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Special Conversion Thread: The Ghazneths


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Updated

Shade said:
One of her favorite tactics is to impale a victim on the talons of one hand, strike with a short sword or scimitar carried in the other, then tear into the victim's neck with her powerful yellow fangs. She is so practiced at this method that if she takes a victim by surprise, he or she automatically suffers full damage from all three attacks (no attack roll required).

How's this?

Impaling Ambush (Ex): If Merendil successfully hits an opponent that is denied its Dexterity bonus with both a weapon and a claw attack, she may choose to automatically succeed on her bite attack and deals maximum damage with all three attacks. Merendil may not make iterative attacks in the same round she chooses to use this ability.
 
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Oh man, I can't even keep up with my own posts. :p How about this?

During any round in which she has the initiative, Merendil the can forgo her attacks and allow her opponent the first action. If the opponent casts a spell at her, she may take refuge behind a wing and negate the effects of the spell while still absorbing its levels. She suffers the full effects of any spell striking her body, but only for as long as it takes to absorb the spell levels. Merendil always uses this ability when facing a spellcaster.

Absorbing Wing (Su): When Merendil readies an action to absorb spells or spell-like abilities directed at her, she may choose to cloak herself in one of her wings. If she does so, she may make a Fortitude save (of DC equal to 10+caster level) to avoid being stunned by absorbing the magic. If she fails her Fort save, however, she does not absorb the magic, and the spell takes its full effect.

Does the save DC look good for that? Assuming spell casters of CL = her CR, she only needs to roll an 8 to succeed.
 

Note that all the ghazneths have the text you quoted, and we didn't give a similar ability to them. We can either leave it off for her as well, or go back and add the ability to the prior ghazneths.
 

Oh, never mind. Let's leave it off. I think we've made the original ability a tiny bit stronger anyway, so we don't need to boost it more. Any more SAa or just fill in Xs?
 

I believe all that's left is treasure. She had Lx10, U.

L:
2-12 electrum pieces per individual

U:
10-80 gems: 90%
5-30 jewelry: 80%
Maps or Magic Items: 1 of each magic excluding potions & scrolls: 70%

That sounds like 1/10 coins, double goods, double items to me.

Anything else?
 


Melineth the Grasping
Climate/Terrain: Cormyr and surrounding lands
Freq: Unique
Organization: Band
Activity Cycle: Any
Diet: Special (see below)
Intelligence: High (14)
Treasure: Z
Alignment: Neutral evil
# App: 1
AC: -3
Move: 21, fly 33 (C)
HD: 11 (80 hp)
THAC0: 9 (7 in melee)
# Attacks 3 or 1 weapon
Dmg/Att: 1d4+4/1d4+4/1d6+4, or by weapon +4 (Strength bonus)
SA: Disease (see below), -4 initiative bonus
SD: hit only by iron weapons, regeneration
Magic Resistance: Special, see below
Size: M (6' tall)
Morale: Elite (14)
XP: 18,000

Melineth the Grasping is powerful-looking figure with a broad chest, hulking shoulders, and long gangling arms. His face is blocky and ruggedly handsome despite a flat orcish nose, thick jutting brow, and three dark goat horns curling up from his hairline. He has a robust build and clear skin. Only his scabrous wings and rancid black breath hint at his true nature as the Scourge of Pestilence.

Melineth the Grasping was once Melineth Turcasson, father-in-law to King Duar. Melineth became a ghazneth sometime after 429 DR, when he took advantage of his son-in-law's trust to sell the entire city of Suzail for 500 sacks of gold.

Combat: Melineth is more than willing to fight--provided he stands to gain something. He usually tries to secure an advantage over his foes, attacking from the air or using his power to disorient and weaken them.

Merendil receives a -4 Initiative bonus during any round he is not surprised, while his substantial Strength (18/80) gives him a +4 damage bonus. Melineth suffers damage only from weapons made of cold-forged iron, regenerates up to 8 hp per round, and absorbs any magic used against him. (See introduction for details)

During any round in which he has the initiative, Melineth can allow his opponent the first action. If the opponent casts a spell at him, he may take refuge behind a wing and negate the effects of the spell while still absorbing its levels. He suffers the full effects of any spell striking him in the body, but only for as long as it takes to absorb the spell levels.

Melineth's primary weapon is the power of Pestilence. See the Ecology section for details on this power.

Habitat/Society: Having spent the last 938 years alone in a small tomb crammed with 500 sacks of gold, Melineth is determined to avail himself of more comfortable surroundings. He is currently searching for an out-of-the-way keep where he can store his wealth and rest in comfort. A miser and loner, he does not enjoy the company of his fellow ghazneths and cooperates with them only because they'll steal his gold if he doesn't.

Ecology: Melineth covets magic almost as much as he covets gold and passes every day searching for both. At 938 years of age, he can hold up to 938 levels.

For each level he expends, he can:

1. Detect magic up to 94 miles away for one day; or

2. For one turn, automatically cause any creature within 94 yards to make a Constitution check or fall ill (see combat above); or

3. Regenerate 8 hit points; or

4. Render any creature within 9 yards of himself instantly infirm; such beings fall into a feverish torpor, cannot perform even the simplest of acts for themselves, and must make a successful saving throw vs. death magic every 24 hours or die; or

5. Cause any body part he touches to wither; touched victims must make a successful saving throw vs. petrification, failure indicating the touched area withers and cannot be employed for any purpose. If a cure disease is not cast on the affected area within 24 hours, it becomes permanently useless (until restored by a regenerate spell). If the area touched is the chest, neck, or head, the victim dies within 1d6 rounds unless attended to or by a cleric or another person with healing proficiencies.
 

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