Converting Epic Level Creatures

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Generals of the Animal Kings (Greater spirits)
Tiger Ox Monkey
NO. APPEARING: —————————— 1 + host ——————————
ARMOR CLASS: -6 -8 -4
MOVE: 36"/24" 18"/21" 48'/36"
—————————— (MC: A) ——————————
HIT DICE: 30 36 24
% IN LAIR: Nil Nil Nil
TREASURE TYPE: Nil Nil Nil
NO. OF ATTACKS: 3 2 2
DAMAGE/ATTACK: 1-10/1-10/2-20 2-12/2-20 2-12/2- 12
SPECIAL ATTACKS: —————————— See below ——————————
SPECIAL DEFENSES: —————————— See below ——————————
MAGIC RESISTANCE: —————————— 80% ——————————
INTELLIGENCE: —————————— Genius ——————————
ALIGNMENT: —————————— Lawful neutral——————————
SIZE: —————————— L ——————————
Attack/Defense Modes: Nil Nil Nil
LEVEL/XP VALUE: X/27400 X/24400 + 35/hp X/24800 + 35 /hp

There are three principal types of generals-General Tiger, General Ox, and General Monkey. In their natural form they appear as giant-sized humanoid animals of the same type as their name. Each is dressed in the armor, robes, and weapons as befits his station as a lord of the Animal Kings' court. They all have the following abilities in common, usable once per round at will: become invisible, ethereal, or astral at will, shapechange, and teleport (no error). They have ESP, comprehend languages, tongues, detect magic, and know history in effect at all times. They can only be hit by + 5 weapons or better. They have the spell casting ability of a 29th-level wu jen and know all spells of that class. Once per day they can cast a cloud trapeze powerful enough to transport themselves and 1,000 other creatures. They are able to regenerate 5 hit points per round.

General Tiger is most frequently dispatched by the Animal Kings to suppress rebellions or carry out orders of punishment. His mien is so fearsome that all creatures within 24" with less than 3 hit dice or levels must make a saving throw vs. spell or flee in panic for 1d4 turns. He is armed with a vorpal sword + 5 which causes 2d6 + 12 points of damage on a successful hit. He can either make 3 attacks per round with this weapon or use his clawed hands and bite for the damages listed above. He is + 3 on his chance to hit ( + 8 when using the sword). When he appears, he is accompanied by a host of 100 tigers. These tigers are absolutely loyal to him and instinctively understand his every command. General Tiger is extremely proud, hot-tempered, and blood-thirsty.

General Ox is normally sent when General Tiger needs assistance or to aid some particularly righteous human emperor in a great endeavor. Once per turn he is able to crash his hooves to the ground with all the effects of an earthquake spell. He is armed with a mace + 5 which is able to fire a meteor swarm once per day. This mace causes 1 d10 + 9 points of damage on a successful hit. He may attack with it and gore with his horns in the same round. He is + 4 on his chance to hit ( + 9 with the mace). When he appears, he is accompanied by a host of 10d4 gozu-oni, all absolutely loyal to him. Although extremely intelligent, General Ox is not a quick thinker and can sometimes be outwitted by those of clever wit. He is extremely patient and stubborn, never breaking off a combat unless ordered by his lord.

General Monkey is sent on missions which require cleverness and stealth. He has all the abilities of a 20th-level ninja. He carries a rod of lordly might at all times. When he appears, 50% of the time he is accompanied by 10d6 intelligent monkeys (AC 7, MV 12", HD 1, #AT 1) armed with swords and spears. In combat, General Monkey is + 4 on his chance to hit and + 5 on damage. General Monkey is noted for his tricks and pranks and of all the generals of the animals kings is the most likely to challenge or disregard his orders. He is intensely curious and can sometimes be bribed with bits of interesting information or magic.

The Animal Kings only appoint a few generals of each type at any given time. However, should one of the generals be slain, the Animal Kings instantly appoint a new general from the ranks of animals that serve them. As soon as this appointment is made, the creature gains all the powers appropriate to that type of general.

Originally appeared in Oriental Adventures (1985).
 

Shall we start with Monkey, since he is the weakest?

They all have the following abilities in common, usable once per round at will: become invisible, ethereal, or astral at will, shapechange, and teleport (no error).

I'd like to replace shapechange with the change shape ability.

They have ESP, comprehend languages, tongues, detect magic, and know history in effect at all times.

Most of those are obvious. Here's know history:
The know history spell, when cast, reveals the common name, background, lineage, and deeds of any item, creature, or place, should such possess any notable history at all. It does not reveal secret identities, presence of magic, magical abilities, character alignment, etc. If cast on a character, it would tell of his parents, what family he belongs to, and any famous deeds of his ancestors. When cast on an object, it reveals the specific name of the item (if it has one), any notable deeds it was used in, and the name of its maker. A katana could be revealed as the "Cloud-Cutting Sword used by the great hero Akicha Tanokura at the Battle of the Fallen Bridges, having been made for him by the master swordsmith Lei Yung." When used to reveal a creature or item that is disguised or polymorphed, the target is allowed a saving throw versus spells. If this is failed the spell operates normally. The spell has no effect on disguised or polymorphed items or places. When used on a creature, the caster must be able to see the creature in question. When used on an object, the caster must be able to handle the item. When used on a place, the caster must be standing within the grounds of the site.

They can only be hit by + 5 weapons or better.

Simplify to x/epic and/or chaotic?

They have the spell casting ability of a 29th-level wu jen and know all spells of that class.

Since wu jen isn't core, simplify to sorcerer casting (with some elemental domains thrown in)?

Once per day they can cast a cloud trapeze powerful enough to transport themselves and 1,000 other creatures.

Here's cloud trapeze:
This spell allows the wu jen to soar on a magical cloud at incredible speeds. Upon casting the spell, the wu jen gently tiffs into the air on a small cloud and then whizzes away in whatever direction he desires. The wu jen can take one human-sized creature with him for every four levels he possesses. The rate of movement is 10 miles every round. In a single turn, the wu jen can cover 100 miles! Those riding on the cloud feel none of the effects of this swift movement and the ride is perfectly steady and calm, even through the worst weather. At the end of the spell or when the wu jen decides to land, the cloud settles gently to earth and disappears.

They are able to regenerate 5 hit points per round.

Switch to fast healing, or have it overcome by chaotic weapons and spells?
 

Agreed to starting with monkey and change shape.

Know history sounds kind of like a powerful version of legend lore. Simplify to legend lore (maybe plus true seeing) or make a unique ability?

I think DR epic makes sense. A nice hefty value, though that can vary among the three types of general.

Definitely sorcerer with elemental domains. Should we give them an ability to know all sorc/wiz spells (plus the domains)?

Cloud trapeze could be a powerful version of wind walk (I don't think wind walk is that fast) or we could simplify to wind walk.

The intent is probably essentially fast healing 5, but I kind of like regen 5 chaotic.
 

Let's figure out ability scores. HD-wise, Monkey is close to Manath, the Horned Duke, one of the Celestial Paragons, and Yeenoghu.

Manath's scores: Str 33, Dex 29, Con 26, Int 22, Wis 29, Cha 28
Yeenoghu's scores: Str 30, Dex 26, Con 32, Int 24, Wis 30, Cha 23

Dex should be higher than Str for this fellow. How about...

Str 26, Dex 33, Con 26, Int 24, Wis 29, Cha 26?

He has all the abilities of a 20th-level ninja.

Since ninja isn't core, how about giving him the sneak attack ability of a 20th-level rogue, the AC bonus of a 20th-level monk, and some SLAs to mimic some of the ninja's Su abilities? The acrobatics can simply be rolled into the racial bonuses to skills. We can note in an underbar that if you are using Complete Adventurer, you can replace sneak attack with sudden strike.
 

All that works for me.

Can you think of anything else specific to General Monkey other than equipment (rod of lordly might) and things like org?
 

Added to Homebrews.

It's not real clear what Monkey fights with. The rod of rulership, perhaps?

What do you think of the change shape and cloud trapeze abilities I worked up?
 

I'd say definitely with the rod of lordly might. It functions as 4 different magic weapons, after all!

The two abilities look pretty good, though I think we need an effective spell level for the cloud trapeze. I'd suggest 9th, given the whole 1000 creatures bit.

The original text says, "They have the spell casting ability of a 29th-level wu jen and know all spells of that class." Do we want to stick to the usual spells known or give them an SA to know all sorc/wiz spells?
 

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