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<blockquote data-quote="zeo_evil" data-source="post: 2084886" data-attributes="member: 11766"><p>Wow. Where have I been? </p><p></p><p>There comes a time in most campaigns...</p><p></p><p>I know I already posted this awhile ago but them players had me rethinking my strategy. So now I reworked the Master Arcanaloth with elite scores. Encounter and stat block as they will face them after they tip him off they are coming by trying to scry him. Spell list is deliberatly vague. Hoping you guys can come up with a cool contigiency I could use besides the same old teleport.</p><p></p><p>Tower of the Arcanaloths: Nightal 15th, 1373</p><p></p><p>Impeded Magic: To cast a conjuration (teleportation) or good spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. Yugoloths are immune to this effect.</p><p></p><p>Strongly Evil-Aligned: On planes that are strongly aligned, a -2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by all creatures not of the plane’s alignment.</p><p></p><p>Sanctum (EL 23)</p><p>“This arcanaloth, a robed humanoid with the head of a bloodthirsty jackal with elongated canines and angry clenched fists with poisonous claw, stands in a blood-soaked rusty metal room holding a twisting darkwood quarterstaff with a steel sphere at the end of it. The sphere has three glowing green gems on it and a spinning gold ring around it. There is a small prismatic effect in the center of the room from the ceiling to the floor.”</p><p></p><p>Tactics: Displacement, improved blink, maximized whirlwind of teeth (DC 26), maximized streamers (+28 touch), maximized acid storm (DC 25), maximized disintegrate (DC 25), disintegrate (DC 25), maximized cone of cold (DC 24), prismatic sphere (DC 29).</p><p></p><p>Spells Active: Arcane sight, bear’s endurance, comprehend languages, detect magic, expeditious retreat, false life, fly, foresight, fox’s cunning, globe of invulnerability, greater heroism, greater ironguard, greater mage armor, greater magic fang, improved blindsight, mind blank, protection from good, read magic, resist energy (cold), resist energy (electricity), resist energy (fire), resonating resistance, see invisibility, shield, spell turning (8 levels), stoneskin, superior resistance.</p><p></p><p>Treasure: Eternal staff of travel.</p><p> </p><p>Master Arcanaloth: CR 23; HD 24d8+161; hp 269; Init +9; Spd 60 ft., fly 60 ft. (good); AC 44, touch 19, flat-footed 44; Base Atk +24; Grp +23; Atk +28 melee (1d4 plus poison, claw) or +33 ranged touch; Full Atk +28 melee (1d4 plus poison, 2 claws), and +19 melee (1d6, bite) or +33 ranged touch; Space/Reach 5 ft./5 ft.; SA poison, spell-like abilities, summon yugoloth; SQ blindsight 60 ft., DR 10/adamantine (150 points), DR 15/good, darkvision 60 ft., immunity to acid, fear, mind-affecting spells, and poison, low-light vision, resistance to cold 30, electricity 30, and fire 30, SR 36 (x2), telepathy 100 ft.; AL NE; SV Fort +29, Ref +31, Will +29; Str 8, Dex 20, Con 17, Int 29, Wis 20, Cha 16.</p><p></p><p>Skills and Feats: Bluff +34, Concentration +34, Diplomacy +38, Gather Information +34, Intimidate +36, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +36, Profession (scribe) +36, Search +40, Sense Motive +36, Spellcraft +42, Spot +36; Combat Casting, Empower Spell, Epic Toughness, Great Fortitude, Improved Initiative, Improved Spell Capacity (10th), Improved Toughness, Maximize Spell, Spell Focus (abjuration).</p><p></p><p>Poison (Ex): Injury, Fortitude save 25, initial damage 1 Str damage, secondary damage 1 Str damage.</p><p></p><p>Spell-Like Abilities: At will-darkness, fly, greater teleport (self plus 50 pounds of objects only), heat metal (DC 14), invisibility, magic missile, shapechange, telekinesis (DC 18), warp wood (DC 15); 1/day-fear (DC 17), major image (DC 16). Caster level 12th.</p><p></p><p>Summon Yugoloth: Once per day an arcanaloth can summon another arcanaloth with a 40% chance of success. This is the equivalent of a 6th-level spell.</p><p></p><p>Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4/1; save DC 19 + spell level, Abjuration DC 20 + spell level): </p><p>3rd-displacement, empowered shocking grasp, greater mage armor; </p><p>4th-damning darkness, dimensional anchor, empowered scorching ray, stoneskin; </p><p>5th-cloudkill, dismissal, improved blink, resonating resistance; </p><p>6th-disintegrate, empowered explosive cascade, repulsion, greater heroism; </p><p>7th-banishment, delayed blast fireball, greater ironguard, spell turning; </p><p>8th-maximized cone of cold, maximized streamers, mind blank, prismatic wall; </p><p>9th-foresight, maximized acid storm, maximized disintegrate, prismatic sphere; </p><p>10th-maximized whirlwind of teeth. </p><p>Caster level 20th.</p><p></p><p>Permanency (Sp): The Master Arcanaloth has made the following spells permanent: Arcane sight, comprehend languages, detect magic, greater magic fang, improved blindsight, read magic, see invisibility, and superior resistance.</p><p></p><p></p><p>The Master Arcanaloth has a powerful magic item created by a cabal of arcanaloth craftsmen he leads. It is an eternal staff built off the idea of the eternal wand from Eberron. It works like an eternal wand but uses staff game mechanics. Check out Eberron for details.</p><p></p><p>Eternal Staff of Travel: It allows the use of the following spells twice per day: </p><p>- Avoid planar effects</p><p>- Gate (planar travel only)</p><p>- Plane shift</p><p>Stong varied; CL 17th; Craft Staff, Craft Wondrous Item, avoid planar effects, gate, plane shift. Price 145,160 gp.</p><p></p><p>House Rule: The metal fork for plane shift is a masterwork musical instrument that costs 100 gp. Adds 5,000 gp to the above magic item cost. Also 300 for the gems. If somebody wants the math I would be happy to post it!</p><p></p><p>Oh why not.</p><p></p><p>9th: 720 x 9 (spell level) x 17 (caster level) = 110,160 gp</p><p></p><p>5th: 720 x 5 x 9 = 32,400 x .75 = 24,300 gp</p><p></p><p>3rd: 720 x 3 x 5 = 10,800 x .50 = 5,400 gp</p><p></p><p>Material Component: 50 x 100 gp = 5,000 gp</p><p></p><p>Material Component: 3 x 100 gp = 300 gp</p><p></p><p>Total: 145,160 gp</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 2084886, member: 11766"] Wow. Where have I been? There comes a time in most campaigns... I know I already posted this awhile ago but them players had me rethinking my strategy. So now I reworked the Master Arcanaloth with elite scores. Encounter and stat block as they will face them after they tip him off they are coming by trying to scry him. Spell list is deliberatly vague. Hoping you guys can come up with a cool contigiency I could use besides the same old teleport. Tower of the Arcanaloths: Nightal 15th, 1373 Impeded Magic: To cast a conjuration (teleportation) or good spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. Yugoloths are immune to this effect. Strongly Evil-Aligned: On planes that are strongly aligned, a -2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by all creatures not of the plane’s alignment. Sanctum (EL 23) “This arcanaloth, a robed humanoid with the head of a bloodthirsty jackal with elongated canines and angry clenched fists with poisonous claw, stands in a blood-soaked rusty metal room holding a twisting darkwood quarterstaff with a steel sphere at the end of it. The sphere has three glowing green gems on it and a spinning gold ring around it. There is a small prismatic effect in the center of the room from the ceiling to the floor.” Tactics: Displacement, improved blink, maximized whirlwind of teeth (DC 26), maximized streamers (+28 touch), maximized acid storm (DC 25), maximized disintegrate (DC 25), disintegrate (DC 25), maximized cone of cold (DC 24), prismatic sphere (DC 29). Spells Active: Arcane sight, bear’s endurance, comprehend languages, detect magic, expeditious retreat, false life, fly, foresight, fox’s cunning, globe of invulnerability, greater heroism, greater ironguard, greater mage armor, greater magic fang, improved blindsight, mind blank, protection from good, read magic, resist energy (cold), resist energy (electricity), resist energy (fire), resonating resistance, see invisibility, shield, spell turning (8 levels), stoneskin, superior resistance. Treasure: Eternal staff of travel. Master Arcanaloth: CR 23; HD 24d8+161; hp 269; Init +9; Spd 60 ft., fly 60 ft. (good); AC 44, touch 19, flat-footed 44; Base Atk +24; Grp +23; Atk +28 melee (1d4 plus poison, claw) or +33 ranged touch; Full Atk +28 melee (1d4 plus poison, 2 claws), and +19 melee (1d6, bite) or +33 ranged touch; Space/Reach 5 ft./5 ft.; SA poison, spell-like abilities, summon yugoloth; SQ blindsight 60 ft., DR 10/adamantine (150 points), DR 15/good, darkvision 60 ft., immunity to acid, fear, mind-affecting spells, and poison, low-light vision, resistance to cold 30, electricity 30, and fire 30, SR 36 (x2), telepathy 100 ft.; AL NE; SV Fort +29, Ref +31, Will +29; Str 8, Dex 20, Con 17, Int 29, Wis 20, Cha 16. Skills and Feats: Bluff +34, Concentration +34, Diplomacy +38, Gather Information +34, Intimidate +36, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +36, Profession (scribe) +36, Search +40, Sense Motive +36, Spellcraft +42, Spot +36; Combat Casting, Empower Spell, Epic Toughness, Great Fortitude, Improved Initiative, Improved Spell Capacity (10th), Improved Toughness, Maximize Spell, Spell Focus (abjuration). Poison (Ex): Injury, Fortitude save 25, initial damage 1 Str damage, secondary damage 1 Str damage. Spell-Like Abilities: At will-darkness, fly, greater teleport (self plus 50 pounds of objects only), heat metal (DC 14), invisibility, magic missile, shapechange, telekinesis (DC 18), warp wood (DC 15); 1/day-fear (DC 17), major image (DC 16). Caster level 12th. Summon Yugoloth: Once per day an arcanaloth can summon another arcanaloth with a 40% chance of success. This is the equivalent of a 6th-level spell. Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4/1; save DC 19 + spell level, Abjuration DC 20 + spell level): 3rd-displacement, empowered shocking grasp, greater mage armor; 4th-damning darkness, dimensional anchor, empowered scorching ray, stoneskin; 5th-cloudkill, dismissal, improved blink, resonating resistance; 6th-disintegrate, empowered explosive cascade, repulsion, greater heroism; 7th-banishment, delayed blast fireball, greater ironguard, spell turning; 8th-maximized cone of cold, maximized streamers, mind blank, prismatic wall; 9th-foresight, maximized acid storm, maximized disintegrate, prismatic sphere; 10th-maximized whirlwind of teeth. Caster level 20th. Permanency (Sp): The Master Arcanaloth has made the following spells permanent: Arcane sight, comprehend languages, detect magic, greater magic fang, improved blindsight, read magic, see invisibility, and superior resistance. The Master Arcanaloth has a powerful magic item created by a cabal of arcanaloth craftsmen he leads. It is an eternal staff built off the idea of the eternal wand from Eberron. It works like an eternal wand but uses staff game mechanics. Check out Eberron for details. Eternal Staff of Travel: It allows the use of the following spells twice per day: - Avoid planar effects - Gate (planar travel only) - Plane shift Stong varied; CL 17th; Craft Staff, Craft Wondrous Item, avoid planar effects, gate, plane shift. Price 145,160 gp. House Rule: The metal fork for plane shift is a masterwork musical instrument that costs 100 gp. Adds 5,000 gp to the above magic item cost. Also 300 for the gems. If somebody wants the math I would be happy to post it! Oh why not. 9th: 720 x 9 (spell level) x 17 (caster level) = 110,160 gp 5th: 720 x 5 x 9 = 32,400 x .75 = 24,300 gp 3rd: 720 x 3 x 5 = 10,800 x .50 = 5,400 gp Material Component: 50 x 100 gp = 5,000 gp Material Component: 3 x 100 gp = 300 gp Total: 145,160 gp [/QUOTE]
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