(Cydra Rogues' Gallery-My Players STAY OUT)

Asha'man said:
Really solid, Jester. Making a complex, high-level conversion this good only days after the books are out really shows your knack for design. It's almost enough to want me to try 4e. (And that's not easily done)

However... GARGOYLES! :D
(Or, if you prefer, the 3.5 statblock you converted the Bile Lord from.)

I WILL post the other gargoyles- but my enthusiasm for my new toys has led me to focus on some low-level conversions lately. I'll try to update both this thread and a story hour by the end of the weekend, if I can pull it off!
 

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TOOTH--- CR 29
Elite bile gargoyle sorcerer 6/cleric 1/pale master 20
CE medium monstrous humanoid (earth)
Init +2; Senses darkvision 120’; Listen +14, Spot +4
Languages Giant, Terran

AC 38 (+2 dex, +11 natural, +10 armor, +5 deflection), touch 17, flat-footed 36
Hit Dice 5d8 + 26d4 +158 (245 hp); DR 10/magic
Immune ability damage to physical scores, ability drain, acid, critical hits, death, disease, nonlethal damage, pain, paralysis, poison, sleep, stunning
Fort +18 (+22 against effects that do not affect objects), Ref +16, Will +23; agonized existence, Kelleris’ antecedent assailent

Speed 40 ft. (8 squares), fly 60 ft. (12 squares)
Melee 2 claws +20 (1d4+4) and bite +18 (1d6+3) and gore +18 (1d6+3); touch attacks
Ranged spell +20 ranged touch
Base Atk +16; Grp +17 (+19 offensive)
Space 5 ft.; Reach 5 ft.
Atk Options touch attacks
Combat Gear bag of bloodmotes (1/day, as a swift action release 1d4 bloodmote clouds (LM 88)), scroll (teleporting trace, summon monster VI, telekinetic fingers), scroll (Mordenkainen’s disjunction, Kelleris’ antecedent assailment), potions of cure serious wounds, bull’s strength (2), haste.
Special Actions breath weapon, rebuke undead 14/day
Cleric Spells Prepared (CL 1, save DC 11 + spell level, domains Death and Undeath):

1st level- cure light wounds (2), detect undead;

0th level- cure minor wounds (4).

Sorcerer Spells Known (CL 24, save DC 21 + spell level, 25 + spell level for necromancy):

Epic (2/day)- lesser snuff* (DC 54), wrath of the pale gargoyle* (DC 54)

12th level- 1/day, favors maximized replicate casting;

11th level- 2/day, favors maximized horrid wilting;

10th level- 2/day, favors empowered horrid wilting or repeating finger of death;

9th level (7/day)- ravaging claws*, replicate casting, wail of the banshee;

8th level (7/day)- horrid wilting, mind blank, symbol of death;

7th level (8/day)- finger of death, prismatic spray, waves of exhaustion;

6th level (8/day)- create undead, globe of invulnerability, Kelleris’ antecedent assailment*;

5th level (8/day)- cone of cold, iceweb, lower resistance, wall of force;

4th level (8/day)- animate dead, bonebreak, enervation, shroud of ash;

3rd level (9/day)- fireball, hold person, ray of melting, vampiric touch;

2nd level (9/day)- arcane lock, control undead, ghoul touch, knock, spectral hand;

1st level (9/day)- expeditious retreat, magic missile, ray of enfeeblement, shield, shocking grasp;

0th level (6/day)- acid splash, arcane mark, daze, detect magic, disrupt undead, flare, mage hand, prestidigitation, read magic.

*See Appendix 1.

Spell-like Abilities (CL 24): 1/day- animate dead, control undead.

Str 15, Dex 14, Con 20, Int 14, Wis 12, Cha 32*
*Includes +4 inherent bonus to cha.
SQ freeze, undead armor affinity (-20%), undead graft
Feats Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Maximize Spell, Multiattack, Repeating Spell, Spell Focus (necromancy), Toughness
Epic Feats Epic Spell Focus (necromancy), Epic Spellcasting, Improved Spell Capacity (x3)
Skills Concentration +31, Hide +22 (+26 against a background of stone), Knowledge (religion) +20, Listen +14, Spellcraft +44, Spot +4
Possessions cloak of charisma +6, bonemail +5, ring of protection +5, amulet of natural armor +3, hat of the invoker (+8 Spellcraft)

Breath Weapon (Su): A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC 17, results in half acid damage and no con damage.

Control Undead (Sp): 1/day, Tooth can gain control over an undead creature with 24 HD or less by making a touch attack against it. The undead creature receives no saving throw to resist this effect. The control lasts for 20 rounds. This effect is otherwise identical to the control undead spell. The undead controlled by this do not count towards the normal maximum number of undead that Tooth may control.

Touch Attacks (Su): 8/day, Tooth can use any of her touch attacks. She can also combine one of the touches with her normal attack, but she must then penetrate the target’s armor class normally. Tooth can use the following touch attacks: Paralyzing touch (Fort DC 36; paralyzed 1d4+1 rounds), weakening touch (1d6 str damage, no save), degenerative touch (gain a negative level; 24 hours later, make a Fort save, DC 36, or lose a level permanently), destructive touch (Fort DC 36; 1d6 con drain) and deathless master’s touch (Fort DC 36 or die; one round later, the victim animates as a zombie under Tooth’s control).

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, the bile monster is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.
 

This thread belongs on the first page!

And, Jester. Since you're evidently converting to 4e, how are you dealing with the options squeeze? It's easy (easier than ever, it seems) for the DM to make new or advanced monsters, but your players also seem to appreciate options and quirky character builds, something the 4e character generation rules facillitate far less than the 3e rules, whatever their other merits.

(Edit: Couldn't bring myself to make a post with no content)
 
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Did I kill this thread or something?

Everyone should see the Jestery goodness!
No, you didn't kill it. Sometimes you just have to step away from reading a thread and come back to it at a later date. I usually only poke my head in here when "J" posts something new. Otherwise you become obsessed. :confused:

I have my own threads to be obsessed about. :p
 

This thread belongs on the first page!

And, Jester. Since you're evidently converting to 4e, how are you dealing with the options squeeze? It's easy (easier than ever, it seems) for the DM to make new or advanced monsters, but your players also seem to appreciate options and quirky character builds, something the 4e character generation rules facillitate far less than the 3e rules, whatever their other merits.

I'm not doing anything about it just yet. I always start playing new rules by the RAW (as best we can), and tweak to taste after I've gotten a good overall view of how the system's rules interact with each other.

In the future I'll prolly throw in a wealth of new powers, feats, etc. For now I'm keeping it relatively minimal- confined mostly to channeling feats for the gods of my campaign, and an occasional feat designed to let a pc reach his 'character vision' (for instance, I'm offering Cook, the dwarven rogue, Panhandler- a feat to use his cast iron pan, which he's already using as a weapon, as a rogue weapon so that he can use his powers with it).
 

Here at last is the last of those gargoyles...

TEAR--- CR 29
Elite bile gargoyle survivor 5/granite shadow 10/cancer mage 9
CE medium monstrous humanoid (earth)
Init +3; Senses darkvision 60’; Listen +24, Spot +24
Languages Giant, Terran

AC 41 (+3 dex, +1 dodge, +13 natural, +9 armor, +5 deflection), touch 19, flat-footed 37; gloves of blocking 3/day; improved uncanny dodge, Mobility, uncanny dodge
Hit Dice 14d8 + 14d6 + 168 (280 hp); DR 10/magic and 5/-
Immune acid, electricity, pain, petrification, poison, sleep, stunning
Fort +26, Ref +24 plus improved evasion, Will +22 plus cancerous companion; agonized existence
Weakness cure disease

Speed 40 ft. (8 squares), fly 60 ft. (12 squares), burrow 20 ft. (4 squares)
Melee 2 claws +29 (1d4+10) and bite +26 (1d6+6) and gore +26 (1d6+6)
Ranged shortbow +26/21/16 (1d6+5/x3 plus 1d6 frost)
Base Atk +18; Grp +25 (+27 offensive)
Space 5 ft.; Reach 5 ft.
Atk Options infected wound 9/day, sneak attack +3d6, stone wall strike +5d4
Combat Gear 2 beads of force
Special Actions breath weapon, children of the night, viral agent, viral ally
Spell-like Abilities (CL 9): 9/day- contagion (DC 22), insect plague, poison (DC 21)

Str 26, Dex 17, Con 22, Int 10, Wis 24, Cha 6
SQ cancerous companion, disease host, freeze, tatterdemalion
Feats Ability Focus (contagion), Combat Reflexes, Dodge, Great Fortitude, Lockstep, Mobility, Multiattack, Sidestep, Weapon Focus (claws)
Epic Feats Great Strength
Skills Heal +10, Hide +35 (+43 against a background of stone), Knowledge (nature) +2, Listen +24, Move Silently +18, Spot +24
Possessions hat of wisdom +6, ring of protection +5, gloves of blocking, +5 tatterdemalion armor of electricity immunity and natural armor +5 (cannot be used by a non-cancer mage), triangle of light, +3 shortbow of speed, +3 frost arrows (22)

Breath Weapon (Su): A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC x, results in half acid damage and no con damage.

Children of the Night (Su): Even here, Tear can call forth a swarm of 2d6 small monstrous spiders, a pack of 4d8 dire rats or a bat swarm, 1/day as a standard action. These creatures arrive in 2d6 rounds, serving faithfully and understanding Tear’s telepathic commands for up to 90 minutes.

Infected Wound (Ex): On a successful melee attack, Tear can inflict an infectious taint upon her foe. The foe takes 1 point of constitution damage (Fort DC 26 negates) and must make a followup save one hour later or take a further 1d6 points of con damage.

Stone Wall Strike (Ex): If Tear hits an enemy with a melee attack when the enemy is directly between the granite shadow and a stone wall, she deals an extra 5d4 points of damage. In order for her to get this bonus damage, the closest path from her to a stone wall must pass through the enemy.

Agonized Existence (Ex): Because her bile-ridden form leaves her in perpetual pain, Tear is immune to effects based on pain. If she falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.

Cancerous Companion (Ex): Tear carries a large, sentient tumor, and can communicate with it telepathically. The tumor has an intelligence of 13 (making it smarter than Tear herself!), blindsight to 30’, can use a spell or spell-like ability of Tear’s 3/day as a standard action (requiring no action on Tear’s part), mind-affecting effects have a 50% chance of affecting the companion rather than Tear herself and can form a 1’ tendril of flesh capable of making touch attacks (including Tear’s spell-like abilities).

Disease Host (Ex): Other than cosmetic effects, diseases have no effect on Tear. However, she is a host and carrier for every disease that she encounters.

Earth Glide (Ex): Tear can pass through earth and stone at will, moving at her burrow speed without leaving any sign of its passage.

Viral Agent (Su): By bestowing a point of her intelligence upon a disease in her body, Tear can make it sentient. She can then communicate telepathically with it as long as it is within 9 miles. The disease will tell Tear what its host experiences. Tear regains such used int points one day after the disease dies.

Viral Ally (Su): By imbuing a disease with 3 points of her intelligence, Tear can make a viral ally. An enemy infected by the disease is subject to its control, as surely as if it were under the influence of a dominate person spell. Tear regains such spent intelligence one day after the viral ally dies.

Vulnerability to Cure Disease (Ex): A cure disease spell cast upon Tear inflicts 1d6 points of damage per caster level (though a Fort save negates this). Furthermore, her cancerous companion goes dormant for 1d10 days.
 




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