mountainside, he causes an earthquake that forces everyone on the mountain to save vs. paralyzation or be thrown to the ground. The DM may allow modifiers to the saving throw based on how close the characters are to where Vore is erupting.

Shade suggested we could model this, in part, after the earthquake spell. We can also use some of the information on earthquakes in the DMG.

***

DR 248 said:
Any character that sees Master Fire Worm ready for battle must save vs. spell at 4 or succumb to a fear spell.

Frightful Presence (Ex): Vore Lekiniskiy can unsettle foes with his mere presence. The ability takes effect automatically whenever Vore (attacks, charges, or leaps overhead?). Creatures within a radius of (240?) feet are subject to the effect if they have fewer HD than Vore. A potentially affected creature that succeeds on a DC X Will save (remains immune to Vore's frightful presence for 24 hours. – keep this part?) (On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. – keep this effect or substitute with another one? What’s the equivalent to the 2E fear spell?) Vore ignores the frightful presence of other draconic creatures. The save DC is Charisma-based.

***

We’ll worry about his spell casting later after the rest of this stuff is ready to go. :) that part might get pretty involved, but the rest of this should be resolved with more ease.
 

Aspect of BOZ said:
So, claws were 1d12 base and bite was 2d10 base. Now, of course, the damage bonus for the bite would be +19 and the claws would be +9. the base damages could go a little higher than that of a standard dragon.

For true dragons:
Bite/Claws
Gargantuan 4d6/2d8
Colossal 4d8/4d6

If he's Gargantuan, we can just go with Colossal damage. If he's Colossal, we could go with Colossal+ (8d6/4d8)

Aspect of BOZ said:
OK, I’m thinking more along the lines of limiting his physical attacks to just claw and bite, plus things like the Snatch feat. As for his speed, I think that should be 0 technically, but he should have a Su ability that allows him to appear anywhere on the mountain and takes 2d4 rounds (maybe or maybe not provoking AoOs). Shade suggested mimicking the meld into stone spell for part of this effect.

I could still see tail slap (although probably not sweep). I think he should have at least a small land speed to "crawl forth a bit"...but we could limit his movement to prevent him from leaving the mountain. We could also give him something akin to earth glide, but it only allows travel with his mountain.


Aspect of BOZ said:
Make these SLAs?

Either that or part of his spells known list.

Aspect of BOZ said:
Shade suggested we could model this, in part, after the earthquake spell. We can also use some of the information on earthquakes in the DMG.

Yep, both could be useful.

Aspect of BOZ said:
Frightful Presence (Ex): Vore Lekiniskiy can unsettle foes with his mere presence. The ability takes effect automatically whenever Vore (attacks, charges, or leaps overhead?). Creatures within a radius of (240?) feet are subject to the effect if they have fewer HD than Vore. A potentially affected creature that succeeds on a DC X Will save (remains immune to Vore's frightful presence for 24 hours. – keep this part?) (On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. – keep this effect or substitute with another one? What’s the equivalent to the 2E fear spell?) Vore ignores the frightful presence of other draconic creatures. The save DC is Charisma-based.

Attacks works. He probably can't charge or leap overhead. I'd keep the 24 hour thing. I'd keep it as close to other true dragons as possible.
 

I’ll give him a tail slap, but that’s an “or” attack, rather than an “and” (since he can’t put more than one half of his body out at a time).

The land speed is debatable, but really only necessary if we give him an earth glide type of ability (possibly mixing with meld into stone).

Frightful Presence (Ex): Vore Lekiniskiy can unsettle foes with his mere presence. The ability takes effect automatically whenever Vore attacks. Creatures within a radius of (240?) feet are subject to the effect if they have fewer HD than Vore. A potentially affected creature that succeeds on a DC X Will save remains immune to Vore's frightful presence for 24 hours. (On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. – keep this effect or substitute with another one? What’s the equivalent to the 2E fear spell?) Vore ignores the frightful presence of other draconic creatures. The save DC is Charisma-based.
 

Aspect of BOZ said:
I’ll give him a tail slap, but that’s an “or” attack, rather than an “and” (since he can’t put more than one half of his body out at a time).

That'll work.

Aspect of BOZ said:
The land speed is debatable, but really only necessary if we give him an earth glide type of ability (possibly mixing with meld into stone).

We shall debate it once that decision has been made, then. ;)

Aspect of BOZ said:
Frightful Presence (Ex): Vore Lekiniskiy can unsettle foes with his mere presence. The ability takes effect automatically whenever Vore attacks. Creatures within a radius of (240?) feet are subject to the effect if they have fewer HD than Vore. A potentially affected creature that succeeds on a DC X Will save remains immune to Vore's frightful presence for 24 hours. (On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. – keep this effect or substitute with another one? What’s the equivalent to the 2E fear spell?) Vore ignores the frightful presence of other draconic creatures. The save DC is Charisma-based.

I don't have the 2E fear spell handy, but I see no reason to differ from other dragons on the parenthetical parts. 240 ft. for the radius works for me.
 

it was a 4th-level wizard spell.

Fear
(Illusion/Phantasm)
Range: 0 Components: V, S, M
Duration: Special Casting Time: 4
Area of Effect: 60-ft. cone, Saving Throw: Neg.
30-ft. diameter at end, 5-ft. at base

When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. spell are not affected.
The material component of this spell is either the heart of a hen or a white feather.
 


hmm, indeed! so then i guess the only thing that remains is if we want to keep the "creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds" as-is, or change those numeric values around a bit.

Dragon #248 said:
Any character that sees Master Fire Worm ready for battle must save vs. spell at 4 or succumb to a fear spell.

i'm assuming that meant to say "at -4", which also suggests Ability Focus to me.
 

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