Converting monsters from Dungeon Magazine

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Shade said:
Double-post, or did I miss something to which you were trying to draw my attention? ;)

Double post due to one of those EN World database errors... :confused:

I guess there should in fact be some kind of spell to summon and bind these. It's probably a stock spell, but what level do we think it should be? Wiz/Sor 5-6?
 

Lesser planar binding is 5th-level, and could cover its HD, but since the epadrazzil doesn't have the same options to resist/escape, I could see bumping it to 6th.
 

Ok, so that's an 11th level BBEG and CR 4 monster. I guess that's not too much of a stretch if there's something else in the room. Let's go with 6th and modify lesser planar binding.
 

How does this look?

Bind Epadrazzil
Conjuration (Calling) [see text]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One epadrazzil
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell calls an epadrazzil from its two-dimensional home plane and binds it to a special painting. The epadrazzil is confined to this painting unless its services are required. It will not leave the room upon which its painting is based. If the painting is somehow removed from the room without the epadrazzil being slain, the epadrazzil is instantly transported back into the painting and will not leave it until it is restored to its original location. Should the painting be destroyed, the epadrazzil is immediately freed and returns to its home plane.

The epadrazzil that appears shares the same alignment as the spellcaster who summoned it. A calling spell used to call a chaotic, evil, good, or lawful creature is a spell of that type.

It is believed that higher-level versions of this spell exist to call greater epadrazzils.

Material Component: A special painting (worth at least xxxx gp) which creates a mirror image of the room in which it is to be placed.
 

Looks good. The similar CR copper automaton costs 5000gp to construct, so maybe a similar price for the painting?
 



Spirit Leopard: AC -2; MV 18; HD 15; hp 85; THAC0 5; #AT 3 (claw/claw/bite); Dmg 1d6+4/1d6+4/5d4; SA spells, bite; SD +2 or better weapons to hit, 30% magic resistance, immune to charm and hold spells; ML 20; AL NE.

This is a personal servant of Kazhak, who hails from an alternate Prime Material Plane. Since the spirit leopard is a creature of a Prime Material plane, it cannot be turned by clerics. The spirit leopard will try to destroy the PCs. If it is slain, the spirit leopard vanishes and returns to its home world.

The spirit leopard looks like a leopard but is larger than a cave bear. Its eyes sparkle with intelligence, and its upper fangs are long like those of a sabertooth cat. Its claws are very long and cannot be completely sheathed.

The spirit leopard has several special abilities. Its leaping ability allows it to move anywhere in the room in only seconds. Due to its size, it can attack three different opponents at once if they are to its front or sides. Once every five rounds, it can direct a blasting roar at one opponent, who must pass a wisdom check on 1d20 or else be stunned and helpless for three rounds. The spirit leopard has 120' infravision and can detect invisible objects at will.

The spirit leopard's most deadly attack is its bite. On a natural to-hit roll of 18 or 19, the bite does double damage, and the opponent will be held fast in the mouth. The spirit leopard automatically does normal bite damage to the held victim every round thereafter. On a natural to-hit roll of 20, all of the above occurs, and the victim is drained of one level of experience in the first round of biting.

The spirit leopard has a number of spell-like powers that can be cast one per round: dispel magic, fear (as a wand of fear), suggestion, darkness 15' radius.

NOTE: Kazhak is a lawful-evil god of power, wealth, and secrecy (very similar to Tezcatilopoca, from Legends & Lore, page 35), whose holy animal and personal symbol is a spotted leopard.

Originally appeared in Dungeon Magazine #22 (
 


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