Converting World of Greyhawk monsters

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In that case, here are the other three False Kerapti from RtWPM. My vote would be to updated Killjoy, mostly because he has Blackrazor!

False Keraptis "Killjoy," male efreeti M15 AC 2; MV 9, fly 24 (B); HD 8+3; hp 65; THACO 11 (51 with Blackrazor and Str bonus); #AT 1 (Blackrazor); Dmg 1d10+9/1d10+9; SA spell channeling; SD immunities; SZ 1, (12’ tall); ML champion (15); Str 18/00, Dex 13, Con 20, Int 16, Wis 11, Cha 10; AL LE; XP 12,000.
Special Abilities: gaseous form, SA-can channel one spell per round through any group of three subsumed minds in addition to other actions; SD-immune to normal fire; -1 penalty to attack and damage rolls for opponents using magical fire.
Spell-like Abilities (at 15th level): at will-produce flame, pyrotechnics, create illusion with visual and audio components that lasts without concentration until magically dispelled or touched; 1/day-cloudkill, Evard's black tentacles, finger of death,fireball, invisibility, K: complete imprint, knock, detect magic, enlarge, magic missile, mirror image, polymorph self, slow, stoneskin, true seeing, wall of fire, wind wall; 2/day-death spell; 3/day-acid arrow, cone of cold, lightning bolt, polymorph other, sleep.
Quote: ”I AM Keraptis!”

False Keraptis "Nightfear," male gnome M12 AC 9 (robe of protection +1);
MV 12; hp 28; THACO 16; #AT 1 (dagger +2); Dmg 1d4+2; SZ S (3’1” tall); ML average (9); Str 7, Dex 11, Con 12, Int 16, Wis 12, Cha 8; AL CE; XP 5,000.
Special Abilities: +4 bonus to saving throws vs. rod, staff, or wand and spell; infravision (60-foot range); detect sloping passages (1-5 on 1d6), unsafe stonework (1-7 on 1d10), approximate depth (1-4 on 1d6), and direction underground (1-3 on 1d6).
Spell-like Abilities (at 12th level): l/day--cloudkill, death spell, Evard's black tentacles, fireball, K: complete imprint, knock, levitate, mirror image, polymorph other, rope trick, shield, sleep, slow, stoneskin, true seeing, wind wall; 2/day-lightning bolt, cone of cold; 3/day--magic missile.
Special Equipment: ring of spell storing (fireball, lightning bolt (x2), teleport (x2)).

False Keraptis "Spatterdock," male ogre mage M15: AC 0; MV 9, fly 15 (B); HD 5+2; hp 42; THACO 15 (11 with ogre-sized two-handed sword +1 and Str bonus); #AT 1 (ogre-sized two-handed sword +Z); Dmg 1d10+7; SA spell channeling; SD gaseous form, regeneration; SZ L (1O 1/2' tall); ML elite (14); Str 18/00, Dex 12, Con 15, Int 16, Wis 10, Cha 13; AL CE; XP 5,000.
Special Abilities: SA-can channel one spell per round through any group of three subsumed minds in addition to other actions; SD-regenerate 1 hp/day; assume gaseous form (1/day).
Spell-like Abilities (at 15th level): at will--fly (12 turns before resting 12 turns), invisibility, darkness 10’ radius, polymorph self (humanoid forms between 4 and 12 feet tall); 1/day-charm person, cloudkill, death spell, Evard’s black tentacles, finger of death, K: complete imprint, knock, fireball, mirror image, sleep, slow, stoneskin, true seeing, wind wall, wizard mark; 2/day-polymorph other; 3/day-acid arrow, lightning bolt, magic missile; 4/day-cone of cold.
Special Equipment: three potions of extra healing, ring of fire resistance.
 


Well, at least he can be a regular efreet with a "simple" application of the false K template. ;)
 

Updated.

Trudging forth...

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, partial imprint, spell-like abilities
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, spell resistance HD+x, 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 15
Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 8+x
Treasure: Standard coins; double goods; standard items
Alignment: Always 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 13 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 16); 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 18), sleep, slow, stoneskin, wall of force, wind wall, true seeing. Caster level 12th. The save DCs are Charisma-based.

Looking at what he gained, we need to change "When creating a false Keraptis, the DM should randomly select two spells for each spell level up to 3rd, and one spell from levels 4-6" to "When creating a false Keraptis, the DM should randomly select three spells for each spell level up to 3rd, and two spells for each level from 4-6".

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

Before we get to that, though, I think we need one more SA for the template: the Hierarchical Mind. If Echohawk would be so kind as to summarize/post the details of that, I'll try to write that up.
 


Ok, wasn't sure we'd covered all of it yet. Good heavens, we've been working on this since December! :eek:

Here's a first draft. I'm borrowing some bits from 3e places like formians. Also, instead of adding a level of experience, I think I'll use positive levels. :D I'm not sure if the +1 to Int should maybe change to Cha, given that the SLA DCs are based on Cha. Or we could do both, since I have the feeling this should be a fairly powreful template. Finally, I'm not sure if the "Will save vs death" should have a fixed DC or something based on the attack that killed it. I used a physical transformation to make the transfer of consciousness a bit easier mechanically.

Hierarchical Mind (Su): The consciousness of a false Keraptis spreads throughout its Subsumed Minds. The false Keraptis has access to all the perceptions of all of its Subsumed Minds on the same plane of existence, and a false Keraptis cannot be flanked unless all its Subsumed Minds within line of sight are flanked. The false Keraptis may direct the actions of one of its Subsumed Minds as a swift action, three as a move action, five as a standard action, or ten as a full-round action.

For each 10 Subsumed Minds in the Hierarchical Mind of a given false Keraptis, the false Keraptis gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 Subsumed Minds, the false Keraptis gains one additional daily use of a single spell-like ability granted by the template.

When the body of a false Keraptis is killed, the Hierarchical Mind must make a DC X Will save or be destroyed utterly (using the save bonus of the false Keraptis). If the save succeeds, the Hierarchical Mind may jump to the body of one of the Subsumed Minds, and that body immediately transforms into the false Keraptis (essentially, the Subsumed Mind is replaced by the false Keraptis). If there is no Subsumed Mind available, the false Keraptis may attempt to possess any victim of its partial imprint that does not yet have the Subsumed Mind template. In that case, the partial imprint victim may make a Will save to resist the Hierarchical Mind (the DC is based on the Charisma of the false Keraptis); on a failed save, the partial imprint victim gains the false Keraptis template and acquires the memories of the previous false Keraptis. The Hierarchical Mind may only attempt to possess each victim one time, and it may attempt only one possession per round. If the Hierarchical Mind is unable to reseat itself into a Subsumed Mind or a partial imprint victim within one minute, it is destroyed utterly.

Whew!
 



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