Converting Epic Level Creatures

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I didn't see Improved Multiattack in Shade's previous list. What do you think about Spellcasting Harrier?

Well it is in there:

Automatic Quicken Spell (x2), Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Bull Rush, Improved Critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Quicken Spell, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)

I like Spellcasting Harrier a lot better than Flyby Attack.
 

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Actually I meant it wasn't in Shade's list in post 932 of the thread. That's why I suggested adding it.

I actually meant Spellcasting Harrier in place of one of the Automatic Quickens for Ox. Of course, it could be ok for Tiger in place of Flyby if he has an epic slot left.
 

OK, let's settle this. ;)

Tiger: Grant Whirlwind Attack as a bonus feat, and fill that vacated feat slot with Flyby Attack?

Ox: Automatic Quicken Spell, Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Bull Rush, Improved Critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Quicken Spell, Spellcasting Harrier, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)?
 


OK, let's settle this. ;)

Tiger: Grant Whirlwind Attack as a bonus feat, and fill that vacated feat slot with Flyby Attack?

Ox: Automatic Quicken Spell, Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Bull Rush, Improved Critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Quicken Spell, Spellcasting Harrier, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)?

That's alright by me.
 

Updated (and General Tiger too).

Organization: x

Challenge Rating: 30? General Tiger is CR 27, and by normal outsider advancement rules, he'd be 3 higher.

General Ox stands 9 feet tall and weighs x pounds.
 

Updated (and General Tiger too).

Organization: x

Challenge Rating: 30? General Tiger is CR 27, and by normal outsider advancement rules, he'd be 3 higher.

General Ox stands 9 feet tall and weighs x pounds.

CR 30 is fine.

Do we want to use the original's Gozi-Oni for the organisation? I vaguely recall seeing official 3E stats but they weren't that tough, so we may want to advance them in some fashion.

He ought to be heavier than the other two generals, since he's built like an Ox.

1500 pounds?
 

Go-zu oni are CR 9 and normally appear in bands of 2-20. Not bad, really. They advance by character class, so we could always slap appropriate amounts of fighter levels upon them to achieve our "sweet spot".
 

Go-zu oni are CR 9 and normally appear in bands of 2-20. Not bad, really. They advance by character class, so we could always slap appropriate amounts of fighter levels upon them to achieve our "sweet spot".

So something like 12th levels in a martial character class?

Can you think of anything more interesting than fighter.

How about sorcerer 2/dragon disciple 10 for a "magical support" version?

What are a Go-Zu Oni's stats anyway.
 

Fighter may seem boring, but is a perfect fit for 'em.

The go-zu are like mini versions of General Ox...

Go-Zu Oni
Large Giant (Spirit)
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (-1 size, +7 natural, +4 partial armor), touch 9, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Huge greatsword +15 melee (2d8+10)
Full Attack: Huge greatsword +15/+10 melee (2d8+10) and gore +10 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, low-light vision, regeneration 5, see invisibility
Saves: Fort +12, Ref +4, Will +6
Abilities: Str 25, Dex 10, Con 19, Int 14, Wis 14, Cha 17
Skills: Climb +19, Jump +19, Listen +17, Spot +17
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Environment: Any land
Organization: Solitary or band (2-20)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: -

Go-zu oni are mighty warriors who serve as soldiers in a spirit army.

Go-zu oni resemble common oni, but they are larger (about 9 feet tall) and their bodies are thicker (averaging 350 pounds). They have the heads of bulls, with large snouts, small ears, and two long horns. Their skin is usually dark orange, gray, or deep purple. They wear fine robes and polished armor, appropriate to their station in the spirit army.

Go-Zu oni speak Giant, Tengu, Goblin, Common, and the Spirit Tongue.

Combat
Go-zu oni fight with weapons suited to their size. In addition to the greatsword (n0-dachi) shown in the statistics above, a go-zu oni may use a spear, naginata, halberd, or trident in melee.

Change Shape (Su): A go-zu oni can assume the form of any Small or Medium humanoid.

Regeneration (Ex): Fire and acid deal normal damage to a go-zu oni.

See Invisibility (Su): Go-zu oni can see invisible creatures and objects within their range of normal vision.

Spell-Like Abilities: At will—cause fear, fire shuriken*, fly, invisibility; 2/day—cloud chariot* (self plus 50 pounds of objects only). Caster level 10th. The save DCs are Charisma-based.

*Appears in Oriental Adventures.
 

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