False Keraptis (template)
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False Keraptis
Long ago, the wizard Keraptis found a way to store imprints of himself on scrolls. Any creature that reads such a scroll inquires an imprint, thereafter believing itself to be the wizard Keraptis.
Each False Keraptis calls itself Keraptis and demands no less from its followers. The False Kerapti refer to the other False Kerapti as ”usurpers” or "pretenders".
Since each of the False Kerapti believe themselves to truly be Keraptis, each believes the legendary weapons Wave, Whelm, Blackrazor, and Frostrazor to be their personal property, and demand their immediate surrender or else face retribution.
Creating a False Keraptis
“False Keraptis” is an acquired template that can be added to any any living creature with an intelligence score (referred to hereafter as the base creature).
A false Keraptis has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s size and type are unchanged.
Special Attacks: A false Keraptis retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 false Keraptis's HD + false Keraptis's Cha modifier unless otherwise noted.
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. Instead of directing the Subsumed Minds, the false Keraptis may channel its spell-like abilities through the Subsumed Minds; these take effect as if the Subsumed Mind had used them using the false Keraptis's statistics. The false Keraptis may channel as many spell-like abilities as it can use during a round, but each must originate from a different Subsumed Mind.
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. The caster level for all the false Keraptis's spell-like abilities increases by 1 for every 10 subsumed minds it possesses.
When the body of a false Keraptis is killed, the Hierarchical Mind must make a DC 20 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.
Partial Imprint (Su): Each false Keraptis has the ability to impose a partial imprint of Keraptis's mind on other creatures. This is usually accomplished by the creation of cursed scrolls (any creature that reads the scroll receives the partial imprint), but methods may vary from one false Keraptis to another. The victim of the partial imprint eventually receives the Subsumed Mind template (and possibly other templates, as well, depending on the false Keraptis) and enters the Hierarchical Mind (see below) of the controlling false Keraptis.
A standard false Keraptis may curse any scroll corresponding to one of its spell-like abilities as a standard action. Any creature then reading the scroll (whether casting the spell from the scroll or not) then immediately gains that spell as a spell-like ability usable once per day. Every 2 days, however, the victim must make a Will save or take 1 point of Int and Wis drain. After 5 failed saves, the victim gains the Subsumed Mind template and becomes part of the false Keraptis's Hierarchical Mind. The save DC is Charisma-based (DC = 10+1/2 HD +Cha bonus of the false Keraptis).
Spell-Like Abilities: All false Keraptis possess the following spell-like abilties, usable once per day: dimension door, fireball, magic missile, wall of force.
Additionally, a false Keraptis gains a number of spell-like abilities based upon the spells found in the true Keraptis's spellbook. 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. These spells should be selected from the following list:
0—arcane mark, detect magic, mage hand, read magic, touch of fatigue;
1st—charm person, feather fall, mage armor, magic missile*, ray of enfeeblement, shield, sleep;
2nd—acid arrow, arcane lock, continual flame, darkness, detect thoughts, knock, magic mouth, mirror image;
3rd—dispel magic, fireball*, fly, greater magic weapon, lightning bolt, slow, summon monster III, tongues, wind wall;
4th—arcane eye, black tentacles, charm monster, dimension door*, greater invisibility, ice storm, summon monster IV, polymorph, stoneskin;
5th—cloudkill, cone of cold, dismissal, interposing hand, persistent image, summon monster V, wall of stone;
6th—acid fog, circle of death, contingency, forceful hand, globe of invulnerability, summon monster VI, transformation, true seeing.
Each of these spell-like abilities is usable once per day, and may only be selected once, except for those marked with an asterix. These spells can be selected multiple times, each granting an additional daily use. Caster level 12th. The save DCs are Charisma-based.
Special Qualities: A false Keraptis retains all the base creature’s special qualities and gains those described below.
Spell Resistance (Ex): A false Keraptis has spell resistance equal to Hit Dice + 10.
Abilities: Modify from the base creature as follows: Int +2, Cha +4.
Environment: Any.
Organization: Solitary or hierarchical mind (false Keraptis plus 3-40 subsumed minds).
Challenge Rating: Same as the base creature +3. Additionally, the CR of a false keraptis increases by +1 for ever 20 subsumed minds it possesses.
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: —.
Sample False Keraptis
Killjoy, False Keraptis Efreeti
Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+35 (80 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 +18 melee (1d8+6 plus 1d6 fire) or Blackrazor +21 melee (2d6+12/19-20)
Full Attack: 2 slams +18 melee (1d8+6 plus 1d6 fire) or Blackrazor +21/+16 melee (2d6+12/19-20)
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 +12, Ref +13, Will +12
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 19
Skills: Bluff +20, Craft (any one) +17, Concentration +18, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +22, Listen +18, Move Silently +19, Sense Motive +18, Spellcraft +17, Spot +18
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
Environment: White Plume Mountain (Elemental Plane of Fire)
Organization: Solitary or hierarchical mind (Killjoy plus up to 30 subsumed minds)
Challenge Rating: 12
Treasure: Standard coins; double goods; standard items
Alignment: Lawful evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —
Killjoy has 30 Subsumed Minds. The benefits of these are reflected in his statistics, and he additionally receives a +3 bonus to any unlisted skill check or ability check. The save DCs of his Su abilities are increased by +1.
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); 2/day-black tentacles*, lightning bolt*, mirror image*;1/day—acid arrow, arcane mark, circle of death, cloudkill, cone of cold, dimension door, fireball, grant up to three wishes (to nongenies only), gaseous form, knock, permanent image (DC 20), read magic, sleep, slow, stoneskin, touch of fatigue, wall of force, wind wall, true seeing. Caster level 15th. The save DCs are Charisma-based. *These spell-like abilities have one extra use per day due to Killjoy's subsumed minds. As he loses subsumed minds, he loses one use per day of each of these SLAs.
Blackrazor: Blackrazor is a minor artifact that functions as an intelligent, +3 greatsword. When it deals a killing blow to any living creature, it immediately grants its bearer a number of positive levels equal to the slain creature's Hit Dice. These positive levels last for 24 hours. Because Blackrazor steals the victim' soul, there is only a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
If Blackrazor is used to strike an undead creature (or other creature with ties to negative energy, such as a slow shadow or xeg-yi), the sword instead bestows one negative level on the wielder, and grants the target 5 temporary hit points (which expire 24 hours later).
Blackrazor has 120 ft. darkvision and hearing. It speaks Common, Abyssal, Infernal, and Draconic, and can communicate telepathically with its wielder. It has deathwatch continually active, and possesses 10 ranks each in Intimidate and Knowledge (the planes), giving it a +13 modifier with both skills.
Blackrazor is neutral evil with the following ability scores: Int 17, Wis 10, Cha 17, Ego 19. Blackrazor's Ego score improves by 1 for every 3 days it goes "unfed". Blackrazor communicates via telepathy.
Originally appeared in Return to White Plume Mountain (1999).