Converting Epic Level Creatures

Rats, keep forgetting about the spell level limits on Quicken SLA for some reason...

How about we get him Awesome Blow? That seems thematically appropriate for a Gargantuan monster with a mace. We just need to swap something out for the Imp Bull Rush prereq --- either Spell Penetration or Imp Crit. What do you think?

I guess Spell Penetration is the most superfluous, as most of his SLAs aren't of direct combat use and his CL is already 20th.

That bring about the following changes:

Initiative: +5
Attack: Blacklight mace +40 melee (4d6+26/19-20)
Saves: Ref +24
Feats: Awesome Blow, Cleave, Dire Charge, Epic Reflexes, Improved Critical (mace), Improved Bull Rush, Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic)

Spell-Like Abilities (Sp): At will—greater arcane sight, detect scrying, greater dispel magic, false vision, plane shift (DC 26), greater prying eyes, greater teleport, true seeing, unhallow, 3/day—dimensional lock, quickened greater dispel magic, screen (DC 27), 1/day—gate, legend lore. Caster level 20th. The save DCs are Charisma-based.
 

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That looks ok to me.

Updating the Ythog-Nthlei Working Draft.

That's odd. Didn't I add the Skills a couple of weeks ago? They weren't in the Working Draft.

Oh well, they're there now.

Did you have a proposed Org line and/or Treasure?

I didn't have anything specific in mind, no.

Hmm...

Well obviously Ythog-Nthlei are only ever encountered in large packs of 11-39. :p

In the Adventure he appears in he's released from his slumber by four of his "priests" so I guess we could include them in an Organisation. Access to his throne room is guarded by two Sentinel Eidolons, so we can add them as well.

That'd make for something like:

Organisation: Solitary or court (1 plus 1-3 sentinel eidolons and 2-8 priests of Ythog Nthlei)

As for the treasure, in the original adventure he's got a pouch with ten ioun stones in it (which for some reason he isn't using) and his throne is inlaid with 20,000 gp worth of gems.

That's not too shabby, but nothing extravagant for a creature of his level.

Shall we just call it "Treasure: Standard"?
 

I'll agree to all that. And environment seems like it should be Any or, if you want to restrict to the terms of the adventure maybe Any Underground.

I have the sense tactics should be spelled out given the complexity of this critter. Perhaps we should spell things out like the SRD balor and pit fiend; what do you think? In any event, I have the feeling that Ythog-Nthlei will start out using eyebeams and SLAs to support priest for a few rounds but really enjoys/prefers getting into melee and using slave venom.
 

I'll agree to all that. And environment seems like it should be Any or, if you want to restrict to the terms of the adventure maybe Any Underground.

"Environment: Any" is fine.

Updating the Ythog-Nthlei Working Draft.

I have the sense tactics should be spelled out given the complexity of this critter. Perhaps we should spell things out like the SRD balor and pit fiend; what do you think? In any event, I have the feeling that Ythog-Nthlei will start out using eyebeams and SLAs to support priest for a few rounds but really enjoys/prefers getting into melee and using slave venom.

Well he's not that complicated since most of his SLAs are not for combat.

Going by the original adventure I'd say he likes to get stuck in to melee ASAP using either Dire Charge or greater teleport. He'll toss a quickened greater teleport to counteract enemy spellcasting as needed and if he's up against serious opposition he'll gate in something nasty like a Balor or Pit Fiend to back him up.

I'd think his priests are more likely to act as "cheerleaders" who support the Dark King with spells/SLAs and flanking than the other way around.
 

Hmm, how about this?

Ythog-Nthlei usually rushes into melee, either using Dire Charge or greater teleport, quickly bringing the Blacklight Mace to bear on opponents. The Dark King uses eyebeams or greater teleport to deal with enemy spellcasters, relishing the effects of Slave Venom on wizards. If pressed, Ythog Nthlei will gate in a balor or pit fiend to help; priests are alternately cannon fodder and sources of supporting spells.
 

Hmm, how about this?

Ythog-Nthlei usually rushes into melee, either using Dire Charge or greater teleport, quickly bringing the Blacklight Mace to bear on opponents. The Dark King uses eyebeams or greater teleport to deal with enemy spellcasters, relishing the effects of Slave Venom on wizards. If pressed, Ythog Nthlei will gate in a balor or pit fiend to help; priests are alternately cannon fodder and sources of supporting spells.

The foundations are fine but I think the wording could do with some polishing.

Is this any better:

Ythog-Nthlei is most effective in melee, so uses Dire Charge or greater teleport to engage opponents with his Blacklight Mace and bite as quickly as possible. Opponents outside melee reach may be targeted by his eyebeams. The Dark King relishes the effects his bite's slave venom has on foes, especially enemy spellcasters, whose spells he often counter with quickened greater dispel magic. If hard-pressed, Ythog-Nthlei will gate in a powerful evil outsider to help, such as a balor or pit fiend.
 

Sure, though I wouldn't mind adding a short bit about his priests. Also catching a typo o two:

Ythog-Nthlei is most effective in melee, so uses Dire Charge or greater teleport to engage opponents with his Blacklight Mace and bite as quickly as possible. Opponents outside melee reach may be targeted by his eyebeams. The Dark King relishes the effects his bite's slave venom has on foes, especially enemy spellcasters, whose spells he often counters with quickened greater dispel magic. If hard-pressed, Ythog-Nthlei will gate in a powerful evil outsider to help, such as a balor or pit fiend. Priests of the Dark King are merely distractions for Ythog-Nthlei's opponents.
 

Sure, though I wouldn't mind adding a short bit about his priests. Also catching a typo o two:

Ythog-Nthlei is most effective in melee, so uses Dire Charge or greater teleport to engage opponents with his Blacklight Mace and bite as quickly as possible. Opponents outside melee reach may be targeted by his eyebeams. The Dark King relishes the effects his bite's slave venom has on foes, especially enemy spellcasters, whose spells he often counters with quickened greater dispel magic. If hard-pressed, Ythog-Nthlei will gate in a powerful evil outsider to help, such as a balor or pit fiend. Priests of the Dark King are merely distractions for Ythog-Nthlei's opponents.

Might be better to have it in a separate paragraph, e.g.:

If Ythog-Nthlei is attended by a court of priests and eidolons they will do all they can to assist their master, even if they're little more than distractions to the Dark King's foes.
 

Updating the Ythog-Nthlei Working Draft.

That's odd. Didn't I add the Skills a couple of weeks ago? They weren't in the Working Draft.

Oh well, they're there now.



I didn't have anything specific in mind, no.

Hmm...

Well obviously Ythog-Nthlei are only ever encountered in large packs of 11-39. :p

In the Adventure he appears in he's released from his slumber by four of his "priests" so I guess we could include them in an Organisation. Access to his throne room is guarded by two Sentinel Eidolons, so we can add them as well.

That'd make for something like:

Organisation: Solitary or court (1 plus 1-3 sentinel eidolons and 2-8 priests of Ythog Nthlei)

As for the treasure, in the original adventure he's got a pouch with ten ioun stones in it (which for some reason he isn't using) and his throne is inlaid with 20,000 gp worth of gems.

That's not too shabby, but nothing extravagant for a creature of his level.

Shall we just call it "Treasure: Standard"?

Some reason we can have him using his Ioun Stones?
 

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