Can the Ulgurstasta be turned?


Age of Worms Adventure Path


In the Champions belt, can it be turned as a normal undead?
Would this not just make the boss encounter a cake walk?


Jay Walsh 53 wrote:


In the Champions belt, can it be turned as a normal undead?
Would this not just make the boss encounter a cake walk?

By 3.5 rules it is very hard.

By pathfinder rules it gets a new will save every round to come back, so it will come back eventually, which means you will have to fight it even if it fails a save.


wraithstrike wrote:
Jay Walsh 53 wrote:


In the Champions belt, can it be turned as a normal undead?
Would this not just make the boss encounter a cake walk?

By 3.5 rules it is very hard.

By pathfinder rules it gets a new will save every round to come back, so it will come back eventually, which means you will have to fight it even if it fails a save.

This is a 3.5 game. I noticed it has no turn resistance so if its turned I guess the boss encounter is won with a single roll.


But they will still need to hunt it down and who knows what kind of damage it will do fleeing into the stands. In fact if my players tried to turn it I would make it even worse for them in that respect.

If they tried to turn it in the lower levels I would have it break out the top of the dome to flee, thus another crisis. Also, there is no reason you can't simply give it turn resistance.

Personally I made all Spawn of any kind unturnable as they are linked to the dark mind of Kyuss. Essentially the Spawn are a collective hive mind and with that much combined power no single priest can hope to turn them.

One of my players rebukes the undead and when he tried to turn Marzena he heard whispers in his mind and felt a menace beyond his comprehension attempt to link with his psyche, needless to say to did not try to turn her a second time :-)


Turning kind of sucks in 3.5 so barring some high level opt-fu I don't see it being turned.


What level is your group at the time of the Ulglurasta encounter? I dont see how the turning would even be possible at the suggested level.


TheWhiteknife wrote:
What level is your group at the time of the Ulglurasta encounter? I dont see how the turning would even be possible at the suggested level.

That is what I was thinking too since the old chart went off of HD instead of CR. I always thought that was silly, but I don't have to deal with it anymore. I think one of the Complete Divine class is really good at turning things, but I am not sure.


Yep I think it is called the Radiant Servant of Pelor Wraithstrike and it turns like crazy. If you have a player with the Sun domain, a high charisma and the appropriate feats, you can turn a lot of things that otherwise should be unturnable.


Dennis Harry wrote:
Yep I think it is called the Radiant Servant of Pelor Wraithstrike and it turns like crazy. If you have a player with the Sun domain, a high charisma and the appropriate feats, you can turn a lot of things that otherwise should be unturnable.

Not to mention auto destroy them.

Its ok the battle went fine and a turning attempt was not made. The war cleric of Heronious wasn't built as a turner. 1 PC was almost swallowed but a clever use for grease buy the wizard helped her win 1 grapple check to avoid certain doom.


Yeah, I just dm'd for a group that had a Radiant Servant of Pelor with the sun domain that was opted out for turning. AoW seemed to do a pretty good job of making sure that the bosses had enough HD to make sure sure that turning was nigh impossible.

Spoiler:
except Thesselar, the lich in the Wormcall Fissure. I spent 4 hours rebuilding him, and he went down in exactly one swift action to the Radiant servants quickened turn.

Scarab Sages

Dennis Harry wrote:

If they tried to turn it in the lower levels I would have it break out the top of the dome to flee, thus another crisis. Also, there is no reason you can't simply give it turn resistance.

Personally I made all Spawn of any kind unturnable as they are linked to the dark mind of Kyuss. Essentially the Spawn are a collective hive mind and with that much combined power no single priest can hope to turn them.

There's no reason the Ulgustasta can't have turn resistance.

It should be standard practice for all unholy temples to have an active desecrate effect, plus an unhallow field, tied to any of several buffing effects.

When considering 3.5 style turning, remember the ulgurstasta isn't the only undead on the field, even if the PCs don't know it. Any turn damage would be applied to the creatures in its gut first, and only the remainder would apply to the ulgurstasta. That alone could cause a PC to waste his 1/day Sun domain power without realising what happened.

As written, the under-arena is very vulnerable, especially considering the PCs have a potential ally in Celeste. I've had to go through many of the encounters, retconning reasons why the PCs have to do the work, and it can't be sorted by the various higher-level NPCs.

In this case, I had Bozal's lair, and some of the sewers, covered by a Forbiddance aura, which prevented any teleportation attempts by Celeste or spying via summoned creatures. This meant one had to get down there in person, to see what's what.
Having Eligos turn up in the city with no gladiators doesn't make sense, so I changed that to his team having already attempted to spy on the doings, and failed to return. These guys become the golems, that Raknian donates to Khellek.

Dennis Harry wrote:
One of my players rebukes the undead and when he tried to turn Marzena he heard whispers in his mind and felt a menace beyond his comprehension attempt to link with his psyche, needless to say to did not try to turn her a second time :-)

Are you sure you meant Marzena?

Unless Blackwall Keep went FUBAR, she shouldn't be undead.


According to the AP Celeste was busy on her own mission, and if the PC's went looking for her I would have made her unavailable. As for Eligos he is just there to investigate. At best he would have 4 low level guards.

My game:The Urgasta was surround by a necromantic forcefield, and the only way to get rid of it was to destroy the evil scroll(can't recall the name). Touching it(the scroll) caused 20d6 negative enemy damage so the cleric might survive 1 attempt to destroy it, but not 2.

Scarab Sages

wraithstrike wrote:
According to the AP Celeste was busy on her own mission, and if the PC's went looking for her I would have made her unavailable. As for Eligos he is just there to investigate. At best he would have 4 low level guards.

I tied Celeste to investigating later events in Savage Tide, which we probably won't play. One of the teams (which I used to replace Pitch Blade) was a quartet of pygmy Summoners, from the Isle of Dread, looking for their black pearl, which I had Raknian steal to help power Kyuss' apotheosis.

And I meant to write Ekaym (duh!). Eligos I had killed off during Hall of Harsh Reflections, by some doppelgangers and a pair of mimics. He also got used for golem parts, being unmasked during the Final fight.

I had the Sodden Hold be a far larger organisation, and they broke cover when Zyrxog felt threatened, killing many VIPs and city guards. So Manzorian, Mordenkainen, Riggby, and the other bigwigs have their hands full trying to restore order while the games distract the citizens.
My PCs found the Apostle before the Final, and got word out in time; the necromantic wave still went off, but the wights were contained by Celeste's tornados. The PCs were fighting through Raknian's mansion when Mordenkainen nuked the Arena.

It drove home the idea of 'think twice before you ask an epic NPC for help; you may just get it'!


Oh yeah mean Marzena. Her death was awesome! Freaked the players out that after rescuing her within a few rounds worms came flying out of her and she attacked them.

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