Converting World of Greyhawk monsters

Status
Not open for further replies.
Updated.

Modify the base creature's abilities at all? Increased Cha, perhaps? The Int boost is already covered by hierarchal mind.

Scanning over the original text of the "template", I'm not finding spell resistance. Were we basing that off Mossmutter's 25% magic resistance? If so, then SR should equal CR+6 (or, we could simplify to HD plus, say, 10?).
 

log in or register to remove this ad

Hmmmm... mold wyrms have an MR of 10%, Mossmutter has 25% and the other False Kerapti have none. However, the False Keraptis "template" includes the "K: complete imprint" spell, which has the following note:
Note: A K: complete imprint incorporates all the partial K-imprints, granting the host the standard uses/day of each and enabling him or her to scribe these sentient spells on scrolls as desired.
And one of the partial K-imprints (which we are carefully avoiding turning into a tempate of their own <grin>) is "Raise user's magic resistance to 40% (twice per day for 1 hour)".

None of which explains Mossmutter's 25% MR, of course. Presumably, that's an exception to the exceptional application of the exceptional False Keraptis template...
 

Well, I could see adding a boost to Cha along with Int in the Hierarchical Mind. It fits the use of SLAs.

As for SR, let's go with HD+10 for everybody. There's such a thing as too many exceptions. ;)
 

Cha +4?

I'm thinking no level adjustment...the subsumed mind function alone makes it far too powerful for a player character, me thinks.
 


Agreed to no LA.

So we'll just go with a flat Cha bonus rather than a step-wise bonus in the Hierarchical Mind? Fine by me.
 



Revisiting...

Sample False Keraptis

Killjoy, False Keraptis Efreeti
Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, hierarchical mind, partial imprint, spell-like abilities
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, spell resistance 20, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 19
Skills: Bluff +17, Craft (any one) +14, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +19, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary or hierarchical mind (Killjoy plus 3-40 subsumed minds)
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Lawful evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: -

Change Shape (Su): An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.

Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like a enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 19 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, magic missile, wall of fire (DC 18); 1/day—acid arrow, black tentacles, circle of death, cloudkill, cone of cold, dimension door, fireball, grant up to three wishes (to nongenies only), gaseous form, knock, lightning bolt, mirror image, permanent image (DC 20), sleep, slow, stoneskin, wall of force, wind wall, true seeing. Caster level 12th. The save DCs are Charisma-based.

We'll need to select three cantrips for the list from arcane mark, mage hand, read magic, and touch of fatigue.
 

Drop mage hand.

Let's make his partial imprint just the standard scroll one and note that his Subsumed Minds are also standard (when we write that template).
 

Status
Not open for further replies.
Remove ads

Top