Bonegarden conversion: CR advice needed


Conversions


Hello,

I am converting creatures for Bonegarden, ye olde sandbox module from Necromancer Games. The currently converted creature is something nameless, called (by yours truly) Titanic Bone Assembly.
It appears, for those who would like to make a comparison, on page 14, in the Valley of Bones, and it is simply a colossal assembly of bones.

However, as this creatures goes beyond PFRPG guidelines with regard to its CR, I have used my gut feeling (and experience) to assign Challenge Rating. Just in case my players may feel under-rewarded, please rate its CR.

Before adding comments, please take into account the following important factors:
- the creature cannot pursue (and will not pursue due to story reasons)
- it is very slow (low speed, takes a few rounds to awaken)
- at the same time its physical stats are formidable
Therefore, using ranged attacks it is rather easily dealt with. However, in close combat, it is a girallon of its class.

----
TITANIC BONE ASSEMBLY
Variant Colossal Bloody Skeleton
Skeleton CR 17
XP 102400
NE Colossal undead
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 20, touch 2, flat-footed 20 (+0 armor, +0 Dex, +18 natural, -8 size)
hp 416 (64d8+128); fast healing 32
Fort +23, Ref +21, Will +34; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits

OFFENSE
Speed 20 ft.
Melee 2 slams +58 (2d8+18 +bull rush)
Melee (power attack, dazing assault) 2 slams +40 (2d8+44 +free bull rush +dazing assault)
Space 30 ft.; Reach 30 ft.
Special Attacks free bull rush, dazing assault (DC 58), power attack (-13 attack, +26 damage), trample (2d8+27, DC 60)

STATISTICS
Str 47, Dex 10, Con —, Int —, Wis 10, Cha 14
Base Atk +48; CMB +74; CMD 84
Feats Power Attack(B), Improved Bull Rush(B), Dazing Assault(B)
SQ deathless, delayed assembly, immense size and mass

ECOLOGY
Environment any (mass graves, unhallowed ground)
Organization solitary
Treasure none

SPECIAL ABILITIES
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Delayed Assembly (Ex): Unless already active, a colossal bloody skeleton takes 1d4 rounds to assemble from available remains. During this time it cannot take any actions, however all its abilities, including fast healing, are already active. A colossal bloody sketelon disassembles into mounds of bone and black miasma after an hour of inactivity.
Immense size and mass (Ex): Due to immense size and mass, a colossal bloody skeleton's attacks are treated as slams, with each successful attack complemented with Power Attack feat and Dazing Assault feats (penalties factored in stat block) and free use of bull rush (perform free bull rush after each successful attack). Speed reduced by -10 due to awkward, lumbering gait.
----

Regards,
Ruemere

Frog God Games

I kinda want us to update this one, myself. It's one of my favorites from the Necromancer Games days (would need to tone down the big-bad guy, though).

Kudos for tackling it, Ruemere.

That being said:
The Deathless ability you listed above is a quality of The Bonegarden itself, not this creature. Did you include it simply for evaluation purposes?

Also, when I re-read the entry in "The Bonegarden" it really feels more like a colossal-sized Hazard than anything else . . . it can't move and it takes 6 minutes to form and start attacking, during that time there are bones and debris flying around in strong winds. I always wondered who would stay in there? ;)

Also, for CR reviewers, there is a provision made in the adventure to prevent characters from trying to use this guy as an endless font of experience (the undivided attention of the Blood Governor).


Thanks for chiming in, Chuck.

As for tackling this - you're welcome. Once I'm finished, I will seek a way to share it with other fans of Bonegarden. Hopefully, someone is going to need a pathfinderized version.
At this moment I am past 15th page, i.e. I have converted Wandering Monsters, several "top areas", and, as a special exception, Karthe (CR17, Fighter 13/Rogue 2/Assassin 2 Doomed Warrior).

Note: Karthe was woefully underpowered for his CR and equipment, so I made some changes to his classes (Evasion, skills), added better items (like Huge Greatsword +3) and changed feat selection (just watch out for his Lunging Dazing Power Attacking Blinding Critical Whirlwind with Fortitude save at DC 25).

Note 2: Deathless special abiity comes from Bloody Skeleton template, and allows the players to search once the area before the threat rises again. This ability is addition to default Bonegarden properties.

General Conversion Notes

As my party consists of 6 PCs at their 14 levels, I am both converting and rising CRs.

  • Each encounter's CR total rises by +2, with new threat added to account for two surplus characters (the new treat CR is usually equal to CR total -2).
  • Monsters are usually divided into main attractions and extras. Number of main attractions: 1-3, 8 at most. Extras - any, as long as their hitpoints are low enough not to require additional book keeping. For example, during epic fight against 200 undead there are 70 skeletons, 70 zombies, 50 ghouls and only 10 greater shadows.
  • The monsters are usually replaced with their PFRPG counterparts, drawn from Bestiaries, Tome of Horrors Complete and Open Design's Imperial Gazetteer (mostly advanced spellcasting ghoul variants to spice up otherwise dull random hordes).
  • If I deem the monsters too numerous, I replace them with nearest higher CR creatures (i.e. instead of, for example, Advanced Spectres, Dread Wraith Steganocipede, etc).

    Exceptions are made, of course. For example, The Quiet Gardener is heavily inspired by shapechanging ghouls of Kaidan, and my Silent Hill favorite, Mr Pyramid Head.

    Regards,
    Ruemere


  • Just in case someone needs this major villain to mess the lives of PCs, here is a Red Governor (formerly Blood Governor, renamed to prevent chuckles among my players) from Bonegarden:

    ----

    Red Governor, concept and tactics:

    Spoiler:
    Red Governor has used his abilities to turn into a Tiny version of himself (Polymorph Any Object, permanent). He also has four prepared large skeletons (surplus creatures from area 2, The Tumuli). He uses one of these to ride into battle, directing them from inside. All four skeletons were refashioned to resemble Blood Governor himself (blackened bones, large cloak billowing around, huge masterwork staff of blackened wood wielded in two hands).

    The skeletons absorb attention of his opponents, respond to melee threats, while the Governor uses spells to solve problems. Additionally, prior to riding out, the Governor always casts these spells on the skeleton: extended protection from electricity (180 hitpoints, 360 minutes), extended protection from fire (180 hitpoints, 360 minutes).

    The typical spellcaster-hunting tactic of the Red Governor is to control a mass of disposable undead, hurl them at target group, discern enemy spellcasters, and then order summoned monsters to kidnap sorcerers and wizards (usually, an Erinyes Devil and Bone Devil, the former using arrows to disrupt spellcasting, the latter using invisibility, poison and grapple to kidnap the spellcaster). Meanwhile the Governor uses move action to direct Orb of the Void against troublemakers and Overwhelming Presence to deal with living opponents. Standard action is usually reserved for dealing with extraordinary threats – various Hands or Waves of Exhaustion or disruptive damage dealing spells. Power Words are reserved most obnoxious opponents.

    Red Governor's Riding Skeleton (Large Skeleton):

    Spoiler:
    Riding Skeleton, Large, CR 4
    XP 1200
    NE Large undead
    Init +5; Senses darkvision 60 ft.; Perception +0

    DEFENSE
    AC 20, touch 10, flat-footed 19 (+2 armor, +1 Dex, +8 natural, -1 size)
    hp 55 (8d8+20)
    Fort +2, Ref +1, Will +2;
    DR 5/bludgeoning; Immune cold, undead traits;

    OFFENSE
    Speed 30 ft.
    Melee huge mw staff of black wood +8 (1d8+10)
    Space 10 ft.Reach 10 ft.

    STATISTICS
    Str 24, Dex 12, Con -, Int -, Wis 10, Cha 10;
    Base Atk 4; CMB 13; CMD 24
    Feats Improved InitiativeB Gear black cloak, blackened bones, huge masterwork staff of blackened wood

    Red Governor himself:

    Spoiler:
    RED GOVERNOR CR 19
    Male Human (Lich) Wizard 18
    NE Tiny undead (human)
    Init +7; Senses Darkvision (60 ft.), Permanent See Invisibility, Perception +30
    Aura Fear Aura (60 ft., DC 23)

    DEFENSE
    AC 27, touch 15, flat-footed 24 (+2 size, +3 Dex, +5 natural, +0 *Mantle of Spell Resistance, +7 *Bracers of Armor +7, )
    hp 168 (18d6)+90; +15 hp (false life); fast healing 1 (ring of withering)
    Fort +10, Ref +9, Will +16
    Defensive Abilities Channel Resistance +4, Spell Resistance 21
    DR 15/bludgeoning and magic
    Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning
    Spell Resistance 21

    OFFENSE
    Speed 30 ft.
    Melee touch +13 (1d4+9)
    Ranged touch +14 (various)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Fear Aura (60 ft., DC 23), Hand of the Apprentice, Metamagic Mastery, Paralyzing Touch (DC 23),
    Prepared Spells Wizard (CL 18th):
    Level 0
    ☐ Detect Magic
    ☐ Mage Hand
    ☐☐ Open/Close (DC:18)
    Level 1
    ☐ Ant Haul (DC:19)
    ☐ Charm Person (DC:19)
    ☐ Feather Fall (DC:19)
    ☐ Grease (DC:20)
    ☐ Magic Missile
    ☐ Unseen Servant
    Level 2
    ☐ Detect Thoughts (DC:20)
    ☐ Invisibility (DC:21)
    ☐ Knock
    ☐ Mage Armor [Extend Spell] (DC:20)
    ☐ Mirror Image
    ☐ Shield [Extend Spell]
    Level 3
    ☐ Displacement (DC:22)
    ☐ False Life [Extend Spell]
    ☐ Major Image (DC:22)
    ☐ Scorching Ray [Disruptive Spell]
    ☐☐ Vampiric Touch [Reach Spell]
    Level 4
    ☐ Acid Pit (DC:23)
    ☐ Black Tentacles
    ☐ Dispel Magic [Disruptive Spell]
    ☐ Dimension Door
    ☐☐ Protection from Energy [Extend Spell] (DC:21)
    Level 5
    ☐ Dimensional Anchor [Disruptive Spell]
    ☐ Dominate Person (DC:23)
    ☐ Interposing Hand
    ☐ Overland Flight
    ☐ Solid Fog [Disruptive Spell]
    Level 6
    ☐ Disintegrate (DC:24)
    ☐ Dispel Magic (Greater)
    ☐ Forceful Hand
    ☐ Summon Monster VI
    ☐ True Seeing (DC:24)
    Level 7
    ☐ Chain Lightning [Disruptive Spell] (DC:24)
    ☐ Waves of Exhaustion
    ☐ Spell Turning
    ☐ Summon Monster VII
    Level 8
    ☐ Polymorph Any Object (DC:26)
    ☐ Orb of the Void (DC:26)
    ☐ Power Word Stun
    ☐ Temporal Stasis (DC:26)
    Level 9
    ☐ Overwhelming Presence (DC: 27)
    ☐ Power Word Kill

    STATISTICS
    Str 14, Dex 17, Con *, Int 27, Wis 20, Cha 18
    Base Atk +9; CMB +10; CMD 22
    Feats Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Disruptive Spell, Extend Spell, Improved Initiative, Quicken Spell, Reach Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Conjuration, Illusion), Spell Penetration
    Skills Acrobatics +14, Appraise +8, Bluff +4, Climb +2, Craft (Alchemy) +29, Craft (Mapmaking) +8, Craft (Untrained) +8, Diplomacy +9, Disguise +4, Escape Artist +3, Fly +7, Heal +5, Intimidate +25, Knowledge (Arcana) +29, Knowledge (Dungeoneering) +21, Knowledge (Engineering) +21, Knowledge (Local) +26, Knowledge (Planes) +21, Knowledge (Religion) +16, Perception +30, Perform (Untrained) +4, Ride +3, Sense Motive +34, Spellcraft +35, Stealth +19, Survival +15, Swim +2, Use Magic Device +22,
    Languages Common
    Special Qualities Arcane Bond, Bonded Object, Bonus Feat, Cantrips, Rejuvenation, Skilled, Universal School,

    SPECIAL ABILITIES I
    Extended False Life (14 hp), Extended Mage Armor, Permanent Polymorph Any Object (2 sizes smaller), Permanent See Invisibility, Permanent Unseen Servant (two servants)

    Greater Contingency (see text)

    Possessions amulet of proof against detection and location; bag of tricks (gray); bracers of armor +7; mantle of spell resistance (spell resistance 21); staff of conjuration; crystal ball (true seeing); ring of withering (bonded item);

    SPECIAL ABILITIES II
    Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

    Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC: 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

    Bonus Feat Humans select one extra feat at 1st level.

    Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

    Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.

    Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.

    Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 11 times per day.

    Metamagic Mastery (Su) You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability 6 per day. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

    Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, DC 23). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

    Universal School You have chosen not to specialize in a single school of spells.

    ----

    Regards,
    Ruemere


    Ladies and Gentlemen,
    let me present you another boss-level creature from my Bonegarden conversion, Davios, an elder shadow elemental:

    Spoiler:

    Davios, Elder Shadow Elemental CR 13
    XP 25,600
    N Huge outsider (shadow, elemental, extraplanar)
    Init +15; Senses darkvision 60 ft.;Perception +19

    DEFENSE
    AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
    hp 152 (16d10+64)
    Fort +14, Ref +21, Will +7
    Defensive Abilities mirror image; DR 10/—; Immune elemental traits

    OFFENSE
    Speed fly 100 ft. (perfect), shadow walk 7 miles/10 minutes
    Melee 2 slams +25 (2d8+9 +strength damage)
    Spell-like Abilities (CL 16th)
    Constant (may resume as free action)-mirror image (1d4+5, maximum 8)
    At Will-shadow walk
    3/day-shadow evocation (DC 22)
    Space 15 ft.; Reach 15 ft.
    Special Attacks shadow evocation, strength damage (1d8)

    STATISTICS
    Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 18
    Base Atk +16; CMB +27; CMD 49
    Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
    Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
    Languages Common, Abyssal

    Concept:
    Davios is an megalomaniac Sisyphus. He's not evil, but quite intolerant of anyone else living next to him or touching his precious items.
    Built upon base of variant Elder Air Elemental, with special abilities replaced with that of original Shadow Elemental.

    Do note that this particular conversion bumps base adventure level difficulty to make it suitable for 6 characters of 14th level, while the original was intended for 4 PCs, level 10-11. In short, most creatures acquire +2 CR and some special advantage, partner or ability.

    Regards,
    Ruemere

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