Immortal Set Creatures Conversions


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Soo

Small Outsider (Extraplanar, Water)
Hit Dice: 9d8 (40 hp )
Initiative: +6
Speed: 40 ft. (10 squares), swim 40 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+5
Attack: Touch +9 melee touch (by spell)
Full Attack: Touch +9 melee touch (by spell)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: DR 5/magic
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 10, Int 11, Wis 12, Cha 14
Skills: Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13
Feats: Alertness, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary or glow (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-17 HD (Medium), 18-27 HD (Large)
Level Adjustment: --

A soo is a being of water and time. It appears to be a sphere of water 3 to 4 feet across.

COMBAT

Soo rarely enter combat unless forced.

Spell-Like Abilities: At will – cause light wounds, shocking grasp; 3/day – cause moderate wounds.
 

Tonal

Large Outsider (Extraplanar)
Hit Dice: 10d8 (45 hp )
Initiative: +6
Speed: 40 ft. (10 squares), fly 40 ft. (perfect)
Armor Class: 18 (-1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +10/+14
Attack: Blast +9 ranged touch (2d8 sonic)
Full Attack: Blast +9 ranged touch (2d8 sonic)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blast
Special Qualities: DR 10/magic, immune to ability damage, resistance to sonic 15
Saves: Fort +6, Ref +10, Will +9
Abilities: Str 10, Dex 15, Con 10, Int 11, Wis 12, Cha 14
Skills: Knowledge (arcane, the planes) +13, Listen +16, Spellcraft +13, Spot +16, Survival +14
Feats: Alertness, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary, chorus (2-4), harmony (5-8), or symphony (9-16)
Challenge Rating: 5
Treasure: None
Alignment: Tonal: Always lawful neutral; Atonal: Always chaotic evil
Advancement: 10-16 HD (Large), 17-30 HD (Huge)
Level Adjustment: --

A tonal is a creature of sound. It appears to be a bubble of light 10 feet in diameter. While most tonals are peaceful beings, atonals, of darker color and evil alignment but otherwise identical, are known to exist.

COMBAT

Lawful tonals rarely enter combat unless forced, but evil atonals enjoy destruction.

Blast(Su): Ray, 50-foot range, no increment, 2d8 sonic damage.
 
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The Proteans

The hagumemnon/protean in the Epic Level handbook has nothing in common with the Immortal handbook proteans except for the name, so i decided to convert these two too.

GIANT PROTEAN
Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +7/+18
Attack: Slam +8 melee (2d8+9)
Full Attack: Slam +8 melee (2d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 2d8+9, improved grab
Special Qualities: Blindsight 60 ft., ooze traits
Saves: Fort +9, Ref –2, Will –2
Abilities: Str 23, Dex 1, Con 22, Int —, Wis 1, Cha 1
Skills: Climb +13
Feats: —
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Huge); 16–35 HD (Gargantuan); 36+ HD (Colossal)
Level Adjustment: —
The typical giant protean measures 20 feet across but is quite thin. It weighs about 3,000 pounds.
Giant proteans are simply amoebas grown to monstrous size, due either to odd natural events or bizarre magic.
Combat
A giant protean attacks by grabbing and squeezing their prey.
Constrict (Ex): A giant protean deals automatic slam damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant protean must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: A giant protean has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


ASTRAL PROTEAN
Gargantuan Ooze
Hit Dice: 30d10+270 (435 hp)
Initiative: –5
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Base Attack/Grapple: +22/+52
Attack: Slam +28 melee (3d6+14)
Full Attack: 3 slams +28 melee (3d6+14)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 3d6+14, improved grab
Special Qualities: Blindsight 60 ft., ooze traits
Saves: Fort +26, Ref +5, Will +5
Abilities: Str 38, Dex 1, Con 28, Int —, Wis 1, Cha 1
Skills: Climb +22
Feats: —
Environment: Any (Astral Plane)
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 31-35 HD (Gargantuan); 36+ HD (Colossal)
Level Adjustment: —
The typical astral protean measures 60 feet across but is quite thin. It weighs about 72,000 pounds.
Combat
An astral protean attacks by crushing prey for future digestion. Astral proteans are more capable of manipulating their bodies than giant proteans, and can therefore make multiple attacks.
Constrict (Ex): An astral protean deals automatic slam damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an astral protean must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: An astral protean has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
 

I've added an index of creatures by CR at the top of the thread.

Also, I gave most of the creatures with Power combat abilities in the original (all the ones I felt deserved it; not the jumper or tonal) this ability:

Ray of Energy (Su): A [creature name] can emit a ray of energy up to a range of [10 x HD] feet (no range increment). This requires a ranged touch attack and deals [(2 x CON bonus, min 1)d10] damage. This damage is not reduced by resistances, immunities, or damage reduction.

Also, the Power-using creatures got spell-like abilities. Some were unique to fit the creature but most had the following: mage armor, forcecage, haste and/or slow, and some movement spell (fly, dimension door, or greater teleport as appropriate).
 
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Here is an Immortal template:

IMMORTAL

In some worlds, there is a class of beings greater than mortals yet lesser than deities. These beings are known as the Immortals. In at least one world, the Immortals attend to the tasks of maintaining the cosmos since the true deities are uninterested. Immortals are not born, but ascend from mortality. Immortals can take many forms. There are various levels of Immortal power: the generally accepted classification, from least to most powerful, is Temporal, Celestial, Empyreal, Eternal, Hierarch.

CREATING AN IMMORTAL

"Immortal" is an acquired template that can be applied to any sentient (Int 3 or greater), living, corporeal creature (the base creature), with the consent of a Celestial or higher rank (25 or more HD) existing Immortal.
The ranks of power depend on Hit Dice: Initiate (up to 14 HD); Temporal (15-24 HD); Celestial (25-29 HD); Empyreal (30-34 HD); Eternal (35-39 HD); and Hierarch (40+ HD).

Size/Type: The base creature's type becomes outsider (native). Do not recalculate hit dice, BAB, saves, skills, or feats. Its size is unchanged.

Speed: The creature's base land speed increases by 10 feet.

Attacks: If an Immortal does not already possess natural attacks, it gains a slam attack. This attack is a primary attack and deals damage according to the table below.

Fine ---- 1d3
Diminutive - 1d4
Tiny ---- 1d6
Small ---- 1d8
Medium --- 2d6
Large ---- 2d8
Huge ---- 4d6
Gargantuan - 4d8
Colossal -- 8d6

Special Attacks:

An immortal retains all the base creature's special attacks and gains the following:

Spell-like Abilities: At will - daylight (if good or neutral), deeper darkness (if evil). 3/day - fly, haste, lightning bolt, mage armor, slow. If it is Temporal or greater, it also can use forcecage once per day. If it is Empyreal or greater, it can use meteor swarm and limited wish once per day. A Hierarch can use wish once per day.

Ray of Energy (Su): An Immortal can emit a ray of energy up to a range of 10 feet per HD of the Immortal (no range increment). This requires a ranged touch attack and deals 1d10 damage per point of the Immortal's CON bonus (minimum 1d10). This damage is not reduced by resistances, immunities, or damage reduction.

Special Qualities:

Damage Reduction (Su): An Initiate Immortal has DR 15/magic. Temporals and Celestials have DR 15/epic. Empyreals and higher have DR 20/epic.

Spell Resistance (Su): Any Immortal has SR equal to its HD + 8.

Rejuvenation (Su): Only Immortals of Temporal or greater status have this ability. It is nearly impossible to destroy an Immortal of such status through simple combat. An Immortal that would otherwise be destroyed will reappear in 5d6 days if it makes a successful level check (1d20 + Immortal’s HD) against DC 20. Only if slain with epic weapons or epic spells does the Immortal remain destroyed.

Alter Self (Su): Any Immortal can alter its form as with alter self cast by a sorcerer of caster level equal to the Immortal's HD, except that the duration is permanent until dismissed or dispelled.

Abilities: Str +6, Con +4, Cha +4.

Feats: Immortals gain Improved Initiative as a bonus feat.

Environment: Any

Challenge Rating: +2 (HD 14 or less); +3 (HD 15-29); +4 (HD 30+)

Level Adjustment: +7

Immortal (Initiate) Medusa
Medium Outsider (Native)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Shortbow +8 ranged (1d6/x3) or dagger +11 melee (1d4+3/19–20) or snakes +11 melee (1d4+3 plus poison)
Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison, ray of energy, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 15/magic, SR 14, rejuvenation, alter self
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 16, Dex 15, Con 16, Int 12, Wis 13, Cha 19
Skills: Bluff +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +6, Move Silently +8, Spot +8
Feats: Improved Initiative (B), Point Blank Shot, Precise Shot, Weapon Finesse Environment: Any
Organization: Solitary or covey (2–4)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —

Medusas speak Common.

COMBAT

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 17 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Ray of Energy (Su): An Immortal medusa can emit a ray of energy up to a range of 60 feet (no range increment). This requires a ranged touch attack and deals 3d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Spell-like Abilities: At will - deeper darkness. 3/day - fly, haste, lightning bolt, mage armor, slow.


(NOTE: The Immortal template's Power abilities are weaker than those of monsters - its Ray deals less damage. This was to make the Immortal template more balanced and more playable).


Can anyone comment on the Level Adjustment?
 
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Nightmare creatures are beings native to the Dimension of Nightmares. These creatures resemble their normal analogues, but are more terrible in form, and usually possess disquietingly asymmetrical bodies.

CREATING A NIGHTMARE CREATURE

"Nightmare creature" is an inherited template that can be applied to any corporeal creature.

Attacks: If it has no natural attacks, a nightmare creature gains a bite attack as a primary natural attack. It deals damage as shown below.

Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks:

A nightmare creature retains all the base creature's special attacks and gains the following:

Poison (Ex): A nightmare creature's primary natural attack transmits a poison. Fort DC 10 + 1/2 creature's HD + creature's Con modifier, initial and secondary damage 1d4 Dex.

Special Qualities:

Resistance (Ex): A nightmare creature has acid resistance 5. If it has 8 HD or more, it also has cold and fire resistance 10.

Damage Reduction (Ex): A nightmare creature with 8 HD or more has DR 10/magic.

Environment: Any

Challenge Rating: As base creature (HD 7 or less); +1 (HD 8+)

NIGHTMARE DIRE BAT
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Blindsense 40 ft., resistance to acid 5
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Environment: Any
Organization: Solitary or colony (5–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–12 HD (Large)
Level Adjustment: —

Poison (Ex): A nightmare dire bat's bite transmits a poison. Fort DC 15, initial and secondary damage 1d4 Dex.

Blindsense (Ex): A nightmare dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills: Nightmare dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
 
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And a third template!!!

I decided to do the Elemasters after all, but as a template to be applied to elementals.



ELEMASTER

Each elemental plane has a powerful lord known as the Elemaster. Only one elemaster per plane can exist at a time. If the elemaster is ever killed, another elemental immediately becomes the elemaster.

CREATING AN ELEMASTER

"Elemaster" is an acquired template that can be applied to any elemental of 20 HD or more (the base creature), if no elemaster currently exists on that plane.

Armor Class: The elemaster gains a +4 deflection bonus to AC due to its near-divine power.

Special Attacks:

An immortal retains all the base creature's special attacks and gains the following:

Spell-like Abilities: 5/day - fly, forcecage, haste, lightning bolt, mage armor, slow. 3/day - acid storm (if water), earthquake (if earth), meteor swarm (if fire), summon monster IX (appropriate element subtype only), whirlwind (if air).

Ray of Energy (Su): An elemaster can emit a ray of energy up to a range of 10 feet per HD of the elemaster (no range increment). This requires a ranged touch attack and deals 2d10 damage per point of the Elemaster's CON bonus (minimum 1d10). This damage is not reduced by resistances, immunities, or damage reduction.

Special Qualities:

Damage Reduction (Su): An Elemaster has DR 20/epic.

Resistances: An Elemaster has fire, cold, and electricity resistance 20.

Spell Resistance (Su): An Elemaster has SR equal to its HD + 8.

Abilities: Str +6, Con +4, Int +8, Cha +4.

Skills: Adjust for increased Intelligence.

Feats: Fire or air elemasters gain Improved Initiative as a bonus feat; earth or water elemasters gain Toughness instead.

Challenge Rating: +4
 

I fixed some problems with the nipper, nipper swarm, and tonal.

I also added a "Greater Draeden" to the "Draeden" post.

I now have converted all the fully-statted monsters in the Immortals books. I will now work on the ones with short summary entries - the Gargantuans particularly. I am thinking in terms of a Gargantuan template (with a different name to distinguish it from the size category "Gargantuan"), then conversions of some of the Gargantuans' base creatures that never reached 3E.
 

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