Lore of the Zahl-Ganib

Clay_More

First Post
This is yet another little pet project of mine, I am working on an insectoid race of undead scarabs that have a unique form of Necromantic magic. I have the intention of making a PrC, possibly two, dedicated to the various forms of magic mastered by the Zahl-Ganib. Currently I have done most of the spells as well as the creatures themselves, thinking of adding NPC stats for Joul-Zteram as well as some of his apprentices later, possible some special constructs made by the Zahl-Ganib as well as some magical items. But anyways, on to the stuff..



Lore of the Zahl-Ganib

There are many secrets buried in the depth of the deserts of the world. There are tales spoken of buried cities brimming with treasures and gold, temples with unholy riddles written on their walls and old forts still guarded by the bones of its former soldiers. One of the least told tales is the tale of the Zahl-Ganib.
The Zahl-Ganib are an ancient race, a race of humanoid scarabs that used to dwell in enormous pyramids of stone. The Zahl-Ganib were necromancers, and they spent large parts of their lives traversing the spirit realms. Their magic was highly protective in nature, as the scarab necromancers themselves were fairly frail compared to the denizens that roamed the world at their time. Their defensive necromancy was often combined with a special type of damaging magic that was slow but powerful in combat. The special combination of powers possessed by the Zahl-Ganib were sufficient to keep them and their undead servitors safe for more than a millennia in a world fraught with danger. Yet the reign of the Zahl-Ganib ended, as all empires must eventually end. Little is known about the calamity that ended the Ganesh empire, the empire of the Zahl-Ganib.
One of the master necromancers of the Zahl-Ganib survived the calamity, hiding inside the pyramid library of Zahl-Fareem. Joul-Zteram the master necromancer is rumoured to still dwell inside this ancient structure hidden beneath the sands of an unknown desert. He resides there with his Zahl-Ganib apprentices and his undead minions, guarding the secrets of his race. The library holds no books, instead the many arcane pieces of lore are written directly on the walls of the pyramid. The lands around the pyramid are carefully guarded by the armies of Joul-Zteram, who ensures that those unworthy of the blessings of the Zahl-Fareem library do not trespass the sacred halls.
Joul-Zteram is willing to teach his lore to a very few outsiders. It is rumoured that he has accepted four mortal apprentices in his lifetime, apprentices that have proven their worth to him by defeating one of his Zahl-Ganib apprentices in combat. These new apprentices have been given access to the lore of his pyramid, and they have been trained in the ancient magic of the scarab necromancers. In return for their training, they have sworn to keep the Zahl-Fareem pyramid safe from all its enemies.
It is possible for a brave and cunning necromancer to gain access to Joul-Zteram if they can safely traverse the land around the pyramid and reach the library. If they can assure Joul-Zteram that their purpose is to learn from the library of Zahl-Fareem, to keep safe the wisdom written on its walls, then they might be granted the opportunity to show their worth in a duel with scarab necromancer. Should they prevail, then they will be given the chance to become an apprentice of Joul-Zteram, a Zahl-Ganib Acolyte.


Zahl-Ganib
Large Undead
Hit Dice: 9d12 (59 hp)
Initiative: +7
Speed: 40 ft. (4 squares), burrow 10 ft.
Armor Class: 25 (+12 Natural, +3 Dexterity), touch 13, flat-footed 22
Base Attack/Grapple: +4/+10
Attack: Slam +6 melee (1d8+2)
Full Attack: Slam +6 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Essence harvesting, spells, web of scarabs
Special Qualities: Damage reduction 6/-, darkvision 120 ft., scatter, turn resistance +4, undead traits
Saves: Fort +3, Ref +3, Will +11
Abilities: Str 14, Dex 17, Con -, Int 20, Wis 16, Cha 15 Skills: Decipher Script +12, Hide +15, Knowledge (Arcana) +17, Knowledge (History) +11, Knowledge (Local) +11, Knowledge (Necrology) +15, Knowledge (Religion) +12, Listen +15, Move Silently +15, Spot +15
Feats: Improved Initiative, Iron Will, Spell Focus (Necromancy)
Environment: Desert
Organization: Solitary or group (2-5)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

The Zahl-Ganib have an appearance that seem more fitting to a monstrous, mindless beast more than to a cunning spellcaster. The Zahl-Ganib appears to be large scarab beetles. Where a beetle would normally have pincers, the Zahl-Ganib have atrophied, humanoid arms. The creature is clearly undead, and many Zahl-Ganib have open wounds on its carapace and a terrible stench follows the creature wherever it goes. When a Zahl-Ganib speaks, it speaks with a thunderous, roaring voice that is clearly inhuman. While the Zahl-Ganib are very stealthy, their voices will easily reveal their location if they start casting spells or otherwise speaking.

Combat
The Zahl-Ganib are very clever combatants who prefer to engage their opponents only when they are certain that they will prevail. They will either hide, or stay burrowed when they know that enemies are near. They will then use the advantage of surprise to bombard their enemies with their array of Seal spells before either burrowing away or using Spirit Phase to become invulnerable. Often several Zahl-Ganib will gang up on an intruding enemy and take turns on erupting from the ground to cast spells on their foes before disappearing again. If any of them are cornered, they will use their Scatter ability to get away.

Essence Harvesting (Su): The Zahl-Ganib has the ability to gather the essence of living creatures around them and use it to restore their used spell slots. When using this ability, all living creatures within 30 ft. must succeed at a DC 17 Fortitude Saving Throw. If they fail, they suffer 1d3 points of Constitution damage. For each creature that looses Constitution from the Essence Harvesting, the Zahl-Ganib may restore a lost spell of up to 3rd level. This includes both Spell-like abilities as well as spell slots gained from having levels in a spell casting class. The Zahl-Ganib may use this ability up to two times per day. The Saving Throw is 15 + the Charisma modifier of the Zahl-Ganib.

Scatter (Su): The Zahl-Ganib can scatter their own form to prevent them from taking damage. As a free action the Zahl-Ganib dismembers his own form and instead turns into a horde of small scarab beetles. This render the Zahl-Ganib invulnerable to all harm for one full round. The only thing that can injure a Zahl-Ganib in Scatter form is area of effect attacks that affect the area it occupies.
The Zahl-Ganib can use this ability even when it is not its turn, to counter any attack, spell or effect which would otherwise cause damage to it. The Zahl-Ganib is unable to act for the round that Scatter lasts, but it can move and even burrow during this time. It counts as a free action for the Zahl-Ganib to reform itself after one full round has passed. The Zahl-Ganib can use this ability up to three times per day.

Spells: The Zahl-Ganib can cast spells as a 9th level specialist Necromancer. The Saving Throw to resist the spells cast by the Zahl-Ganib is 15 + spell level (16 for Necromancy spells). Below are two sample spell lists for the Zahl-Ganib.

Zahl-Ganib Arcanist
Level 0: 2xDetect Magic, 2xSeal of Vulnerability
Level 1: Mage Armor, Shield, Silent Image, Sleep, 2xSpirit Phase
Level 2: Misdirection, Fox’s Cunning, Resist Energy, Seal of Absorption, See Invisibility
Level 3: 3x Dispel Magic, Nondetection
Level 4: Dimensional Anchor, Remove Curse, Seal of Amplification
Level 5: Dismissal, Ward of the Spirit Realm

Zahl-Ganib Aggressor
Level 0: Detect Magic, Touch of Fatigue, 2xSeal of Vulnerability
Level 1: Mage Armor, Ray of Enfeeblement, Shield, 3xSpirit Phase
Level 2: Invisibility, 2xSeal of Absorption, See Invisibility, Web
Level 3: Haste, Dispel Magic, 2xSeal of Fluctuating Pain
Level 4: Dimension Door, Seal of Amplification, Stoneskin
Level 5: 2xWard of the Spirit Realm

Web of Scarabs (Ex): The Zahl-Ganib can belch out a 60 ft. long, 10 ft. wide cone of scarabs. The scarabs will attack anyone in range and skit around their feet, slowing their movement. Anyone in the area of effect must succeed at a DC 17 Reflex Saving Throw or suffer 2d6 points of damage and have their movement halved for 2d4 rounds. The Saving Throw is 15 + the Charisma modifier of the Zahl-Ganib.


Spells


Seal of Vulnerability
Necromancy
Level: Sor/Wiz 0
Components: S, V
Casting Time: 1 free action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude
Spell Resistance: Yes

Every other moment, the Zahl-Ganib fired a thin, frail ray of grey energy. Galen could not help but to wonder what this ray was for, as he could feel himself constantly resisting its effect. When it finally made it through his arcane defences, he felt no pain. He could not help but to wonder what the purpose had been of this odd barrage from his opponent.

Seal of Vulnerability fires a grey ray of energy from the casters palm. The target is allowed a Fortitude Saving Throw to resist the effect of the ray. If the target fails his Saving Throw, he is afflicted by the Seal which causes him to suffer a -2 penalty to all Saving Throws made to resist other Seal spells while Seal of Vulnerability is in effect.


Spirit Phase
Necromancy
Level: Sor/Wiz 1
Components: S
Casting Time: 1 free action
Range: Personal
Effect: Causes caster to phase out
Duration: 1 full round

Galen had been struck by the blackened ray of the Zahl-Ganib and he felt the pain surging through his body. He prepared a spell which he hoped would cause a significant amount of pain to the scarab necromancer. His fireball flew voraciously from his palm, speeding towards his target. Just before impact, the scarab necromancer seemed to disappear. The Zahl-Ganib had entered some shadow form, and the fireball exploded around it without causing it any harm at all.

Spirit Phase causes the caster to temporarily enter the spirit realm, making him immune to all effects of the world of the living. When the spell is cast, the caster becomes shadowy and transparent. While spirit phased, the caster is completely immune to all forms of damage and no spells or effects can affect him. Anyone trying to touch him will feel their hand pass through his shadowy form. The caster is aware of everything that happens around him while he is spirit phased, but he is unable to move or act in any way. Spirit Phase lasts a full round, after which the caster returns to normal and is vulnerable to harm again. The caster suffers 1d6+1 points of Negative Energy damage from entering the spirit realm. An undead caster will not be healed by the Negative Energy damage caused by this spell.


Seal of Absorption
Necromancy
Level: Sor/Wiz 2
Components: S, V, M
Casting Time: 1 free action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Galen wasn’t completely unprepared for the fight though. He had studied the Zahl-Ganib and knew quite a bit of their magic. He found the wand he had crafted especially for this fight, the wand that would allow him to banish the sinister seals that were tearing through his body. Something happened once he activated the wand though; it failed to remove the pain that was becoming almost unbearable.

Seal of Absorption has the ability to negate a Remove Curse spell on the target. If the target fails his Saving Throw, he is afflicted by the seal. The next Remove Curse spell that affects the target will be absorbed by Seal of Absorption and no additional spells or effects will be removed.
Material Component: A small glass sphere containing ash


Seal of Fluctuating Pain
Necromancy
Level: Sor/Wiz 3
Components: S, V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level (max 10)
Saving Throw: Variable (see description)
Spell Resistance: Yes

The old mage walked quietly in a circle around his opponent. The large beetle slowly kept turning so it kept facing Galen. It began casting a spell, and Galen instantaneously started casting a spell of his own, in the hope he could thwart his foes spell. He failed, and a black ray shot from his opponents head and struck the mage in the chest. At first, Galen felt no pain. Then, slowly, the pain started, moving through his limbs like fire, as if though his blood was ablaze.

Fluctuating Seal of Pain causes the caster to fire a black ray with a reddish hue at his target. The target must succeed at a Saving Throw to resist the ray. The caster of the ray can choose any of the three types of Saving Throw, Will, Fortitude or Reflex, that the target must succeed. The type of Saving Throw is decided when the spell is cast.
If the target fails his Saving Throw, he is affected by a seal of pain which will cause a significant amount of damage over time. The seal causes 1d8+1 points of Negative Energy damage every round until the spell expires. The seal can only be removed with a Remove Curse spell.


Seal of Amplification
Necromancy
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

The seal was in place. Galen wasn’t sure, but it looked almost as if though his opponent was smiling, but it was hard to be sure. The countenance of the Zahl-Ganib was still as smooth as it had been the entire duel.

Seal of Amplification causes the target to become more vulnerable to Negative Energy damage. The target will suffer double damage from Negative Energy damage while the spell lasts. If the target is undead, it will be healed for twice as much by any spell or effect which causes Negative Energy damage. Seal of Amplification can only be dispelled by a Remove Curse spell.


Ward of the Spirit Realm
Necromancy
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 action
Range: Personal / 30 ft. emanation centred on caster
Effect: Causes caster to enter the spirit realm
Duration: 1 round/level (D)

The mage was throwing everything at the necromancer, everything he had at his disposal. Everything just passed through the scarab. Galen could feel the numbing pain slowly draining away his life. Nothing was working on his opponent, nothing was getting through.

Ward of the Spirit Realm causes the caster to enter the spirit realm for a prolonged period of time. For the duration of the spell, his body becomes shadowy and transparent, immune to all harm. The caster also becomes a conduit for the baneful energies of the spirit realm.
The caster is completely immune to all effects and spells while he is affected by Ward of the Spirit Realm. He is immune to all forms of damage, except for any ongoing effects that are on him when he passes over. All spells or effects which are already affecting the caster when he enters the spirit realm will continue to take effect while he is phased out. That means that if he is affected by a spell that causes damage over time, he will continue to suffer damage. If he is affected by any spell or effect that heals him over time, he will also continue to be healed while phased out.
The caster suffers 1d6+1 points of Negative Energy damage every round while he is phased out. If he is undead, this damage will not heal him. Anyone within 30 ft. of the caster will also suffer 1d6+1 points of Negative Energy damage as his body acts as a conduit for the spirit realm.

Seal of Devouring
Necromancy
Level: Sor/Wiz 6
Components: S, V, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level (max 15)
Saving Throw: Fortitude negates
Spell Resistance: Yes

His own life, his own essence was being sucked away. The shadowy insect in front of him was slowly healing what little damage Galen had been able to inflict upon it.

Seal of Devouring enables the caster to drain the life from his target. If the target fails his Saving Throw, he is afflicted with this potent seal which causes 1d6+1 points of Negative Energy damage each round. Any damage taken by the target will be transferred to the caster, who will heal an amount of damage equal to the damage caused by Seal of Devouring. If Seal of Devouring is affecting a target that is also affected by Seal of Amplification, then the amount healed will also be doubled.
Material Component: A dried leech

Seal of Atrophy
Necromancy
Level: Sor/Wiz 7
Components: S, V, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes

Finally the Zahl-Ganib was no longer in his shadow form, but before the mage could do anything, the scarab necromancer cast a spell which caused a terrible, black burst of energy to erupt around Galen. Unable to move, Galen could nothing but watch as the Zahl-Ganib was casting new seals on him, just before entering its shadow form again.

Seal of Atrophy causes a strong lash of Negative Energy to strike the target. If the target fails his Saving Throw, this seal will cause 10d6 points of Negative Energy damage. The target will also be stunned for 1d4 rounds on a failed Saving Throw. If the target succeeds his Saving Throw, he will suffer only 5d6 points of Negative Energy damage, and he will only be stunned for 1d2-1 rounds.
Material Component: A miniature silver gauntlet (costs 15 gp)
 
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Very cool as always. I'm not sure though but on Seal of Amplification it says target is one living creature yet in the description it say you can use it to heal undead. Is this a minor error or am I unclear on some of the spell casting rules? Love the Zahl-Gahnib.
 

Yeah, now that you mention it I notice it myself that Seal of Amplification needs to be "One target" instead of one living.

Thanks for the comment on the Zahl-Ganib, I had quite a brainstorm to find the right insect to use (was thinking at one point to use Larvae, but it ended up being too similar to Worm that Walks from ELH). The Scatter ability was a bit inspired by the Worm that Walks.
 

You deserve all the comments you get. Your creations are always so involved and so flavorful. Everything just draws a person right into the atmosphere of the spells and which ever necromancer made them. Actually I was so inspired by your creation that I drew a small pic of what I thought they may look like. I'm not sure if my art can capture what you make so vividly with your words but here is a quick sketch.

Zahl.jpg


P.S. If you don't want the pic here cluttering your thread I will remove it ASAP.
 

That is a very awesome picture, and very much like I imagined the Zahl-Ganib myself. I would love to use the finished picture when I finish the Zahl-Ganib material and get an opportunity to compile it into a PDF. I am currently trying to finish two constructs which are part of the small Zahl-Ganib army, the Scarab Destroyers and Scarab Bombardiers.

Edited the Seal of Amplification spell to say "One creature", btw.
 

Very cool stuff. I like the concepts, but have a few thoughts on some of the execution.

I'm not a huge fan of giving them a set list of spell-like abilities to simulate their ability as casters. For a race like this, it makes more sense to me to say that they have spells as a spellcaster of a certain level, to make it clear that customization of the spell list is encouraged. Look at the psionic mind flayer in the XPH for an example of this - they start as 9th level psions, and then can gain psion levels with the normal class advancement rules. For these critters, I might have them start with the spells of a 7th level wizard with a specialization in Necromancy (or Abjuration, depending on the individual).

Scatter is... wow. A very, very powerful ability. I would consider looking at the material in Monster Manual on swarms, and have them gain the Swarm subtype rather than just being flat immune to all damage. That would mean they could still take damage from area effects, but weapon damage and spells that target an individual could be ignored. Also, you need to specify how long it takes to reassemble - this is a much better effect if it's a free action to reassemble than if it takes a standard action (or a full action, which is probably what I'd do).

The spirit phase ability is really quite good. I'd explain it a bit better, just to make it clear how it interacts with stuff designed to fight ethereal and incorporeal creatures. For example, what happens if you attack a Zahl-Ganib with a ghost touch weapon, or a spell modified with the Transdimensional Spell feat? IMO, you should be able to harm the creature if you prepare for its abilities, but, as you've described it, that's not possible.

Seal of Fluctuating Pain's saving throw is an interesting idea mechanically, but it seems strange in-game. Does it look different if it's cast as a Reflex save than a Fortitude save? If the spell is a ray, why not just use the normal rules for rays, with a ranged touch attack?

Seal of Amplification should have a saving throw, in my opinion. What I would probably do is have a Will partial save. If they save, it only has that effect for one round. If they fail the save, it has the full normal effect. I'd probably drop it down a level, if I did that. No saving throw means that it's a horribly deadly spell, particularly since these creatures have no problem with blowing a round. They have enough defensive free-action stuff they can do that they can ensure that they won't take any damage during a round, so casting a spell like this isn't going to cost them anything, and it's just death for whoever they cast it on.

The duration for Seal of Atrophy probably should be Special (see text), since 1d4 isn't constant.
 

Excellent stuff;
I agree with steeldraco in the "Casts spells as a xx of level xx", it eases comparisson of he classed NPC (Zahl-Ganib) with other of the same abilities and "same" CR. (You basically put spells of levels 0-2 as at will, spells of level 2-3 and a lvl 4 3/day, and spells lvl 4 as 1/day... Casts as Wizard lvl 7-8?)

Plus: I'm not a fan of giving an at-will spell-like ability to a creature, when that spell-like ability can be used to ignore saving throws (phasing out when the enemy is casting), and any other kind of damage (of which the creature is aware) by opting to receive 1d6+1 damage instead.

(nitpick: some of the skills in your Zahl-Ganib have 13 ranks, when the maximum is 9+3...
aside: is Spellcraft "class-skill" of the creature?)

[sblock=may I?]
(Notes: I interpretated Spellcraft as a Zahl-Ganib class skill, and adjudicated skillpoints retroactively... and sorry about the empty Spell section, yeha, I know that's the one that troubles one more but I don't have a paper copy of PH (and searching spells in the SRD gets on my nerves))

Advanced Neophyte; Zahl-Ganib Necromancer 5
Large Undead
Hit Dice: 9d12 plus 5d4 (71 hp)
Initiative: +8
Speed: 40 ft. (4 squares), burrow 10 ft.
Armor Class: 26 (+12 Natural, +4 Dexterity), touch 14, flat-footed 22
Base Attack/Grapple: +6/+12
Attack: Slam +8 melee (1d8+2)
Full Attack: Slam +8 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells, essence harvesting, web of scarabs
Special Qualities: Damage reduction 6/-, darkvision 120 ft., scatter, turn resistance +4, undead traits
Saves: Fort +4, Ref +5, Will +16
Abilities: Str 14, Dex 19, Con —, Int 28, Wis 18, Cha 18
Skills: Decipher Script +26, Hide +22.5, Knowledge (Arcana) +26, Knowledge (History) +26, Knowledge (Local) +26, Knowledge (Necrology) +26, Knowledge (Religion) +26, Listen +22.5, Move Silently +22.5, Spellcraft +26, Spot +22.5
Feats: Extend Spell (B), Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)
Environment: Desert
Organization: Solitary or group (2-5)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —

Essence Harvesting (Su): The Advanced Neophyte has the ability to gather the essence of living creatures around them and use it to restore their used spell slots. When using this ability, all living creatures within 30 ft. must succeed at a DC 19 Fortitude Saving Throw. If they fail, they suffer 1d3 points of Constitution damage. For each creature that looses Constitution from the Essence Harvesting, the Advanced Neophyte may restore a lost spell of up to 3rd level. This includes both Spell-like abilities as well as spell slots gained from having levels in a spell casting class. The Advanced Neophyte may use this ability up to two times per day.

Scatter (Su): The Advanced Neophyte can scatter their own form to prevent them from taking damage. As a free action the Advanced Neophyte dismembers his own form and instead turns into a horde of small scarab beetles. This render the Advanced Neophyte invulnerable to all harm for one full round. The only thing that can injure a Advanced Neophyte in Scatter form is area of effect attacks that affect the area it occupies.
The Advanced Neophyte can use this ability even when it is not its turn, to counter any attack, spell or effect which would otherwise cause damage to it. The Advanced Neophyte is unable to act for the round that Scatter lasts, but it can move and even burrow during this time. It counts as a free action for the Advanced Neophyte to reform itself after one full round has passed. The Advanced Neophyte can use this ability up to three times per day.


Spells: The Advanced Neophyte can cast spells as a 13th level specialist Necromancer. The Saving Throw to resist the spells cast by the Zahl-Ganib is 19 + spell level (21 for Necromancy spells). Below are two sample spell lists for the Advanced Neophyte.

Zahl-Ganib Arcanist
Level 0: 2xDetect Magic, 2xSeal of Vulnerability [+1]
Level 1: Mage Armor, Shield, Silent Image, Sleep, 2xSpirit Phase [+2]
Level 2: Misdirection, Fox’s Cunning, Resist Energy, Seal of Absorption, See Invisibility [+2]
Level 3: 3x Dispel Magic, Nondetection [+3]
Level 4: Dimensional Anchor, Remove Curse, Seal of Amplification [+4]
Level 5: Dismissal, Ward of the Spirit Realm [+4]
Level 6: [+4]
Level 7: [+3]


Zahl-Ganib Aggressor
Level 0: Detect Magic, Touch of Fatigue, 2xSeal of Vulnerability [+1]
Level 1: Mage Armor, Ray of Enfeeblement, Shield, 3xSpirit Phase [+2]
Level 2: Invisibility, 2xSeal of Absorption, See Invisibility, Web [+2]
Level 3: Haste, Dispel Magic, 2xSeal of Fluctuating Pain [+3]
Level 4: Dimension Door, Seal of Amplification, Stoneskin [+4]
Level 5: 2xWard of the Spirit Realm [+4]
Level 6: [+4]
Level 7: [+3]

Web of Scarabs (Ex): The Advanced Neophyte can belch out a 60 ft. long, 10 ft. wide cone of scarabs. The scarabs will attack anyone in range and skit around their feet, slowing their movement. Anyone in the area of effect must succeed at a DC 19 Reflex Saving Throw or suffer 2d6 points of damage and have their movement halved for 2d4 rounds.[/sblock]
 
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Very cool stuff. I like the concepts, but have a few thoughts on some of the execution.

I'm not a huge fan of giving them a set list of spell-like abilities to simulate their ability as casters. For a race like this, it makes more sense to me to say that they have spells as a spellcaster of a certain level, to make it clear that customization of the spell list is encouraged. Look at the psionic mind flayer in the XPH for an example of this - they start as 9th level psions, and then can gain psion levels with the normal class advancement rules. For these critters, I might have them start with the spells of a 7th level wizard with a specialization in Necromancy (or Abjuration, depending on the individual).

Not a bad idea, I think I will go for this approach and then make a sample spell-list or two, depending on how the Zahl-Ganib has chosen to pick his spells. Naturally, I would then mention that it can choose to improve its casting level by gaining levels in the Wizard class.

Scatter is... wow. A very, very powerful ability. I would consider looking at the material in Monster Manual on swarms, and have them gain the Swarm subtype rather than just being flat immune to all damage. That would mean they could still take damage from area effects, but weapon damage and spells that target an individual could be ignored. Also, you need to specify how long it takes to reassemble - this is a much better effect if it's a free action to reassemble than if it takes a standard action (or a full action, which is probably what I'd do).

Now that you mention it, it does seem more logical that they would be vulnerable to Area of Effect spells while using scatter. My idea on Scatter is that they are in scatter form for a full round, and then it takes a free action to reassemble. It is a powerful ability that way yes, but still with a limited amount of uses per day.

The spirit phase ability is really quite good. I'd explain it a bit better, just to make it clear how it interacts with stuff designed to fight ethereal and incorporeal creatures. For example, what happens if you attack a Zahl-Ganib with a ghost touch weapon, or a spell modified with the Transdimensional Spell feat? IMO, you should be able to harm the creature if you prepare for its abilities, but, as you've described it, that's not possible.

I do agree that a few abilities should be able to harm anyone using spirit phase. I did think for a second that since Spirit Realm isn't comparable directly to being insubstantial, a good way to fix it would be to make anyone in Spirit Phase vulnerable to Good weapons and spells with the Good descriptor. That would make some sense since the Spirit Realm is negative in nature.

Seal of Fluctuating Pain's saving throw is an interesting idea mechanically, but it seems strange in-game. Does it look different if it's cast as a Reflex save than a Fortitude save? If the spell is a ray, why not just use the normal rules for rays, with a ranged touch attack?

Since the spell is such an important aspect of the Zahl-Ganib array of attacks, I did want it to be very flexible. It also gives some uniqueness to the Zahl-Ganib to have such a variable spell. But yes, the spell looks very different and I will add this into it's description later tonight and then edit the document above. A Reflex saving throw ray is a big, black, ray that moves slow, the Fortitude one is a frail, reddish-black ray that targets the chest directly, while the Will one is a grey ray that targets the head.

Seal of Amplification should have a saving throw, in my opinion. What I would probably do is have a Will partial save. If they save, it only has that effect for one round. If they fail the save, it has the full normal effect. I'd probably drop it down a level, if I did that. No saving throw means that it's a horribly deadly spell, particularly since these creatures have no problem with blowing a round. They have enough defensive free-action stuff they can do that they can ensure that they won't take any damage during a round, so casting a spell like this isn't going to cost them anything, and it's just death for whoever they cast it on.

Good point, and adding that Saving Throw wouldn't really harm the spell. Especially if it still work a round if the throw succeeds.

The duration for Seal of Atrophy probably should be Special (see text), since 1d4 isn't constant.

Correct, it should.
 

Excellent stuff;
I agree with steeldraco in the "Casts spells as a xx of level xx", it eases comparisson of he classed NPC (Zahl-Ganib) with other of the same abilities and "same" CR. (You basically put spells of levels 0-2 as at will, spells of level 2-3 and a lvl 4 3/day, and spells lvl 4 as 1/day... Casts as Wizard lvl 9?)

Plus: I'm not a fan of giving an at-will spell-like ability to a creature, when that spell-like ability can be used to ignore saving throws (phasing out when the enemy is casting), and any other kind of damage (of which the creature is aware) by opting to receive 1d6+1 damage instead.

Yeah, I agree with Steeldraco as well that giving virtual caster levels is a better choice. I will fix it once I am on my working computer later tonight and edit the document.

(nitpick: some of the skills in your Zahl-Ganib have 13 ranks, when the maximum is 9+3...
aside: is Spellcraft "class-skill" of the creature?)

Spellcraft is a class skill of the Zahl-Ganib, but I see the problem with 13 ranks, I actually think I made this error in the majority of the skills to be honest (it is pretty typical that once you got in your head that 13 is the max ranks your creature can have, you often keep using it instead of actually checking the HD to see it can't be).


Glad for the nitpicky response from you two, I always try to make some good fluff, and then come up with some spells, creatures etc. that fit that fluff. I try to make the material innovative, to push the boundaries a little for what you can do with spells, instead of simply making them "x type of x damage in x area" replicants, and it makes it a bit easier to make an error or two when you make spells that are not directly based on existing spells. So I really appreciate some nitpicky response so I can fix the issues I have overlooked (and to be honest, once I have written something I can often sit for days without seeing a glaring mistake unless someone tells me that it is there).
 

Mind if I yoink portions of this for my own game? I'm in need of servitors for the Queen of Beetles, and the Zahl-Ganib are just great.
 

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