Converting Epic Level Creatures

Status
Not open for further replies.
Uh, 50 tons? Do we have a dragon weight chart somewhere?

Looking through various dragons, it seems most don't list a weight.

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. Rahab is probably only half its size, so your suggested weight should work.

Updated.

All done?
 

log in or register to remove this ad


This guy is linked to the blood warriors/riders currently being converted in the FR thread...

Kazgaroth
Minion of Bhaal
CLIMATE/TERRAIN: Any (Moonshaes)
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High
TREASURE: See below
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 16 (120 hp)
THAC0: 5
NO. OF ATTACKS: 4
DAMAGE/ATTACKS: 1d12(×2)/3d10/ld8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: G (18. tall, 50. long)
MORALE: Fearless (19)
XP VALUE: 19,000

In its true form, Kazgaroth resembles a huge tyrannosaur with forelimbs that, while still short, match the rest of its body and allow the Beast to run on all fours if it wishes. When traveling in this manner, consider Kazgaroth’s movement rate to be 18.

The Beast possesses a broad, powerful, scaly body and tail with a maw that drips mildly acidic saliva (the acid is taken into account in the bite’s damage). Its massive hindlegs end in heavy, clawed feet. In this form (and in other forms if the Beast loses self-control), Kazgaroth’s beady eyes glow a fierce red.

Combat: While the Beast prefers to engage its foes through trickery, deceit, and the use of mortal pawns, Kazgaroth revels in the bloodlust of combat when it arises. In this form, the Beast attacks with its two clawed forelimbs and its vicious bite. Further, the Beast uses its tail to attack anyone it finds itself in melee with; damage from the tailslap is 1d8. Any being struck by the tail must make a Dexterity check with a -5 penalty or be knocked off his feet. The prone figure can regain his footing in the following or subsequent rounds, but can take no other actions during that round.

Kazgaroth can be struck in combat only by magical weapons of +2 enchantment or better. The Beast’s Magic Resistance applies to all wizard and priest spells, except those cast by neutral clerics whose powers concern maintaining the balance of nature. For example, spells cast by druids or priests of Chauntea would affect Kazgaroth normally.

The Beast can shapechange at will. Kazgaroth has been known to assume forms such as a bull, a snake, and a gargoylelike creature. Kazgaroth also can assume the form of specific, well-known individuals, such as it did with the Northmen king Thelgaar Ironhand, after the Beast consumes the original being. Kazgaroth cannot assume the form of any creature larger than itself-but then, it really doesn’t need to.

Kazgaroth also possesses several special abilities, the first of which is the ability to constantly detect magic and detect invisibility within 100 yards of itself, limited by vision. The second ability is to cause lycanthropy with its bite. The breed of lycanthrope matches the ethical element of the victim’s alignment (lawful, neutral, or chaotic), but is always evil. Therefore, lawful (good, neutral, or evil) victims could become wererats, neutral (good, true neutral, or evil) might become werebats, and chaotic (good, neutral, or evil) individuals may become werewolves (or werefoxes if the victim is female and has elf blood). Kazgaroth can cast a permanent charm on one victim within 10’ of itself. A side effect of this charm is that once per week, the charmed being must successfully save vs. spell or permanently lose a point of Charisma (to a minimum score of 3), due to the effects of the Beast’s vile magic on the being. Once per week, the Beast also can cast a death spell.

Kazgaroth’s final offensive power is perhaps its most insidious. A corrupted form of the mass charm spell, this ability transforms a troop (up to 500 persons) of living beings into the undead minions of Bhaal known as the Blood Warriors. See their entry in this section for more details on their most recent incarnation, the Blood Riders.

Kazgaroth is an integral component of the Moonshae Isles (see Ecology below) and if slain, returns in 3d6 years. Only the now-lost sword of Cymrych Hugh could permanently kill the Beast.

Habitat/Society: Kazgaroth is unique to the Moonshae Isles. With his shapechange ability, the Beast can assume forms that allow him to travel anywhere in the Isles quickly and unobtrusively.

Kazgaroth is venerated by the firbolg giants of the Isles. These variants of traditional firbolgs use the normal statistics for their race, but they are chaotic neutral in alignment and are misshapen and unrelentingly ugly. Under the Beast’s leadership, these powerful creatures did much evil to the good Ffolk of the Moonshae Isles (see History below).

Ecology: As a supernatural creature, Kazgaroth draws power from the death, decay, and corruption it causes. In its most recent appearance, this power was mainly derived from a Bhaal-corrupted Moonwell, one of the sites sacred to the Earthmother and her druids. It is from this same Darkwell that Bhaal’s avatar later entered the Realms, only to be defeated by Tristan Kendrick, Newt the faerie dragon, and the other heroes of the Moonshae Isles. Beyond this link to the mortal world of the Realms, the Beast plays no role in the life of the Moonshaes beyond being a tool with which to upset the Balance of the Earthmother’s domain.

History: The origin of Kazgaroth the Beast lurks in the long-lost past of the Moonshaes, nearly as distant as that of the Earthmother herself. Over the centuries, Kazgaroth has arisen many times to upset the Balance and wreak havoc across the Isles. In 1345 DR, the Beast made his last recorded appearance. Born again into the Realms from the Bhaal-corrupted Moonwell (now called the Darkwell), Kazgaroth set his plans into motion. Calling upon the firbolgs to begin depredations of their own, Kazgaroth became wise in the ways of the Ffolk, using his shape-shifting ability to pass unnoticed amongst them.

Making his way to Myrloch Vale, the Beast corrupted the druid Trahern of Oakvale, making the hapless mortal a minion of Bhaal. Through the druid, Kazgaroth was able to learn the druids’ plan to counteract the Beast’s own plans to destroy the Balance.

The Beast first killed and took the form of a woman named Meredith, then used this attractive shape to seduce and infect the guardsman Erian with lycanthropy. The werewolf that Erian would now become also would serve Kazgaroth and Bhaal. Next, the Beast viciously killed and began impersonating Thelgaar Ironhand, the mightiest king of the Northmen that lived on the Isles. Now in the role of this leader, Kazgaroth revoked Ironhand’s previous peace-loving policies and built the assembled Northmen into a conquering army bent on ravaging the island of Gywnneth, home of the Kendrick line of kings. Kazgaroth also used its corrupting mass charm ability to transform the Northmen’s only cavalry unit, the Blood Riders, into his pawns. Meanwhile, the Beast’s firbolgs fed tons of coal into the Darkwell, further polluting it. The giants also captured Kamerynn, one of the Earthmother’s Children.

Kazgaroth, as Ironhand, sailed forth with its Northman army in specially modified longships. Each vessel now carried a heavy, piercing ram on its bow, for the Beast knew another of the Earthmother’s Children, the Leviathan, would sense its presence and seek to end the blight Kazgaroth’s presence brought. Indeed, the great aquatic mammal sunk a full third of Kazgaroth’s duped Northmen fleet, but eventually succumbed to the rams and a huge harpoon hurled by Ironhand/the Beast itself.

Power flowed into Kazgaroth from the destruction of the Leviathan, and the Beast now fought to control the human form which was barely capable of holding such potency. Kazgaroth/Ironhand sailed on while part of the Northman fleet sailed a different route, landing on Gwynneth and looting and pillaging, driving a great mass of refugees before them. Part of the Beast’s plan was for a portion of the Northman army to use mountain passes (guided by Trahern) to get ahead of the refugees and slaughter them all between the two Northman groups.

Meanwhile, Erian the werewolf fought and defeated the leader of the Earthmother’s Pack, a gathering of all the wolves of the Isles. Erian then used this collective Child of the Earthmother against her. Soon, Kazgaroth landed his fleet at Corwell, laying siege to both the town and Caer Corwell that overlooked it.

Kazgaroth could sense the presence of the heroes within the Caer, especially Robyn, the young woman who was discovering her considerable druidic powers. The Beast attacked, but the young druid, a cleric named Friar Nolan, and Prince Tristan Kendrick forced Kazgaroth to flee. Tristan Kendrick’s moorhound, Canthus, blessed by the Earthmother, managed to defeat and kill Erian and he led the Pack on a long trek to Corwell.

Now, the Northmen, the firbolgs, the Blood Riders, and Kazgaroth worked to bring Corwell to its knees. The heroes of the Moonshaes, however, stood firm. The heroes turned back the firbolgs at the Caer’s gatehouse and, enraged at the sight, Kazgaroth’s control snapped. Resuming his true form, the Beast slew the fleeing giant-kin with a blast of magic, then managed to regain Thelgaar Ironhand’s form. As the Pack led by Canthus fiercely attacked the Northmen army, Tristan Kendrick and Kazgaroth/Ironhand met in battle. The Beast could not stand the touch of the sword of Cymrych Hugh and fled the field while one of the Blood Riders made off with the young druid, Robyn, whom he intended to sacrifice to his dread lord, Bhaal.

The heroes pursued the Blood Riders and managed to prevent the sacrifice, defeating them in the process. Reunited, the heroes tracked the Beast back to the Darkwell where they engaged him in battle. Strengthened by the Darkwell, Kazgaroth killed most of the heroes before Tristan, wielding the sword of Cymrych Hugh, destroyed the Beast.

The Earthmother returned all but one of her heroes to life after the battle, but the Beast too lived on, after a fashion. The heart of Kazgaroth, a black, stonelike object of potent magical powers was recovered by Trahern and eventually found its way into the hands of HOBARTH, a powerful cleric of Bhaal.

Originally appeared in Villains’ Lorebook (1998).
 

Magical beast or native outsider?

The "divide by 4.5" rule yields 26 Hit Dice.

Upsizing a T-Rex's physical ability scores to Gargantuan yields...

Str 36, Dex 12, Con 25

Does that look appropriate?

Int is High (13-14). Cha should be at least that good, but probably higher.
 



Added to Homebrews.

In its true form, Kazgaroth resembles a huge tyrannosaur with forelimbs that, while still short, match the rest of its body and allow the Beast to run on all fours if it wishes. When traveling in this manner, consider Kazgaroth’s movement rate to be 18.

Is a special ability needed, or is just a note on the speed line sufficient?

The Beast possesses a broad, powerful, scaly body and tail with a maw that drips mildly acidic saliva (the acid is taken into account in the bite’s damage).

Bite damage is currently at 3d10. A Gargantuan T-Rex would do 4d6. Change to 4d6 and add 1d6 acid?

Retain T-Rex abilities such as improved grab, swallow whole, and scent?

Further, the Beast uses its tail to attack anyone it finds itself in melee with; damage from the tailslap is 1d8. Any being struck by the tail must make a Dexterity check with a -5 penalty or be knocked off his feet. The prone figure can regain his footing in the following or subsequent rounds, but can take no other actions during that round.

The trip ability of wolves?

Kazgaroth can be struck in combat only by magical weapons of +2 enchantment or better.

Change to DR x/epic?

The Beast’s Magic Resistance applies to all wizard and priest spells, except those cast by neutral clerics whose powers concern maintaining the balance of nature. For example, spells cast by druids or priests of Chauntea would affect Kazgaroth normally.

Vulnerabilty to druidic magic and spells in the Animal and Plant domains? Extend to Air, Earth, Fire, Water, and Weather domains as well?

The Beast can shapechange at will. Kazgaroth has been known to assume forms such as a bull, a snake, and a gargoylelike creature. Kazgaroth also can assume the form of specific, well-known individuals, such as it did with the Northmen king Thelgaar Ironhand, after the Beast consumes the original being. Kazgaroth cannot assume the form of any creature larger than itself-but then, it really doesn’t need to.

It sounds like a specialized shapechange ability.

Kazgaroth also possesses several special abilities, the first of which is the ability to constantly detect magic and detect invisibility within 100 yards of itself, limited by vision.

Supernatural detect magic and detect invisibility to 300 feet, always active?

The second ability is to cause lycanthropy with its bite. The breed of lycanthrope matches the ethical element of the victim’s alignment (lawful, neutral, or chaotic), but is always evil. Therefore, lawful (good, neutral, or evil) victims could become wererats, neutral (good, true neutral, or evil) might become werebats, and chaotic (good, neutral, or evil) individuals may become werewolves (or werefoxes if the victim is female and has elf blood).

Curse of lycanthropy, Kazgaroth's choice of template?

Kazgaroth can cast a permanent charm on one victim within 10’ of itself. A side effect of this charm is that once per week, the charmed being must successfully save vs. spell or permanently lose a point of Charisma (to a minimum score of 3), due to the effects of the Beast’s vile magic on the being. Once per week, the Beast also can cast a death spell.

Unique charm ability with chance of Cha drain? Replace death spell with slay living, destruction, or finger of death?

Kazgaroth’s final offensive power is perhaps its most insidious. A corrupted form of the mass charm spell, this ability transforms a troop (up to 500 persons) of living beings into the undead minions of Bhaal known as the Blood Warriors. See their entry in this section for more details on their most recent incarnation, the Blood Riders.

Unique ability.

Kazgaroth is an integral component of the Moonshae Isles (see Ecology below) and if slain, returns in 3d6 years. Only the now-lost sword of Cymrych Hugh could permanently kill the Beast.

Something like ghost's rejuvenation?
 



Most of what you suggest sounds good. I'd give it an ability where it's faster on all fours, but can't make claw attacks that round--caterwauls have it, and I know there's other monsters that do, too.

I think we should change circle of death to something more formidable--it's going to be useless against the parties that will actually fight this thing.

I'm not sure how to handle the "no SR versus druids" thing. Your suggestion doesn't sit well with me. How about "druids and clerics of deities with the Animal or Plant domain are always considered to have overcome Kazgaroth's spell resistance"?

I'd like to stick to 3d10 damage plus 1d6 acid, rather than downgrade to 4d6.

We've done a tripping tail sweep before, haven't we? The megalaina, right?
 

Status
Not open for further replies.
Remove ads

Top