Immortal Set Creatures Conversions


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keep in mind that swarms cannot score critical hits since they don't roll to hit.

don't see anything else wrong at the moment, but then i am pretty sleepy. ;)
 

Thanks :o

NOTION
Small Outsider (Extraplanar, Incorporeal)
Hit Dice: 5d8 (22 hp)
Initiative: +1
Speed: Fly 40 ft. (perfect)
AC: 16 (+1 size, +4 deflection, +1 Dex)
Base Attack/Grapple: +5/-
Attack: Incorporeal touch +8 melee (1d3 Wis)
Full Attack: Incorporeal touch +8 melee (1d3 Wis)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Wisdom damage, emotion
Special Qualities: Incorporeal
Saves: Fort +4, Ref +5, Will +6
Abilities: Str -, Dex 12, Con -, Int 5, Wis 14, Cha 14
Skills: Hide +9, Listen +12, Search +10, Spot +12, Survival +10
Feats: Alertness, Weapon Focus (incorporeal touch)
Climate/Terrain: Any (Astral Plane)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Small); 16-30 HD (Medium); 31-50 HD (Large)

A notion is normally invisible. If seen by magical means, it appears as a sphere of swirling color.
Notions are beings made up of emotion. Notions feed off the mental state of other beings.


COMBAT

A notion will not usually attack humanoids unless threatened. In that case, it will use its Wisdom-damaging touch to erode the victims’ resistances and then use its emotion-altering powers.

Wisdom Damage (Su): A notion’s attack deals 1d3 temporary Wisdom damage.
Emotion (Sp): A notion can use the spells cause fear, crushing despair, and good hope as spell-like abilities, each once per day.
 

REPEATER
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 30d8+240 (375 hp)
Initiative: +11
Speed: 90 ft., fly 30 ft. (average)
AC: 33 (-4 size, +7 Dex, +20 natural)
Base Attack/Grapple: +30/+52
Attack: Claw +32* melee (2d6+15*/19-20)
Full Attack: 6 claws +32* melee (2d6+15*/19-20), bite +31 melee (5d6+5)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Ray of energy, repeat, spell-like abilities
Special Qualities: DR 20/epic (3/-), SR 34
Saves: Fort +23, Ref +24, Will +18
Abilities: Str -, Dex 12, Con -, Int 11, Wis 14, Cha 21
Skills: Listen +2, Spot +35, Survival +33
Feats: Ability Focus (repeat), Alertness, Awesome Blow, Cleave, Great Cleave, Improved Critical (claw), Iron Will, Power Attack, Weapon Focus (claw)
Epic Feats: Damage Reduction, Epic Will
Climate/Terrain: Any (Astral Plane)
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Usually neutral
Advancement: 31-60 HD (Gargantuan); 61-90 HD (Colossal)

A repeater appears to be a huge six-legged dinosaur with eight wings. Despite this appearance, repeaters are intelligent creatures with magical powers. They have terrible powers over time.


COMBAT

A repeater will attack any creature which appears to be edible.

Ray of Energy (Su): A repeater can emit a ray of energy up to a range of 300 feet (no range increment). This requires a ranged touch attack and deals 16d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Repeat (Su): A repeater can activate this special ability at will as a free action. Every creature within 300 feet of the repeater must make a Will save (DC 30). Any creature failing this saving throw must repeat exactly the action it took on its last turn, as if the same numbers were rolled again.


Spell-Like Abilities: At will – fireball, greater teleport, haste, slow; 1/day – forcecage, temporal stasis. Save DC 15 + spell level.
 
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A couple of points/comments

Personally I don't agree with the megalith being a construct - it is a living creature afterall. I suppose abberation is the best 'fit'.

For the Nipper you don't have to assign 'bite' to Weapon Finesse anymore (in 3.5). Weapon Finesse applies to all apilcable weapons - it's a moot point because the Nipper doesn't have any other attacks :) And it's wasted in the Nipper Swarm because the swarm doesn't need to hit :D

Regards
Mortis
 

Mortis said:
A couple of points/comments

Personally I don't agree with the megalith being a construct - it is a living creature afterall. I suppose abberation is the best 'fit'.

True, but it is supposed to be related to the baak, which IMHO should definitely be a construct. Anyway, I'm thinking of megaliths as highly overgrown baak-relatives.

Mortis said:
For the Nipper you don't have to assign 'bite' to Weapon Finesse anymore (in 3.5). Weapon Finesse applies to all apilcable weapons - it's a moot point because the Nipper doesn't have any other attacks :) And it's wasted in the Nipper Swarm because the swarm doesn't need to hit :D


Regards
Mortis

True.
 


Gothenem said:
Another Planet? Possibly, I don't have my Epic Bestiary with me. I am thinking Macro-Huge for Asteroid-size. Anyone want to confirm?
Macro-Huge is 3-6 miles across, so that could fit. But meteoroids exist which are smaller than that, so you could probably get away with Macro-Large or even Macro-Medium.
 

And on the subject of absurdly large creatures...

Here I really must provide my own humble entry into the Draeden-conversion effort. Warning to readers: this monster entry is REALLY long, and the monster on a power level to rival the strongest the d20 NPC Wiki has to offer. I'll take the following two posts to provide the stats I made; post 1 will be the monster itself and an explanation of its abilities, while post 2 will provide Epic spells used by the Draedens (derived using the ELH rules). I stuck as closely to the "core ELH" rules as possible with this, but incorporated a small number of elements from the Immortals Handbook: the Divine Abilities this Draeden gets, and the numbers associated with its ridiculous size.

If you want to have a Draeden that your PCs are likely to be able to one day face in combat with a chance of success, look elsewhere- because I went back to the idea that these should be creatures to scare even the strongest gods. One large change from the original Draeden in the Immortals Set is that I used the size rules introduced in the Immortals Handbook Bestiary Volume I as a guide for starting the beast; in particular, a creature 20 miles across should have tens of thousands of HD (as this one does). I also gave it 20 divine ranks, since the Immortals Set gives Draedens a number of Power Points on par with the greatest of Hierarch Immortals- they are equivalent to modern Greater Gods with 20 DR, so that's what the Draeden gets (though with its size and HD it should properly have a lot more if we were to use the full IH rules). Finally, in the end I made my "base" draeden twice the length as the one from the Immortals Set; I did this both because the numbers looked better to me in the end, and because most of the large creatures that were converted from original Dungeons & Dragons to 3.0 and 3.5 became significantly bigger (in the absolute sense) in the process. Dragons and Demons, I'm looking squarely at you.

For the rules regarding the Draeden's "treasure," I basically just made stuff up, since the idea of assigning a gp value to a boulder-sized perfectly spherical diamond is rather absurd. If you disagree with my assessment of such boulder-orbs, feel free to use numbers that are more appealing to you. :)

Stat posts to follow.
 

Draeden stats

Draeden

Macro-Titanic Aberration
HD: 55,000d8 + 3,850,000 (4,097,500 hit points)
Init: +40 (+12 Dex, +8 Superior Initiative, +20 Divine)
Speed: Fly 4.5 miles (Perfect) (23,760 feet, 4752 squares)
AC: 13,838 (-16,384 size, +12 Dex, +45 Deflection, +20 Divine, +30,135 natural), Touch -16,297, Flat-Footed 13,826
Base Attack/Grapple: +41,250/+41,425
Attack: Bite +24,984 melee (60d10+95/19-20 plus 1d6 damage plus save or die)
Full Attack: 40 Bites +24,984/+24,979/+24,974/+24,969 melee (60d10+95/19-20 plus 1d6 damage plus save or die)
Space/Reach: ~42 miles (220,000 ft.)/28 miles (147,840 ft.)
Special Attacks: Area Melee (4,095 ft.), Improved Grab, Sonic Boom, Spell-Like Abilities, Spells, Swallow Whole
Special Qualities: Amorphous, Blindsight 20 miles, Damage Reduction 6,000/-, Divine Bonus, Fast Healing 3,000, Immunities, Mind's Eye, Spell Resistance 55,030, Vacuum Dweller
Saves: Fort +18,423, Ref +18,365, Will +27,567
Abilities: STR 200, DEX 35, CON 150, INT 101, WIS 100, CHA 101
Skills: Maven + Omnicompetent; all skills +55,023 + ability bonus (except Spellcraft, which is +55,078 after ability bonus)
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Flyby Attack, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bull Rush, Improved Counterspell, Improved Critical (Bite), Improved Disarm, Improved Initiative, Improved Overrun, Improved Rapidstrike (Bite), Improved Snatch, Improved Sunder, Improved Trip, Large and In Charge, Maximize Spell, Multisnatch, Power Attack, Quicken Spell, Rapidstrike (Bite), Silent Spell, Snatch, Spell Penetration, Still Spell, Weapon Focus (Bite), Widen Spell
Epic Feats: Armor Skin x15,000, Automatic Quicken Spell x17, Automatic Silent Spell x17, Automatic Still Spell x17, Blinding Speed x100, Damage Reduction x2,000, Devastating Critical (Bite), Enhance Spell x10, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Epic Weapon Focus (Bite), Fast Healing x1,000, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Metamagic x11, Improved Spell Capacity x42, Intensify Spell, Multispell x42, Overwhelming Critical (Bite), Polyglot, Spell Knowledge x9 (18 spells total: Banishment, Bestow Curse, Chain Lightning, Dimensional Lock, Energy Drain, Flesh to Stone, Forcecage, Freedom, Imprisonment, Incendiary Cloud, Limited Wish, Mirage Arcana, Project Image, Remove Curse, Shapechange, Stone to Flesh, Trap the Soul, Wish), Spell Opportunity, Spell Stowaway x8 (Foresight, Greater Invisibility, Haste, Moment of Prescience, Rary's Telepathic Bond, Repulsion, Spell Turning, Time Stop), Spellcasting Harrier, Superior Initiative, Tenacious Magic x10 (Foresight, Geas/Quest, Greater Invisibility, Haste, Mind Blank, Moment of Prescience, Protection From Law, Repulsion, Spell Turning, Wall of Force)
Divine Abilities: (from Immortals Handbook: Ascension) Anyfeat, Divine Immensity x14, Divine Sorcery, Maven, Nescient, Omnicompetent, True Seeing
Environment: Outer space, Astral Plane, or other vacuum
Organization: Solitary
CR: 44,638
Treasure: Diamond boulder-orbs in gizzard
Alignment: Always Chaotic Neutral or Chaotic Evil
Advancement: 55,001-65,536 HD (Macro-Titanic), 65,537-110,000 HD (Mega-Fine)
Level Adjustment: ...yeah, right. Are you kidding?!?

Draedens are a fearsome race of beings of unknown origin, which have existed at least as long as all known deities and probably much longer than that. It is thought (by the few who are aware of their existence at all) that they may represent remnants of some previous cycle of deities, or similar godlike entities; whatever else they are, though, they have proven to be exceptionally resilient and powerful on those occasions when they have appeared in this cosmic epoch. They seem to consider the entire multiverse their domain, and few beings are able to challenge them on that point; however, their habit of eating everything material within reach (and strong dislike for matter and energy in general) means that they rarely venture away from areas of total vacuum when they do appear on known planes of existence. Though they rarely disturb beings of the current multiversal age, when they do appear they are all but impossible to stop, and even pantheons of deities have been known to abandon planes entirely rather than face the attacking Draedens. Part of the reason Draedens are so terrifying and powerful is their truly prodigious size- no Draeden is less than 40 miles long, and many are larger still. Being larger than mountains themselves, they are perfectly capable of eating entire landscapes along with all of their inhabitants; the largest Draedens have been known to literally eat entire worlds before being satisfied enough to move away.

A Draeden's rarely-seen natural appearance is bizarre, to say the least. The central body of a Draeden is a bulging sac of stony flesh which is constantly pulsing and roiling with internal motion. Fanning out from opposite ends of the sac are two clusters of massive tentacles bearing mouths on their ends; each cluster has 20 tentacles in it, so the Draeden has 40 total mouths. The central sac is mostly occupied by the creature's stomach, which has internal motion not only from objects and creatures trapped within, but also from the thousands of boulders kept inside to aid digestion by crushing food. These boulders actually comprise the only treasure a Draeden typically carries, as all of them are in fact massive diamonds (typically between 1 and 20 feet in diameter) worn to spherical smoothness by eons of constant grinding and acid. Though the Draeden has no head, it is extremely intelligent thanks to the myriad clusters of well-armored nerve bundles riddling its flesh, a massive neural network spanning most of its form. A Draeden has no eyes, but is far from blind; it has a mysterious sense which lacks the need for light, allowing it to pinpoint the location of every creature or object within 20 miles of its body. the precise mechanism by which this sense operates is unknown, as no known being has ever successfully hidden from a Draeden.

Though the natural appearance (as described above) is terrible indeed, Draedens generate an aura of awesome might similar to that generated by most deities which causes any creature able to view them to see something other than the natural form. Creatures viewing any Draeden tend to see it as the most terrible, powerful monster imaginable to them, whatever that may be (and as long as it doesn't resemble the Draeden's true shape). Most mortals native to Prime Planes, for example, tend to see Draedens as unthinkably enormous dragons; demons, on the other hand, see them as avenging mountain-sized celestials, and so on. Draedens themselves are content to simply behave as they will without regard for incongruences with their appearance in the eyes of lesser entities; to their view, most of those entities are unworthy of notice in any case, or worthy only of being considered as food.

A Draeden's natural size is approximately 4 feet of total length per hit die; thus, the weakest example of the species (as detailed in this entry) is 220,000 feet long, just under 42 miles. This length includes not only the central sac-stomach, but also the tentacle-mouths if stretched out straight, end-to-end. The actual length of the central bulge is about one-tenth the total length, so the Draeden described here has a central sac measuring approximately 4 miles end-to-end.

Combat

Draedens, being so huge and so difficult to damage thanks to their enormously high damage reduction, tend to be fearless in combat, simply floating in and sending mouths snapping at anything in range. Typical tactics involve using the racial Epic spell Planetslicer (see below) several times to cut large chunks out of the ground, and then sending in mouths to eat those sliced-off chunks along with everything on or in them. A Draeden never fails to take advantage of its many Multispell feats to use as many spells per round as it can- its Automatic Quicken Spell feats allow it to use every level 0-9 spell it knows as a quickened one, so these and any Epic spells it knows that are cast as swift actions are all fair game for such spell-storms.

A Draeden's natural weapons count as Epic and Chaotic for the purposes of overcoming Damage Reduction.

Amorphous (Ex): A Draeden does not have fixed organs as do life-forms from the modern cosmic era. As such, it is immune to critical hits, death from massive damage, Sneak Attacks and other precision-based attacks, and Coup-De-Grace attacks.

Anyfeat (Ex): This divine ability gives the Draeden a bonus feat, but the feat is not necessarily set: once per round, as an immediate action, the creature can change the feat to any other. Because of its Nescient ability (see below), the Draeden is allowed to ignore the prerequisites of any feat it takes, and thus there are no limits to the feats it can pick for this special slot except that it may only take one. Because the feat can be changed as an immediate action, it can even (for example) be used to grant bonuses to a saving throw just before the creature makes one, by changing to a feat that grants a bonus to that save type.

Note, however, that if the feat has a lasting-but-not-constant effect (for example, the round-long dodge bonus conferred by use of Combat Expertise, or a spell granted by Spell Knowledge that has a duration longer than Instantaneous), then the Draeden is not allowed to switch the Anyfeat while that effect is still in place. If the Draeden uses Anyfeat to gain Spell Knowledge of a spell with Permanent duration, and casts that spell, then the Anyfeat may not be changed until the spell thus cast has been dispelled. Spells with Instantaneous duration do not limit the creature this way, even if they create real and permanent objects (such as Wall of Stone).

A Draeden typically uses this Anyfeat to duplicate interesting spells it sees its opponents using, via Spell Knowledge, but in a pinch will use it to gain a save bonus or even extra hit points (via Improved Toughness).

Area Melee (Ex): Draedens are so enormous that their natural attacks occupy areas all on their own. A Draeden's Bite deals damage to every creature within a square 4095 feet on a side whose AC is beaten by the Draeden's attack roll, and if the Draeden achieves a critical threat than the threat counts against all of them. Any creature with a base move rate of less than half the area size rounded up to the nearest 5 feet (2050 feet) is too slow to be able to dodge the blow, and is treated as though flat-footed against the attack.

Divine Bonus (Su): Draedens are not deities in the usual sense of the term, but they do share certain qualities with the beings known as deities in the present cosmic configuration. Notably, they have an effective 20 divine ranks, which grants them 20 divine abilities as well as a +20 divine bonus. The divine bonus adds to AC, attack rolls, checks (ability checks, caster level checks, skill checks, turning checks), difficulty class (for any special abilities, spell-like abilities, or actual spells), initiative, saving throws, and Spell Resistance. This divine bonus is already added in to statistics given in this monster entry.

Divine Immensity (Su): At will, as a standard action, a Draeden can shrink or grow itself by one size category (to a maximum of 14 size categories from its base size). Thus, the Draeden statted out above could grow or shrink itself to anywhere between Large (14 size categories smaller than Macro-Titanic) and Giga-Small (14 size categories larger than Macro-Titanic). Each size change represents a doubling (if the Draeden is increasing its size) or halving (if it is shrinking) of its actual length. As it grows or shrinks, the Draeden's ability scores, speed, size-based AC, attack, Hide, and grapple modifiers, and natural armor bonus change to reflect its new size, but it keeps nearly all of its other abilities (including feats that depend on its ability scores, thanks to its Nescient ability- see below). A Draeden's flight speed always equals triple the standard ground movement rate for a quadruped of its size- and a Draeden with a speed of less than 1000 feet/round loses its Supersonic ability (see below). Also, when a Draeden grows or shrinks, the area associated with its Area Melee ability (see below) likewise grows or shrinks, and once the area goes below about 10 feet the ability is effectively gone (since standard Medium-size creatures in the game have a space of 5 feet, each mouth would only be able to hit one such creature).

For example, a Draeden shrinking to Large size would lose 140 points of STR (making its new score 60), gain 28 points of DEX (making its new score 63), lose 56 points of CON (making its new score 94), lose 133 points of natural armor (making its new natural armor bonus "only" 30,002), and have a speed rating of only 180 feet. By contrast, a Draeden expanding itself to Giga-Small size would gain 140 points of STR (making its new score 340), lose 28 points of DEX (making its new score 10 since DEX loss from size changes can never reduce the score below 10), gain 56 points of CON (making its new score 206), and gain 329 points of natural armor (making its new natural armor bonus 30,464), with a speed rating of 186 miles per move action.

Draedens most often use this to hide from particularly powerful enemies (on the extremely rare occasions that they encounter such) by shrinking down to a size small enough to hide within a cave in an asteroid, for example. Since their natural size is so immense in any case, a Draeden rarely feels the need to become larger, except when it wants to eat something as large as a planet (at size Giga-Small, the creature is over 682,000 miles long, with mouths over 12,700 miles across- easily large enough to gulp up a planet in a few bites). Growing larger is rarely useful for combat purposes, since any creature powerful enough to threaten the Draeden in its natural size would not be significantly hindered by an increase in its size given the relatively miniscule changes this produces in its statistics.

Divine Sorcery (Su): A Draeden has double the normal number of daily spell slots for its caster level.

Immunities (Ex): Draedens are immune to poison, Sleep effects, disease, and paralysis effects.

Improved Grab (Ex): To use this ability, a Draeden must hit with its Bite attack. If it gets a hold, it automatically deals Bite damage and can attempt to Swallow Whole.

Maven (Ex): A Draeden has maximum ranks in all skills it knows. If a Draeden is trained in a skill, and it is a class skill, then its bonus is equal to its hit dice + the appropriate ability modifier + 23 (divine bonus plus the 3 extra ranks at 1st level). If the skill is a cross-class skill, the Draeden's bonus is equal to half of (its HD + 3), plus 20 for its divine bonus.

Mind's Eye (Su): Those viewing the Draeden must make a Will save (DC 27,580) or see, instead of the Draeden's natural shape, the most terrifying sight they can imagine. Affected creatures become Panicked and attempt to flee; the duration of the effect is 24 hours, but it only affects creatures that can actually see the Draeden- once they are out of sight they become calm again (at least until the massive monster moves back into view). A creature that saves is immune to this effect for 24 hours, and can see the Draeden's natural shape. Creatures which fail the save but are immune to fear do not see the Draeden in its natural form, but do not become afraid either, and may act normally against whatever they think the Draeden is. The save DC is CHA-based.

Omnicompetent (Ex): A Draeden knows all skills. It is considered to be trained in every skill, regardless of what skill a given situation actually calls for. All skills are considered class skills to a Draeden.

Sonic Boom (Ex): Draedens naturally travel faster than the speed of sound, so whenever a Draeden moves within an atmosphere it creates a sonic shockwave as it travels. All creatures within 20 miles of the Draeden when this shockwave is created must make Fortitude saves (DC 135) or become Deaf for 1d4 rounds, and whether or not the save is successful take 10d6 points of Sonic damage. Deaf creatures are immune to the deafness effect of this, but still take the damage. This effect, although nonmagical, is otherwise the equivalent of an Epic spell (in particular, for saving throw purposes it counts as 10th level). The save DC is STR-based.

Spell-Like Abilities: At Will- Dream, Geas/Quest (DC 81), Greater Dispel Magic, Greater Teleport (self only), Plane Shift (self only, no off-target arrival), Sending, Spell Turning; 20/day- Wish (DC 84). Caster level 100th; Save DC (when relevant) 75 + spell level. The save DCs are CHA-based.

Swallow Whole (Ex): A Draeden can attempt to swallow an opponent up to 4 size categories smaller than itself (for a Draeden in its natural size, this means Macro-Medium or smaller) by making a successful Grapple check. Once inside, the opponent takes 120d10 points of crushing damage (from the diamond boulders) plus 20d10 Acid damage (from digestive fluids) per round. A swallowed creature can cut its way out by using Claws or a light Slashing weapon to deal 3,000 points of damage in a single blow (AC 13,806, DR 6,000/- still applies). Once the creature exits, muscular action closes the wound; other swallowed opponents must cut their own way out.

True Seeing (Su): Draedens have constant True Seeing, as the spell except that the range extends to the limit of their senses, and teh effect cannot be dispelled or suppressed (except in an area of Dead Magic, where it is irrelevant anyway).

Vacuum Dweller (Ex): Draedens do not need to breathe, and are not affected by lack of air or other breathing medium. A Draeden is immune to penalties or damage from pressure changes, and can comfortably exist in a total vacuum for an indefinite period of time.

Feats: The Draeden's Devastating Critical feat forces any creature upon which it scores a critical hit to make a Fortitude save (DC 27,625) or die instantly. The save DC is STR-based.

Spells: Draedens cast spells as 100th-level Sorcerers. The save DCs are CHA-based. Their bonus against SR is +106, due to their Spell Penetration feats.
Spell Slots: (12/36/34/34/34/34/32/32/32/32/20/20/20/20/18/18/18/18/16/16/16/16/14/14/14/14/12/12/12/12/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4/2/2/2/2/2/2; save DC 75 + spell level)
Epic Spells Per Day: (5,500; save DC 85)
Typical Spells Known: 0- Acid Splash, Detect Magic, Flare, Ghost Sound, Mending, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st- Grease, Mage Armor, Magic Missile, Protection From Law, Shield, True Strike; 2nd- Blur, Detect Thoughts, Mirror Image, Shatter, Spectral Hand, Touch of Idiocy; 3rd- Blink, Displacement, Haste, Nondetection, Ray of Exhaustion, Wind Wall; 4th- Bestow Curse, Confusion, Detect Scrying, Dimensional Anchor, Greater Invisibility, Ice Storm, Remove Curse, Shout; 5th- Break Enchantment, Cloudkill, Feeblemind, Mirage Arcana, Rary's Telepathic Bond, Telekinesis, Wall of Force; 6th- Analyze Dweomer, Antimagic Field, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Permanent Image, Repulsion, Stone to Flesh; 7th- Banishment, Control Weather, Forcecage, Greater Arcane Sight, Greater Scrying, Insanity, Limited Wish, Project Image, Reverse Gravity, Teleport Object; 8th- Dimensional Lock, Discern Location, Horrid Wilting, Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Polymorph Any Object, Trap the Soul; 9th- Astral Projection, Energy Drain, Foresight, Freedom, Imprisonment, Mordenkainen's Disjunction, Shapechange, Time Stop, Weird, Wish.
Epic Spells Known: All listed in the Epic-Level Handbook, plus the following: Activate Nodes, Annihilating Revenge, Cosmic Juggernaut, Planetslicer, Supreme Mastery. New Epic spells are detailed in the following post.

Treasure

A Draeden's gizzard is constantly filled with thousands of boulder-sized diamonds- all that remains of its prior meals after its digestive enzymes and the immense crushing power of its stomach have their way with the food. Each boulder is a perfectly spherical, gem-quality diamond 1d20 feet across, and a Draeden has in its digestive sac 1d10 such orbs per 20 hit dice it has (the "standard" Draeden statted in this entry thus has 2750d10).

While the value of a diamond of this size is not given in standard rules, due to the absurdity of even trying to trade such an enormous prize, a good rule of thumb for determining the value of such a huge gem (for purposes of material components, for example) is 50,000 gp x its volume in feet; thus, a 1-foot wide diamond orb would be worth approximately 26,000 gp, while a 20-foot wide boulder-orb would be worth around 209,000,000 gp. The approximate average value of a typical Draeden's "treasure hoard" (again, going by the example statted above) is thus about 458,386,593,000 (yes, 458 billion) gp.

Some enterprising treasure-hunters with access to spacecraft have made their fortunes seeking out sleeping Draedens floating in the endless gulfs between stars, and stealing a few diamond orbs from within their immense stomachs- though such adventures are obviously frought with peril since they are likely to become meals for the Draedens themselves (particularly if the immense creatures awaken while pillaging is in progress).
 
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