Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

mercucio said:

Hi mercucio matey! :)

mercucio said:
Wondering if you could help with some ECL adjustments. I'm trying to convert the shadow giant from Fiend Folio and need to know if the estimates for the following are accurate. Thanks!

Sneak attack +4d6 (0.8 ECL)
Death Attack (0.5 ECL)
Hide In Plain Sight (0.5 ECL)

Those would probably suffice, however, remember that v6 applies the silver rule (5/6ths) to everything (even ECL totals above 20)

mercucio said:
Also, before I forget, how's Ascension coming along?

I just have the foreground characters to paint and the cover is done, the backgrounds are finished more or less (one cloud I am not happy and a bit of the lava needs touching up). Its looking awesome, imagine a titanic Surtur battling the immortal heroes in the middle of a volcano...

- Surtur's sword shining like the sun (or sunset rather) - check
- Tarrasque (shapechanged immortal druid) biting Surtur's tail - check
- Surtur's fingers turning into dragon heads and breathing fire - check
- Immortal Fighter (with three swords - one everdancing) leaping/flying out of the way of the finger/dragon fire - check
- Immortal Barbarian/Rogue grappled by Surtur's tail almost severing it with his greataxe (with lava for blood spray) - check
- Immortal Dwarf Warrior/Cleric (wielding a hammer with an anvil for a head) getting zapped by Surtur's fiery gaze as he flies up to bash him - check
- Immortal Sorceress (riding blue dragon) casting Bigby's Clenched Fist on Surtur while the Dragon breathes electricity on him - check

I have several weeks off work at the start of November. So thats going to be my window of opportunity for getting everything to do with Ascension finally finished. But I'll be looking to get the cover finished on my next few days off (which unfortunately is next week - I'm in seven straight from tonight).
 

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In the print version of the Bestiary, what's the revised CR of the Astral Hydra? And does its Ghostly Glow still deal only 1d2 Wisdom drain, as compared to the Akishra's Ghostly Glow's 1d4 Wisdom drain?
 
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I just realized that the Small Unelemental is a CR 10 creature that has 2 melee touch attacks that each deal 2d8+3 (average 12) PERMANENT damage. Don't you think that's a bit unfair for a party of four ECL 10 characters who will not likely have Limited Wish, let alone Wish?
 

Hey there! :)

Adslahnit said:
In the print version of the Bestiary, what's the revised CR of the Astral Hydra?

CR 68

Adslahnit said:
And does its Ghostly Glow still deal only 1d2 Wisdom drain, as compared to the Akishra's Ghostly Glow's 1d4 Wisdom drain?

Yes, remember thats 1d2 per head, as opposed to 1d4 total for the Akishra.
 

Howdy! :)

Adslahnit said:
I just realized that the Small Unelemental is a CR 10 creature that has 2 melee touch attacks that each deal 2d8+3 (average 12) PERMANENT damage. Don't you think that's a bit unfair for a party of four ECL 10 characters who will not likely have Limited Wish, let alone Wish?

Nope, chances are they will beat it fairly easily but take some permanent damage, when they eventually level up enough they can restore the damage.
 

dante58701

Banned
Banned
Updated Revised LeShay...I couldn't resist =^.^=

LeShay
Medium Fey
Hit Dice: 50d6+650 (850 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22
Base Attack/Grapple: +25/+30
Attack: +8 brilliant energy bastard sword of sharpness +50 melee (1d10+13/17-20/x2 plus sharpness)
Full Attack: 2 +8 brilliant energy bastard swords of sharpness +50/+45/+40/+35 melee (1d10+13/17-20/x2 plus sharpness)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, leShay weapons, spell-like abilities
Special Qualities: Damage reduction 25/cold iron and epic, elf traits, fast healing 25, immunities, low-light vision, spell resistance 60, two-weapon mastery
Saves: Fort +34, Ref +44, Will +29
Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47
Skills: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59
Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack
Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 28
Treasure: Standard
Alignment: Any
Advancement: By character class.
Level Adjustment: —

As elves are to humans, so are leShay to the elves (but more so): a race immortal, enigmatic, and exceptionally powerful.

LeShay look like tall, thin, albino elves, except that they lack the oversized ears of true elves (leShay ears look more like half-elf ears) and, while they have the glossy dead-white hair of true albinos, their eyes are pits of darkness. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.

LeShay never die from age or disease; they perish only if killed. LeShay are the mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.

LeShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.

LeShay are 6-7 feet tall and weight 180-250 pounds.

Combat

LeShay rarely initiate combat, since they prefer to react rather than act. However, their vast experience makes them shrewd judges of others' capabilities and killed tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.

LeShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.

A leShay's natural weapons, as well as any weapons it wields, are treated as epic for the purpose of overcoming damage reduction.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The save DC is Charisma-based.

Immunities (Ex): LeShay are immune to aging (including aging attacks and effects), disease, and poison.

LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. Each weapon can change form and special abilities (always retaining their brilliant energy weapon special ability) as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.

Spell-Like Abilities: At will—detect thoughts, disguise self, displacement, freedom, greater dispel magic, greater invisibility, greater teleport, heal, knock, speak with plants, spell turning, water breathing. Caster level 50th; save DC 28 + spell level. The save DCs are Charisma-based.

Two-Weapon Mastery (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to leShay weapons.
 
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dante58701

Banned
Banned
Just one problem with dragons, the dragons in the 3.5 Monster Manual all need to be revised to be compatible with Krusty's system. Otherwise there is a huge discrepancy.
 

I noticed two odd things about the way certain weapon special abilities were handled in the Epic Bestiary:

1.) The Keen weapon ability and Improved Critical feat were allowed to stack for several creatures, even though the description of Keen explicitly points out that it "doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat)." Alabaster's Sword of a Thousand Names, Cicatrix's Tormentor, and Kabiri's longsword are all offenders of this with their combination of Keen and Improved Critical giving them all critical threat ranges of 15-20.

Should Keen be allowed to stack with Improved Critical, or should they not be stackable as in the core rules?

2.) Every monster that possesses an Everdancing weapon gets to apply their Strength bonus to the weapon's attack rolls and damage while it dances. However, the official WotC D&D FAQ points out that Dancing and Everdancing weapons do not benefit from the wielder's Strength bonus or any of the wielder's combat-oriented feats. As such, Dancing and Everdancing weapons only deal their base damage using solely the wielder's BAB as a bonus to attack rolls.

So should Dancing and Everdancing weapons benefit from the wielder's Strength bonus and feats, or should they deal only their base damage with the wielder's BAB as a bonus to attack rolls?
 


Howdy! :)

dante58701 said:
Just one problem with dragons, the dragons in the 3.5 Monster Manual all need to be revised to be compatible with Krusty's system. Otherwise there is a huge discrepancy.

Its not a huge discrepancy, its a tiny discrepancy...and no one is aying theres any need to be revised.
 

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