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General Tabletop Discussion
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how to convert Fiend Lords (and other singular non-diety beings)?
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<blockquote data-quote="Garnfellow" data-source="post: 1475142" data-attributes="member: 1223"><p><strong>Hacamuli 3e</strong></p><p></p><p>I converted Hacamuli using my guidelines posted above. Note that I have <strong>not</strong> updated my archfiend ability arrays for the 3.5 revisions -- and thus, while Hacamuli’s ability scores are in line with the <em>Book of Vile Darkness </em>archfiends, they are considerably lower than a 3.5 balor’s. At some point in the future I might sit down with the <em>Book of Exalted Deeds</em> and try to revise my fiendish ability arrays. Or maybe not.</p><p></p><p>I’ve found the Game Mechanics method of doing up stat blocks to be extremely helpful, so I’ve included my backup math in red, for anyone who’s interested. I gave Hacamuli the epic feat Dire Charge; if epic rules aren’t your bag, I’d suggest dropping Improved Initiative and Dire Charge and replacing them with Improved Bull Rush and Awesome Blow.</p><p></p><p>=====</p><p></p><p>Hacamuli is one of the messengers of Orcus. In battle, Hacamuli rears up on his hind legs, striking with both front hooves.</p><p></p><p><em>This demonic figure appears as a pale, gaunt horse with hazy black eyes. Flies crawl over his mangy, sore-infested body.</em></p><p></p><p><strong>Hacamuli <span style="color: black">_____</span> CR 19</strong></p><p>Male unique demon</p><p>CE Large outsider (chaotic, demon, evil, extraplanar)</p><p><strong>Init</strong> +7 <span style="color: red">(+3 Dex, +4 Improved Initiative)</span>; <strong>Senses</strong> darkvision 60 ft., true seeing; Listen +25, Spot +25</p><p>-----</p><p><strong>Languages</strong> Abyssal, telepathy 100 ft.</p><p><strong>AC</strong> 34, touch 22, flat-footed 31 (+3 Dex, -1 size, +12 natural, +5 insight, +5 profane)</p><p><strong>hp</strong> 297 (22 HD); <strong>DR</strong> 15/epic and good</p><p><strong>Immune</strong> critical hits, electricity, poison</p><p><strong>Resist</strong> acid 10, cold 10, fire 10; <strong>SR</strong> 31</p><p><strong>Fort</strong> +22, <strong>Ref</strong> +16, <strong>Will</strong> +18 <span style="color: red"> (Outsider F+13, R+13, W+13; Con +9, Dex +3, Wis +5)</span></p><p>-----</p><p><strong>Spd</strong> 30 ft (6 squares)</p><p><strong>Melee</strong> +30 (1d10+9 plus wither, right hoof) <span style="color: red">(+22 BAB, +9 Str, -1 size) </span> and +30 (1d10+9 plus disease, left hoof) <span style="color: red">(+22 BAB, +9 Str, -1 size)</span></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +22; <strong>Grp</strong> +35</p><p><strong>Atk Options</strong> disease (DC 28), rusting touch (DC 28), wither (DC 28)</p><p><strong>Special Actions</strong> draining gaze (DC 28), <em>summon undead</em></p><p><strong>Spell-Like Abilities</strong> (CL 20th)</p><p>At will—<em>blasphemy</em>, <em>deeper</em> <em>darkness</em>, <em>desecrate</em>, <em>detect good</em>, <em>detect law</em>, <em>detect thoughts</em> (DC 19), <em>dominate monster</em> (DC 26), <em>greater dispel magic</em>, <em>greater teleport</em>, <em>insanity</em> (DC 24), <em>plane shift</em> (self only), <em>telekinesis</em> (DC 22), <em>tongues</em> (self only), <em>unhallow</em>, <em>unholy blight</em> (DC 21)</p><p>-----</p><p><strong>Abilities</strong> Str 28, Dex 17, Con 28, Int 19, Wis 21, Cha 24</p><p><strong>Feats</strong> Blind Fight <span style="color: red">6th level</span>, Cleave <span style="color: red">12th level</span>, Dire Charge <span style="color: red">21st level</span>, Improved Initiative <span style="color: red">15th level</span>, Power Attack <span style="color: red">9th level</span>, Quicken Spell-Like Ability (<em>deeper darkness</em>) <span style="color: red">18th level</span>, Run <span style="color: red">1st level</span>, Track <span style="color: red">3rd level</span></p><p><strong>Skills</strong> Bluff +22, Concentration +29, Diplomacy +31, Gather Information +27, Hide +9, Intimidate +38, Jump +19, Knowledge (arcana) +14, Knowledge (religion) +19, Knowledge (the planes) +29, Listen +25, Move Silently +13, Search +29, Sense Motive +25, Spot +25, Survival +30 (+32 on other planes or following tracks), Swim +19</p><p>-----</p><p><strong>Disease (Su)</strong> Any living creature stuck by Hacamuli’s left hoof must make a DC 28 Fortitude save or become inflicted with a supernatural rotting disease. Incubation period 1 round; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.</p><p><strong>Draining Gaze (Su)</strong> As a standard action, Hacamuli can drain energy from a living creature within 30 feet with a look. The target creature must succeed on a DC 28 Fortitude save or gain three negative levels. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Hacamuli gains 5 temporary hit points.</p><p><strong>Rusting Touch (Su)</strong> Whenever Hacamuli damages an opponent with a hoof attack, any metal armor worn by the opponent corrodes, disintegrating in a shower of rust and becoming useless immediately. Magic armor must succeed on a DC 30 Reflex save or be dissolved. The save DC is Constitution-based.</p><p><strong><em>Summon Undead</em> (Sp):</strong> Once per day Hacamuli can attempt to summon 2d6 fiendish shadows with a 60% chance of success, or 1d4 fiendish vampire spawns with a 50% chance of success. This ability is the equivalent of a 6th-level spell.</p><p><strong>Wither (Su)</strong> Any living creature stuck by Hacamuli’s right hoof must make a DC 28 Fortitude save or suffer 1d4 points of Strength damage and 1d4 points of Constitution damage. If Hacamuli scores a critical hit, the damage from that hit is permanent ability drain. The save DC is Charisma-based.</p><p></p><p><span style="color: red"><strong>Skills (Outsider):</strong> Bluff 15 ranks (+7 Cha), Concentration 20 ranks (+9 Con), Diplomacy 20 ranks (+7 Cha, +4 synergy), Gather Information 20 ranks (+7 Cha), Hide 10 ranks (+3 Dex, -4 size), Intimidate 25 ranks (+7 Cha, +4 size, +2 synergy), Jump 10 ranks (+9 Str), Knowledge (arcana) 10 ranks (+4 Int), Knowledge (religion) 15 ranks (+4 Int), Knowledge (the planes) 25 ranks (+4 Int), Listen 20 ranks (+5 Wis), Move Silently 10 ranks (+3 Dex), Search 25 ranks (+4 Int), Sense Motive 20 ranks (+5 Wis), Spot 20 ranks (+5 Wis), Survival 25 ranks (+5 Wis, +2 synergy**), Swim 10 ranks (+9 Str) = 300 (300 skill points) </span></p><p></p><p><span style="color: red">NOTE: Number of feats is derived as follows: 1 at 1st +1 at 3rd +1 at 6th +1 at 9th +1 at 12th +1 at 15th +1 at 18th +1 at 21st = 8. </span></p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1475142, member: 1223"] [b]Hacamuli 3e[/b] I converted Hacamuli using my guidelines posted above. Note that I have [b]not[/b] updated my archfiend ability arrays for the 3.5 revisions -- and thus, while Hacamuli’s ability scores are in line with the [I]Book of Vile Darkness [/i]archfiends, they are considerably lower than a 3.5 balor’s. At some point in the future I might sit down with the [I]Book of Exalted Deeds[/i] and try to revise my fiendish ability arrays. Or maybe not. I’ve found the Game Mechanics method of doing up stat blocks to be extremely helpful, so I’ve included my backup math in red, for anyone who’s interested. I gave Hacamuli the epic feat Dire Charge; if epic rules aren’t your bag, I’d suggest dropping Improved Initiative and Dire Charge and replacing them with Improved Bull Rush and Awesome Blow. ===== Hacamuli is one of the messengers of Orcus. In battle, Hacamuli rears up on his hind legs, striking with both front hooves. [I]This demonic figure appears as a pale, gaunt horse with hazy black eyes. Flies crawl over his mangy, sore-infested body.[/i] [B]Hacamuli [color=black]_____[/color] CR 19[/b] Male unique demon CE Large outsider (chaotic, demon, evil, extraplanar) [b]Init[/b] +7 [color=red](+3 Dex, +4 Improved Initiative)[/color]; [b]Senses[/b] darkvision 60 ft., true seeing; Listen +25, Spot +25 ----- [b]Languages[/b] Abyssal, telepathy 100 ft. [b]AC[/b] 34, touch 22, flat-footed 31 (+3 Dex, -1 size, +12 natural, +5 insight, +5 profane) [b]hp[/b] 297 (22 HD); [b]DR[/b] 15/epic and good [b]Immune[/b] critical hits, electricity, poison [b]Resist[/b] acid 10, cold 10, fire 10; [b]SR[/b] 31 [b]Fort[/b] +22, [b]Ref[/b] +16, [b]Will[/b] +18 [color=red] (Outsider F+13, R+13, W+13; Con +9, Dex +3, Wis +5)[/color] ----- [b]Spd[/b] 30 ft (6 squares) [b]Melee[/b] +30 (1d10+9 plus wither, right hoof) [color=red](+22 BAB, +9 Str, -1 size) [/color] and +30 (1d10+9 plus disease, left hoof) [color=red](+22 BAB, +9 Str, -1 size)[/color] [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +22; [b]Grp[/b] +35 [b]Atk Options[/b] disease (DC 28), rusting touch (DC 28), wither (DC 28) [b]Special Actions[/b] draining gaze (DC 28), [i]summon undead[/i] [B]Spell-Like Abilities[/b] (CL 20th) At will—[i]blasphemy[/i], [i]deeper[/i] [i]darkness[/i], [i]desecrate[/i], [i]detect good[/i], [i]detect law[/i], [i]detect thoughts[/i] (DC 19), [i]dominate monster[/i] (DC 26), [i]greater dispel magic[/i], [i]greater teleport[/i], [i]insanity[/i] (DC 24), [i]plane shift[/i] (self only), [i]telekinesis[/i] (DC 22), [i]tongues[/i] (self only), [i]unhallow[/i], [i]unholy blight[/i] (DC 21) ----- [B]Abilities[/b] Str 28, Dex 17, Con 28, Int 19, Wis 21, Cha 24 [B]Feats[/b] Blind Fight [color=red]6th level[/color], Cleave [color=red]12th level[/color], Dire Charge [color=red]21st level[/color], Improved Initiative [color=red]15th level[/color], Power Attack [color=red]9th level[/color], Quicken Spell-Like Ability ([i]deeper darkness[/i]) [color=red]18th level[/color], Run [color=red]1st level[/color], Track [color=red]3rd level[/color] [B]Skills[/b] Bluff +22, Concentration +29, Diplomacy +31, Gather Information +27, Hide +9, Intimidate +38, Jump +19, Knowledge (arcana) +14, Knowledge (religion) +19, Knowledge (the planes) +29, Listen +25, Move Silently +13, Search +29, Sense Motive +25, Spot +25, Survival +30 (+32 on other planes or following tracks), Swim +19 ----- [B]Disease (Su)[/b] Any living creature stuck by Hacamuli’s left hoof must make a DC 28 Fortitude save or become inflicted with a supernatural rotting disease. Incubation period 1 round; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. [B]Draining Gaze (Su)[/b] As a standard action, Hacamuli can drain energy from a living creature within 30 feet with a look. The target creature must succeed on a DC 28 Fortitude save or gain three negative levels. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Hacamuli gains 5 temporary hit points. [B]Rusting Touch (Su)[/b] Whenever Hacamuli damages an opponent with a hoof attack, any metal armor worn by the opponent corrodes, disintegrating in a shower of rust and becoming useless immediately. Magic armor must succeed on a DC 30 Reflex save or be dissolved. The save DC is Constitution-based. [b][I]Summon Undead[/i] (Sp):[/b] Once per day Hacamuli can attempt to summon 2d6 fiendish shadows with a 60% chance of success, or 1d4 fiendish vampire spawns with a 50% chance of success. This ability is the equivalent of a 6th-level spell. [B]Wither (Su)[/b] Any living creature stuck by Hacamuli’s right hoof must make a DC 28 Fortitude save or suffer 1d4 points of Strength damage and 1d4 points of Constitution damage. If Hacamuli scores a critical hit, the damage from that hit is permanent ability drain. The save DC is Charisma-based. [color=red][B]Skills (Outsider):[/b] Bluff 15 ranks (+7 Cha), Concentration 20 ranks (+9 Con), Diplomacy 20 ranks (+7 Cha, +4 synergy), Gather Information 20 ranks (+7 Cha), Hide 10 ranks (+3 Dex, -4 size), Intimidate 25 ranks (+7 Cha, +4 size, +2 synergy), Jump 10 ranks (+9 Str), Knowledge (arcana) 10 ranks (+4 Int), Knowledge (religion) 15 ranks (+4 Int), Knowledge (the planes) 25 ranks (+4 Int), Listen 20 ranks (+5 Wis), Move Silently 10 ranks (+3 Dex), Search 25 ranks (+4 Int), Sense Motive 20 ranks (+5 Wis), Spot 20 ranks (+5 Wis), Survival 25 ranks (+5 Wis, +2 synergy**), Swim 10 ranks (+9 Str) = 300 (300 skill points) [/color] [color=red]NOTE: Number of feats is derived as follows: 1 at 1st +1 at 3rd +1 at 6th +1 at 9th +1 at 12th +1 at 15th +1 at 18th +1 at 21st = 8. [/color] [/QUOTE]
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