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Lore of the Zahl-Ganib
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<blockquote data-quote="Land Outcast" data-source="post: 2859383" data-attributes="member: 29160"><p>Excellent stuff; </p><p>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?)</p><p></p><p><strong>Plus:</strong> 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.</p><p></p><p>(nitpick: some of the skills in your Zahl-Ganib have 13 ranks, when the maximum is 9+3... </p><p>aside: is Spellcraft "class-skill" of the creature?)</p><p></p><p>[sblock=may I?]</p><p>(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))</p><p></p><p><strong><u>Advanced Neophyte; Zahl-Ganib Necromancer 5</u></strong></p><p><em>Large Undead</em></p><p><strong>Hit Dice:</strong> 9d12 plus 5d4 (71 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 40 ft. (4 squares), burrow 10 ft.</p><p><strong>Armor Class:</strong> 26 (+12 Natural, +4 Dexterity), touch 14, flat-footed 22 </p><p><strong>Base Attack/Grapple:</strong> +6/+12 </p><p><strong>Attack:</strong> Slam +8 melee (1d8+2) </p><p><strong>Full Attack:</strong> Slam +8 melee (1d8+2) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft. </p><p><strong>Special Attacks:</strong> Spells, essence harvesting, web of scarabs</p><p><strong>Special Qualities:</strong> Damage reduction 6/-, darkvision 120 ft., scatter, turn resistance +4, undead traits</p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +16 </p><p><strong>Abilities:</strong> Str 14, Dex 19, Con —, Int 28, Wis 18, Cha 18 </p><p><strong>Skills:</strong> 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</p><p><strong>Feats:</strong> Extend Spell (B), Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)</p><p><strong>Environment:</strong> Desert</p><p><strong>Organization:</strong> Solitary or group (2-5) </p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful evil </p><p><strong>Advancement:</strong> By character class</p><p>Level Adjustment: —</p><p></p><p><strong>Essence Harvesting (Su):</strong> 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.</p><p></p><p><strong>Scatter (Su):</strong> 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. </p><p>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. </p><p></p><p></p><p><strong>Spells:</strong> 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.</p><p></p><p><strong>Zahl-Ganib Arcanist</strong></p><p><strong>Level 0:</strong> 2xDetect Magic, 2xSeal of Vulnerability [+1]</p><p><strong>Level 1:</strong> Mage Armor, Shield, Silent Image, Sleep, 2xSpirit Phase [+2]</p><p><strong>Level 2:</strong> Misdirection, Fox’s Cunning, Resist Energy, Seal of Absorption, See Invisibility [+2]</p><p><strong>Level 3:</strong> 3x Dispel Magic, Nondetection [+3]</p><p><strong>Level 4:</strong> Dimensional Anchor, Remove Curse, Seal of Amplification [+4]</p><p><strong>Level 5:</strong> Dismissal, Ward of the Spirit Realm [+4]</p><p><strong>Level 6:</strong> [+4]</p><p><strong>Level 7:</strong> [+3]</p><p></p><p></p><p><strong>Zahl-Ganib Aggressor</strong></p><p><strong>Level 0:</strong> Detect Magic, Touch of Fatigue, 2xSeal of Vulnerability [+1]</p><p><strong>Level 1:</strong> Mage Armor, Ray of Enfeeblement, Shield, 3xSpirit Phase [+2]</p><p><strong>Level 2:</strong> Invisibility, 2xSeal of Absorption, See Invisibility, Web [+2]</p><p><strong>Level 3:</strong> Haste, Dispel Magic, 2xSeal of Fluctuating Pain [+3]</p><p><strong>Level 4:</strong> Dimension Door, Seal of Amplification, Stoneskin [+4]</p><p><strong>Level 5:</strong> 2xWard of the Spirit Realm [+4]</p><p><strong>Level 6:</strong> [+4]</p><p><strong>Level 7:</strong> [+3]</p><p></p><p><strong>Web of Scarabs (Ex):</strong> 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]</p></blockquote><p></p>
[QUOTE="Land Outcast, post: 2859383, member: 29160"] 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?) [B]Plus:[/B] 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)) [B][U]Advanced Neophyte; Zahl-Ganib Necromancer 5[/U][/B] [I]Large Undead[/I] [B]Hit Dice:[/B] 9d12 plus 5d4 (71 hp) [B]Initiative:[/B] +8 [B]Speed:[/B] 40 ft. (4 squares), burrow 10 ft. [B]Armor Class:[/B] 26 (+12 Natural, +4 Dexterity), touch 14, flat-footed 22 [B]Base Attack/Grapple:[/B] +6/+12 [B]Attack:[/B] Slam +8 melee (1d8+2) [B]Full Attack:[/B] Slam +8 melee (1d8+2) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Spells, essence harvesting, web of scarabs [B]Special Qualities:[/B] Damage reduction 6/-, darkvision 120 ft., scatter, turn resistance +4, undead traits [B]Saves:[/B] Fort +4, Ref +5, Will +16 [B]Abilities:[/B] Str 14, Dex 19, Con —, Int 28, Wis 18, Cha 18 [B]Skills:[/B] 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 [B]Feats:[/B] Extend Spell (B), Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy) [B]Environment:[/B] Desert [B]Organization:[/B] Solitary or group (2-5) [B]Challenge Rating:[/B] 15 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually lawful evil [B]Advancement:[/B] By character class Level Adjustment: — [B]Essence Harvesting (Su):[/B] 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. [B]Scatter (Su):[/B] 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. [B]Spells:[/B] 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. [B]Zahl-Ganib Arcanist[/B] [B]Level 0:[/B] 2xDetect Magic, 2xSeal of Vulnerability [+1] [B]Level 1:[/B] Mage Armor, Shield, Silent Image, Sleep, 2xSpirit Phase [+2] [B]Level 2:[/B] Misdirection, Fox’s Cunning, Resist Energy, Seal of Absorption, See Invisibility [+2] [B]Level 3:[/B] 3x Dispel Magic, Nondetection [+3] [B]Level 4:[/B] Dimensional Anchor, Remove Curse, Seal of Amplification [+4] [B]Level 5:[/B] Dismissal, Ward of the Spirit Realm [+4] [B]Level 6:[/B] [+4] [B]Level 7:[/B] [+3] [B]Zahl-Ganib Aggressor[/B] [B]Level 0:[/B] Detect Magic, Touch of Fatigue, 2xSeal of Vulnerability [+1] [B]Level 1:[/B] Mage Armor, Ray of Enfeeblement, Shield, 3xSpirit Phase [+2] [B]Level 2:[/B] Invisibility, 2xSeal of Absorption, See Invisibility, Web [+2] [B]Level 3:[/B] Haste, Dispel Magic, 2xSeal of Fluctuating Pain [+3] [B]Level 4:[/B] Dimension Door, Seal of Amplification, Stoneskin [+4] [B]Level 5:[/B] 2xWard of the Spirit Realm [+4] [B]Level 6:[/B] [+4] [B]Level 7:[/B] [+3] [B]Web of Scarabs (Ex):[/B] 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] [/QUOTE]
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