Converting Epic Level Creatures


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Shade

Monster Junkie
Elemaster
Sphere: Element equivalent
Status: Hierarch 2
Power Points: 12,000
Anti-Magic: 90%
Armor Class: -18
Hit Dice: 43
Move: As Immortal
Attacks: 4 fist strikes
Damage: Up to 100 (each)
No. Appearing: 1 (unique)
Save As: Hierarch 2
Morale: Special
Treasure Type: Special
Alignment: Neutral
XP Value: 9,539,250 (953 PP)

Description: The elemasters are high-ranking aides who directly serve the Full Hierarchs of the Spheres. They represent and rule all of the elementals of the multiverse.

An elemaster's normal form is similar to its elemental type, but 20 feet tall. It is able to shrink or grow at will, to a minimum height of one inch, and a maximum of 300 feet. This ability is innate, non-magical, and requires no Power expenditure.

Abilities and Limits: An elemaster can use all forms of Power combat, and may expend Power to create any magical effect within its Sphere, at half normal cost (rounded up). Elemasters may create effects of other Spheres, but at 10 times the usual cost (cumulative with the multiplier for dominance).

The elemasters' normal forms are carefully designed and expensive to create so they are careful to avoid this destruction if possible. Each has the full ability scores of the elemaster, all of which are 75 ( + 13 modifier). Each elemaster has standard Aura power. Any ability score check manipulating the represented element is never penalized for difficulty (though bonuses for ease apply frequently). For example, if the Earthmaster tries to hurl an asteroid with a mass of billions of tons at an opponent, the base 75% chance of success (equal to its Strength score) applies without penalty.

Though of "trainee Hierarch" status, the elemasters cannot progress further, and can never become Full Hierarchs.

Resistances: The elemasters have 90% A-M, but usually negate it if they plan to create magical effects. They are completely immune to all mortal magic. They are immune to magical effects of Immortal origin that have a base cost of 15 PP or less. In addition, they are unaffected by all mind attacks except direct ability score attacks, all magic that could cause instant death (including disintegrate), and blows from weapons of + 4 or lesser enchantment. All standard Immortal saving throws apply as well.

Habits: The business of the elemasters is primarily administrative, as their realms are vast. They spend much of this time visiting and examining their subjects, often stifling their auras and masquerading as young elementals. The local rulers of the elemental planes (detailed in the D&D Master Set) are aware of this, and never shirk their duties, lest they be under secret observation.

Background: The elemasters achieved Immortality long ago, and now protect their exalted positions by preventing any other true Elementals from reaching Immortal status. They are vain and selfcentered, but extremely powerful and superb at their tasks. The Immortals tolerate them for this reason and for fear that, if sufficiently irritated, an elemaster may upset the balance of the elements in the Prime plane.

Originally appeared in Immortal Rules (1986).
 

Shade

Monster Junkie
These are tough ones to fit into the existing elemental hierarchy.

Do we set them between the 36 HD monoliths and the 64 HD primal elementals? Do we place them around the 42-45 HD archomentals? Or since they are nearly godlike, do we set them above the primals?

Based on their wacky abilities and insane AC, I'm thinking we might need to go the latter route, probably boosting them to 72 HD or higher.

Thoughts?
 

Cleon

Hero
These are tough ones to fit into the existing elemental hierarchy.

Do we set them between the 36 HD monoliths and the 64 HD primal elementals? Do we place them around the 42-45 HD archomentals? Or since they are nearly godlike, do we set them above the primals?

Based on their wacky abilities and insane AC, I'm thinking we might need to go the latter route, probably boosting them to 72 HD or higher.

Thoughts?

In 3E terms these are definitely creatures with Divine Ranks, since they're immortal and have complete immunity to all mortal magic.

So I'd start by doubling their Hit Dice to 86 and giving them 36 or more in all their ability scores (to match the original's +13 modifier for their ability scores). The original had ability scores of 75, but I am reluctant to go that high!
 






Shade

Monster Junkie
Shall we start by taking a Primal Elemental, increasing the HD and adding some Divine Traits?

Yeah, we can just assume the Colossal size is their "true size", and allow them to use their size change ability to assume smaller sizes.
 


Shade

Monster Junkie
Agreed to that. I'm assuming they will be elementals rather than outsiders, is that right?

Yeah, I think that's the best approach.

Added the air elemaster to Homebrews. I haven't added any divine ranks or modifications outside of improving the HD and ability scores of a primal air elemental.
 

Cleon

Hero
Yeah, we can just assume the Colossal size is their "true size", and allow them to use their size change ability to assume smaller sizes.

Yes, that would fit.

Added the air elemaster to Homebrews. I haven't added any divine ranks or modifications outside of improving the HD and ability scores of a primal air elemental.

They get 4 attacks instead of 2 following their "Attacks: 4 fist strikes".

What are we doing for Su/SLA? At the very least they should be able to cast all the Air description spells in the book.
 


Cleon

Hero
Per the divine rules, it gets all spells from its domain as At Will SLAs at caster level 10 + divine rank.

Updated.

That's only 9 spells from one Elemental Domain though, isn't it. The Immortals version suggests a broader spellcasting ability.

Oh, and how many Divine Ranks are we giving them? If they have authority over all Elementals of their type, that suggests Lesser God to me.

Rank 8?
 




Cleon

Hero
How about giving them spellcasting ability similar to the seraph, but limited to spells keyed to their element?

I was thinking something like this:

Spells (Sp): A fire primelemental can cast any spell with the Fire descriptor at will as an X level sorcerer. The save DCs are Charisma-based.
 

Shade

Monster Junkie
How about giving them spellcasting ability similar to the seraph, but limited to spells keyed to their element?

This?

Master of Divine Magic (Sp): At will, a seraphim may use any core divine spell from the cleric spell list or the Fire, Glory, Good, or Sun domains as a spell-like ability, as long as it is not opposed in alignment. A seraphim may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for such abilities is 21 + spell level (10 + spell level + seraphim's Wisdom bonus). Seraphs tend to favor spells such as blade barrier, holy aura, and holy smite.

Yeah, that looks great! Just swap in Air, Earth, Fire, or Water for the domains, and we're golden. :)
 

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