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Immortal Set Creatures Conversions
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3462284" data-attributes="member: 11368"><p>Here is an Immortal template:</p><p></p><p>IMMORTAL </p><p></p><p>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.</p><p></p><p>CREATING AN IMMORTAL</p><p></p><p>"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. </p><p>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).</p><p></p><p>Size/Type: The base creature's type becomes outsider (native). Do not recalculate hit dice, BAB, saves, skills, or feats. Its size is unchanged.</p><p></p><p>Speed: The creature's base land speed increases by 10 feet.</p><p></p><p>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.</p><p></p><p>Fine ---- 1d3</p><p>Diminutive - 1d4</p><p>Tiny ---- 1d6</p><p>Small ---- 1d8</p><p>Medium --- 2d6</p><p>Large ---- 2d8</p><p>Huge ---- 4d6</p><p>Gargantuan - 4d8</p><p>Colossal -- 8d6</p><p></p><p>Special Attacks:</p><p></p><p>An immortal retains all the base creature's special attacks and gains the following:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Special Qualities:</p><p></p><p>Damage Reduction (Su): An Initiate Immortal has DR 15/magic. Temporals and Celestials have DR 15/epic. Empyreals and higher have DR 20/epic.</p><p></p><p>Spell Resistance (Su): Any Immortal has SR equal to its HD + 8.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Abilities: Str +6, Con +4, Cha +4.</p><p></p><p>Feats: Immortals gain Improved Initiative as a bonus feat.</p><p></p><p>Environment: Any</p><p></p><p>Challenge Rating: +2 (HD 14 or less); +3 (HD 15-29); +4 (HD 30+)</p><p></p><p>Level Adjustment: +7</p><p></p><p>Immortal (Initiate) Medusa</p><p>Medium Outsider (Native)</p><p> Hit Dice: 6d8+18 (45 hp)</p><p> Initiative: +2 </p><p>Speed: 40 ft. (8 squares) </p><p>Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p> Base Attack/Grapple: +6/+9</p><p> Attack: Shortbow +8 ranged (1d6/x3) or dagger +11 melee (1d4+3/19–20) or snakes +11 melee (1d4+3 plus poison) </p><p>Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison)</p><p> Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Petrifying gaze, poison, ray of energy, spell-like abilities</p><p> Special Qualities: Darkvision 60 ft., DR 15/magic, SR 14, rejuvenation, alter self</p><p> Saves: Fort +5, Ref +7, Will +6</p><p> Abilities: Str 16, Dex 15, Con 16, Int 12, Wis 13, Cha 19</p><p>Skills: Bluff +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +6, Move Silently +8, Spot +8</p><p> Feats: Improved Initiative (B), Point Blank Shot, Precise Shot, Weapon Finesse Environment: Any</p><p>Organization: Solitary or covey (2–4)</p><p>Challenge Rating: 9 </p><p>Treasure: Double standard</p><p> Alignment: Usually lawful evil </p><p>Advancement: By character class </p><p>Level Adjustment: —</p><p></p><p>Medusas speak Common.</p><p></p><p>COMBAT</p><p></p><p>Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 17 negates. The save DC is Charisma-based.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.</p><p></p><p>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.</p><p></p><p>Spell-like Abilities: At will - deeper darkness. 3/day - fly, haste, lightning bolt, mage armor, slow. </p><p></p><p></p><p>(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).</p><p></p><p></p><p>Can anyone comment on the Level Adjustment?</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3462284, member: 11368"] 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? [/QUOTE]
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