Converting Epic Level Creatures

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Wait, so would lycanthropic empathy work on all animals, or on lycanthropes? I don't think he should empathize with animals, although a bonus on all Bluff, Diplomacy and Intimidate checks made to influence lycanthropes I could get behind.

3 to 4 tons should be right.
 

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Lycanthropic Empathy (Ex): Kazgaroth can communicate and empathize with lycanthropes, much in the way lycanthropes communicate with animals of their type. This gives him a +4 racial bonus on all Bluff, Diplomacy and Intimidate checks made to influence lycanthropes.
 





We should give it a "gallop" SQ, like gambols (MMII) and caterwauls (ToH) for the "on all fours" thing. Something like,

Gallop (Ex) Kazgaroth gains an extra 10 feet to his movement speed when travelling on all fours, but cannot make claw attacks in a round in which he does so.

Either that or forget that nonsense and increase his speed to 50 feet for good.
 



THE FAERIE QUEEN
The Faerie Queen reigns over the Seelie Court. Known in various legends as Titania, Maeve, or Mab, she is a fey creature of unearthly beauty. Of lawful neutral alignment, she is devoted to her “children” but is fair to travelers she encounters—so long as they have not mistreated the faerie folk.

Faerie Queen: AC 2; MV 15, Fl 15 (B); HD 20; hp 162; THAC0 5; #AT 1; Dmg by spell; SA Seeming, spells; SD immune to illusions and charm spells, invisible at will, know alignment; SW iron, salt; MR 50%; SZ M (5' tall); ML 16 (champion); AL LN; XP 21,000.

Notes: The queen has a Seeming score of 100 and no need of a perception score—she can see through the Seeming at will. SW—Iron weapons inflict an additional 2 points of damage with each hit; salt thrown on the queen neutralizes her invisibility ability for 1 turn.

S 10, D 18, C 16, I 18, W 17, Ch 19.

Personality: Capricious, fair, devoted to and defensive of her subjects.

Spells under her command (6/6/6/6/6/5/4/4/3 per day): All illusion/phantasm and 1st- and 2nd-level enchantment/charm spells (priestly or wizardly), plus affect normal fires, color spray, create water, dancing lights, detect magic, entangle, faerie fire, feather fall, light, protection from evil, purify food and drink, shillelagh; barkskin, detect invisibility, goodberry, produce flame, speak witt animals, warp wood; blink, continual light, create food and water, gust of wind, hold person, protection from evil 10-foot radius, pyrotechnics, seelie spell of forgetting, suggestion, tree, water walk; confusion, reflecting pool, tongues; false vision, Leomund’s lamentable belaborment; enchant an item,true seeing.

The Faerie Queen is a creature of such ethereal beauty that any nonfaerie who beholds her must immediately succeed at a saving throw vs. spell or be charmed. In all the Shadow World, the Faerie Queen has the greatest power over the Seeming—after all, she was alive before it existed, and has had an eternity to hone her command of it. As the last surviving Sie (see “Ecology,” below), she also commands both wizardly and priestly magic.

The queen considers herself the ultimate protector of the faeries, and defends them from outsiders as a mother does her children. Should one of the faeries commit a misdeed, however, she also punishes it as a mother would her wayward child. Faeries encountered outside the Seelie Court are often the subjects of such discipline, enduring temporary or permanent banishment from the court as the penalty for some transgression. The fair folk love their queen so dearly that such exile is the strongest form of punishment imaginable to them. Just as the queen devotes herself to their protection, they in turn will defend her to the death.

Originally appeared in Blood Spawn (2002).
 

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