Cheiromancer
Adventurer
An interesting discussion of Epic Magic is going on over in the Rogue's Gallery. It's the thread devoted to Sepulchrave's Story Hour, the "Eadric and Friends" thread. Here is a link to page 18, but the discussion continues on page 19, of course.
The Demon Prince is Graz'zt, and Sepulchrave's conversion is here. His basic stat-block (for those of you who don't follow links) is:
GRAZ’ZT(Demon Prince)
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Bice: 36d8 +324 (486hp)
Initiative: +14
Speed: 40 ft.
Armour Class: 45 (-1 size, +10 Dex, +6 insight, +13 natural, +7 shield), touch 25, flat-footed 35
Base Attack/Grapple: +36/+48
Attack: +5 acidic burst keen unholy bastard sword +48 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Full Attack: +5 acidic burst keen unholy bastard sword +48/+43/+38/+33 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear, spell-like abilities, spells, summon tanar'ri
Special Qualities: Archfiend qualities, damage reduction 20/cold iron and good and epic, darkvision 60 ft., fast healing 5, immunity to electricity and poison, item master, resistance to acid 10 cold 10 and fire 10, spell resistance 38, telepathy 100 ft.
Saves: Fort +29, Ref +32, Will +26
Abilities: Str 26, Dex 30, Con 28, Int 35, Wis 22, Cha 49
Skills: Balance +53, Bluff +58, Concentration +48, Diplomacy +66, Disguise +58 (+60 acting), Gather Information +58, Hide +49, Intimidate +62, Jump +51, Knowledge (Arcana) +51, Knowledge (History) +51, Knowledge (Religion) +51, Knowledge (The Planes) +51, Listen +45, Move Silently +49, Search +51, Sense Motive +45, Spellcraft +85, Spot +45, Tumble +53
Feats: Combat Reflexes, Combat Expertise, Dark Speech, Epic Spellcasting, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Spellcasting Harrier, Vile Martial Strike (bastard sword), Violate Spell-Like Ability (wretched blight), Weapon Focus (bastard sword).
Environment: Infinite Layers of the Abyss
Organization: Graz’zt plus 6 lamias, succubi or mariliths
Challenge Rating: 30
Treasure: Nonstandard (see below)
Alignment: Chaotic Evil
Advancement: –
Level Adjustment: –
Fear (Su): With a sneer and a word (free action), Graz’zt can invoke a fear effect (Will DC 47 negates) at will. The save DC is Charisma-based.
Spell-Like Abilities: At will – blasphemy, charm monster, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eyebite, insanity, Graz’zt’s long grasp, greater dispel magic, magic missile, mass charm, mirror image, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of iron, water breathing, wretched blight. 2/day – baleful polymorph, dominate monster, polymorph any object; 1/day – disintegrate, trap the soul, shapechange, veil. Save DCs are 29 + spell level.
Spells: Graz’zt casts spells as a 24th level sorcerer (6/10/10/9/9/9/9/8/8/8 per day; save DC 29 + spell level). Spells known: 0 – acid splash, arcane mark, daze, disrupt undead, ghost sound, mage hand, no light, prestidigitation, slash tongue; 1st – corrosive grasp, darklight, identify, know protections, nether trail; 2nd – obscure object, whispering wind, unheavened, sap strength, sadism; 3rd – arcane sight, clairaudience/clairvoyance, glimpse of truth, haste; 4th – bestow curse, dimensional anchor, polymorph, scrying; 5th – call nightmare, dismissal, imprison possessor, permanency; 6th – acid storm, gate seal, snare astral traveller; 7th – forcecage, simulacrum, vision; 8th – binding, horrid wilting, symbol of death; 9th – astral projection, gate, wail of the banshee.
Epic Spells: See below for Graz'zt's epic spells.
Fast Healing (Ex): Graz’zt regains lost hit points at the rate of 5 per round. Fast healing does not allow Graz’zt to regrow or reattach lost body parts.
Item Master (Ex): Graz’zt can use any magic item, even spell completion items such as wands and scrolls.
Summon Tanar’ri (Sp): Once per day Graz’zt can automatically summon 2d4 succubi or 1d2 mariliths.
Archfiend Qualities (Su): These qualities are continually in effect upon Graz’zt’s person – see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy toward all good-aligned creatures, and sympathy towards all evilly aligned creatures. Graz’zt is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.
There's a lot on the thread, go see it!
The Demon Prince is Graz'zt, and Sepulchrave's conversion is here. His basic stat-block (for those of you who don't follow links) is:
GRAZ’ZT(Demon Prince)
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Bice: 36d8 +324 (486hp)
Initiative: +14
Speed: 40 ft.
Armour Class: 45 (-1 size, +10 Dex, +6 insight, +13 natural, +7 shield), touch 25, flat-footed 35
Base Attack/Grapple: +36/+48
Attack: +5 acidic burst keen unholy bastard sword +48 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Full Attack: +5 acidic burst keen unholy bastard sword +48/+43/+38/+33 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear, spell-like abilities, spells, summon tanar'ri
Special Qualities: Archfiend qualities, damage reduction 20/cold iron and good and epic, darkvision 60 ft., fast healing 5, immunity to electricity and poison, item master, resistance to acid 10 cold 10 and fire 10, spell resistance 38, telepathy 100 ft.
Saves: Fort +29, Ref +32, Will +26
Abilities: Str 26, Dex 30, Con 28, Int 35, Wis 22, Cha 49
Skills: Balance +53, Bluff +58, Concentration +48, Diplomacy +66, Disguise +58 (+60 acting), Gather Information +58, Hide +49, Intimidate +62, Jump +51, Knowledge (Arcana) +51, Knowledge (History) +51, Knowledge (Religion) +51, Knowledge (The Planes) +51, Listen +45, Move Silently +49, Search +51, Sense Motive +45, Spellcraft +85, Spot +45, Tumble +53
Feats: Combat Reflexes, Combat Expertise, Dark Speech, Epic Spellcasting, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Spellcasting Harrier, Vile Martial Strike (bastard sword), Violate Spell-Like Ability (wretched blight), Weapon Focus (bastard sword).
Environment: Infinite Layers of the Abyss
Organization: Graz’zt plus 6 lamias, succubi or mariliths
Challenge Rating: 30
Treasure: Nonstandard (see below)
Alignment: Chaotic Evil
Advancement: –
Level Adjustment: –
Fear (Su): With a sneer and a word (free action), Graz’zt can invoke a fear effect (Will DC 47 negates) at will. The save DC is Charisma-based.
Spell-Like Abilities: At will – blasphemy, charm monster, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eyebite, insanity, Graz’zt’s long grasp, greater dispel magic, magic missile, mass charm, mirror image, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of iron, water breathing, wretched blight. 2/day – baleful polymorph, dominate monster, polymorph any object; 1/day – disintegrate, trap the soul, shapechange, veil. Save DCs are 29 + spell level.
Spells: Graz’zt casts spells as a 24th level sorcerer (6/10/10/9/9/9/9/8/8/8 per day; save DC 29 + spell level). Spells known: 0 – acid splash, arcane mark, daze, disrupt undead, ghost sound, mage hand, no light, prestidigitation, slash tongue; 1st – corrosive grasp, darklight, identify, know protections, nether trail; 2nd – obscure object, whispering wind, unheavened, sap strength, sadism; 3rd – arcane sight, clairaudience/clairvoyance, glimpse of truth, haste; 4th – bestow curse, dimensional anchor, polymorph, scrying; 5th – call nightmare, dismissal, imprison possessor, permanency; 6th – acid storm, gate seal, snare astral traveller; 7th – forcecage, simulacrum, vision; 8th – binding, horrid wilting, symbol of death; 9th – astral projection, gate, wail of the banshee.
Epic Spells: See below for Graz'zt's epic spells.
Fast Healing (Ex): Graz’zt regains lost hit points at the rate of 5 per round. Fast healing does not allow Graz’zt to regrow or reattach lost body parts.
Item Master (Ex): Graz’zt can use any magic item, even spell completion items such as wands and scrolls.
Summon Tanar’ri (Sp): Once per day Graz’zt can automatically summon 2d4 succubi or 1d2 mariliths.
Archfiend Qualities (Su): These qualities are continually in effect upon Graz’zt’s person – see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy toward all good-aligned creatures, and sympathy towards all evilly aligned creatures. Graz’zt is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.
There's a lot on the thread, go see it!
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