Make me a...


Dungeon Magazine General Discussion


Because we can all be lazy at times I thought we could all make use of a (begging) thread where DMs (and players) can say things like:

'I need a half (deep) dragon illithid with 10 levels in monk that is designed to counter heavily armoured figthers but I dont have the hours (ie:cant be bothered) to do it myself!'

or:

'I've just seen the movie :KONG: and want him in my game!'

maybe even:

'Make me an interesting female version of Raistlin from Dragonlance but psionic and aimed at coping as a BBEG for a Forgotten Realms campaign with 10-15 levels.'

...And then one of those people who loves creating stats for things in D&D (you know who you are) can post the result.

But only in this thread we can ask for roleplaying and character advice too.

My personal want is something thats been bugging me for a while now:

I need a CR:20-25 half woodelf/human tauric kraken from the plane of shadow that can survive outside of the water, has great Int, Wis and a kinship with oozes, has pretty good spellcasting abilty with the option of summoning some sort of nasty giant earwig swarm to terrorise the party and/or eat their brains.

This ceature is to be a minor BBEG in a epic campaign, a creature that was once a bitter young half(wood)elf that (ages ago) stumbled into the plane of shadow and drank from a unholy chalice infused with the essence of the evil/aquatic/shadowstuff there and became a kraken (from the waist down) and (now dedicated to ooze/shadows/evil) amassed an army of orcs (all native to the plane of shadow and with the shade template) in order to take the caverns beneath the moonwood and rule as godking to anyone within reach to his tentacles...

I was thinking perhaps something like a highlevel cleric of Ghaunadaur/Shar...maybe even both?
Not sure exactly what I want this creature to be like yet but it has to challenge a party of 22nd levellers with a couple of wizards, a sorceror, a barbarian, a rogue and a monk.

Erm, anything?


Check out Lilith's http://darkmoongallery.com/npc/. It was created specifically to help DMs in the way you are looking for. I myself love to make NPCs for other DMs, so I'd love to make your half kraken elf guy. Unfortunately I'm moving tomorrow and probably won't have internet until mid-next week; but put your request up on the cite and maybe someone else can help you before I can.


Hi, R-Type.
That’s a weird but interesting creature!
The tauric creature template (MM II 216), reads:
“The template can be added to any Small or Medium-size corporeal humanoid… and any Medium-size or Large corporeal animal, [beast,] or vermin with at least four legs...”
A kraken is a Gargantuan Magical Beast, so, a half-elf/kraken tauric creature isn’t possible. BUT, you can use a half-elf and [advanced-to-11 HD] giant octopus, if you relax the 4 legs requirement.
Is the kraken the high-level cleric as well, or was the cleric a different creature?
If you don’t mind me asking, why does it need high intelligence (if it is a cleric)?
I’ve got an idea to work on, but it’ll help if you can answer the above questions.


And when you're done statting things up, put 'em here!

Liberty's Edge

Lilith wrote:
And when you're done statting things up, put 'em here!

If I do all that what you did in those little brackety things, it will make a link? And then you just call it here?


Heathansson wrote:
Lilith wrote:
And when you're done statting things up, put 'em here!
If I do all that what you did in those little brackety things, it will make a link? And then you just call it here?

Here's an example, Heathensson:

{url=http://www.paizo.com}A Wonderful Site{/url}
Replace the "{" and "}" with square brackets and you're good to go.

Liberty's Edge

Right on! I'm gonna be a linkin' fool.


Here you go, R-Type. I hope you like what I’ve done. By the way, since you didn’t give it a name, I’ve given it a working name of “Lieutenant X”.
Based on your description, to help me create what you wanted, I’ve bent the rules a little (but not broken then in a major way so that it’s unbalanced!). I went with the idea that the “unholy fluid” you described wasn’t necessarily a magical fluid per say, rather a sacrament/symbol finalising the lieutenant’s pact with the dark forces (Ghaunadaur and Shar), and thus an instrument of their power.
So, when the deal was done, he was transformed into a unique creature. Using kraken as the base creature, I added the corrupted creature template (which seems appropriate, somehow), twenty cleric levels, and gave it a shapeshifting ability. The latter was inspired by the yochlol ability (see Fiendish Codex), and as Ghaunadaur is an enemy of Lolth, it just seems appropriate, and also a potentially interesting role-playing hook. For example, he can assume half-elf, hybrid, and kraken form. With the corrupted creature template, I’ve changed the DR 10/magic to 10/epic (because what’s the point of the DR otherwise?). Note also that the damage dealt by a corrupted creature’s natural weapons improves one type (included).
The corrupted template also alters appearance: “Most have twisted, misshapen (often asymmetrical forms); mottled, discolored flesh; and reddish eyes.” (Book of Vile Darkness 186) You could really have fun describing the Lieutenant, even in half-elf form.
I haven’t chosen all its magic equipment, nor have I chosen it’s full complement of spells. I don’t know what books you have, and I don’t know your group of players, either. I consider it a good “first draft”, to change based on your comments (and James Jacob’s, if he reads this).
You might want to change some of the feats as well, for Combat Reflexes, Heighten Spell (a 9th-level sanctuary is rather effective, don’t you think? [evil laugh!]), Lightning Reflexes, Stunning Fist (10/day, DC 48 (including Enhanced Power)), and/or any other of your favorite feats. Note that it should use the Divine Metamagic feat for higher-level spells, and normally prepared quickened spells for the lower-level ones.

Lieutenant X (Half-elf form) CR 25
Corrupted half-elf/kraken cleric20
NE Medium Aberration (Shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Listen +36, Spot +36
Languages Abyssal, Common, Drow, Elven, Infernal, Orc, Undercommon, Terran
AC 27 (+2 Dex, +9 natural, +6 chainmail), touch 12, flat-footed 25
hp 364 (40 HD); fast healing 20; DR 10/epic
Immune acid, sleep spells and similar magical effects
Fort +28, Ref +20, Will +32
Speed 30 ft. (6 squares)
Melee +43/+38/+33/+28 quarterstaff with brambles and greater magic weapon (1d6+19/19-20)
Base Atk +35; Grp +38
Atk Options Combat Expertise, Improved Trip, disruptive attack
Special Actions command oozes 15/day (+6, 2d6+24, 20th), command undead 15/day (+6, 2d6+24, 20th)
Spells Prepared (CL 24th, 25th for Evil spells):
9th (DC 35)- Can prepare 5+1
8th (DC 34)- Can prepare 6+1
7th (DC 33)- Can prepare 6+1
6th (DC 32)- Can prepare 6+1
5th (DC 31)- Can prepare 7+1
4th (DC 30)- Can prepare 8+1
3rd (DC 29)- Can prepare 8+1. (With brambles (Complete Divine) and greater magic weapon already cast, this reduces number prepared to 5+1. Both spells last 24 hours for the Lieutenant.)
2nd (DC 28)- Can prepare 8+1
1st (DC 27)- Can prepare 8+1
0 (DC 26)- Can prepare 6
Deities: Ghaunadaur and Shar. Domains: Evil (+1 caster level for evil spells), Slimes ([FRCS] can command oozes)
Spell-Like Abilities: 1/day: control weather, control winds, dominate animal (DC 21), resist energy. Caster level 9th. The DC is Cha-based.
Abilities Str 17, Dex 14, Con 18, Int 24, Wis 34, Cha 18
SQ alternate forms, enhanced power, rapid shapeshifting
Feats: Alertness, Augment Summoning, Blind-Fight, Combat Expertise, Divine Metamagic*, Extra Turning (x2), Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Practised Spellcaster* (cleric), Quicken Spell. * Complete Divine
Skills: Concentration +45, Diplomacy +20, Hide +18, Intimidate +15, Knowledge (arcana) +27, Knowledge (dungeoneering) +24, Knowledge (geography) +19, Knowledge (nature) +24, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +36, Search +30, Sense Motive +34, Spellcraft +29 (+31 using scrolls), Spot +36, Survival +11 (+13 following tracks), Swim +3, Use Magic Device +27 (+29 using scrolls)
Possessions: Quarterstaff (with brambles and greater magic weapon cast on it), Large +1 mithral moderate fortification wild chainmail, periapt of Wisdom +6, potion of barkskin +5 (20th-level; +5 enhancement bonus to natural armor). I’m open to suggestions for extra equipment; obviously it could have a lot more.

Hybrid Form: In hybrid form, its statistics change as follows:
Large Aberration (Shapechanger)
Init +5
AC 27 (-1 size, +1 Dex, +11 natural, +6 chainmail), touch 10, flat-footed 26
hp 444
Fort +30, Ref +19
Spd 30 ft., Swim 20 ft. (4 squares)
Melee +46/+41/+36/+31 quarterstaff with brambles and greater magic weapon (1d6+25/19-20) and 2 tentacles +39 (2d6+3/19-20 plus 20 vile) and 6 arms +39 (1d4+3 plus 20 vile) and kraken bite +39 (3d6+3 plus 20 vile), or
Melee 2 tentacles +41 (2d6+7/19-20 plus 20 vile) and 6 arms +39 (1d4+3 plus 20 vile) and kraken bite +39 (3d6+3 plus 20 vile)
Space 10 ft.; Reach 10 ft. (20 ft. with arm or tentacle)
Grp +46
Atk Options As half-elf form, but also gains improved grab, constrict
Abilities Str 25, Dex 12, Con 22
SQ As half-elf form, but also gains ink cloud (20-foot spread), jet (200 feet)
Skills: Concentration +43, Hide +9, Swim +7.
Note: In this form, it uses three arms to keep itself upright, but this doesn’t reduce the number of attacks they can make, because they constantly shift. It can cast spells in this form.
The upper half of this form is half-elf, the lower half kraken.

Kraken Form: In kraken form, its statistics change as follows:
Gargantuan Aberration (Aquatic, Shapechanger)
Init +4
AC 34 (-4 size, +0 Dex, +22 natural, +6 chainmail), touch 6, flat-footed 34
hp 604
Fort +34, Ref +18
Spd Swim 20 ft. (4 squares)
Melee 2 tentacles +46 (3d8+15/19-20 plus 20 vile) and 6 arms +44 (1d8+7 plus 20 vile) and bite +44 (6d6+6 plus 20 vile)
Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. with arm)
Grp +62
Atk Options Disruptive attack, improved grab, constrict
Abilities Str 41, Dex 10, Con 30
SQ As half-elf form, but also gains ink cloud (80-foot spread), jet (280 feet)
Skills: Concentration +51, Hide +0, Swim +23.
Note: It can’t cast spells in this form.

Constrict (Ex): In hybrid or kraken form, it deals automatic arm or tentacle damage with a successful grapple check. (Damage dealt equals the same value as that given for a relevant attack.)
Disruptive Attack (Su): The creature deals an additional 20 points of vile damage with each natural attack that deals damage (including from constrict damage) when it hits uncorrupted, living, corporeal nonoutsiders. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. The damage is not doubled on a critical hit.
Enhanced Power (Su): The save DCs of any and all of the creature’s special attacks increase by +4. (Bonus included where relevant.)
Improved Grab (Ex): To use this ability, it must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): In hybrid or kraken form, it can emit a cloud of jet-black ink in a spread (size given above) once per minute as a free action. The cloud provides total concealment, which it normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. This is useable only under water.
Jet (Ex): In hybrid or kraken form, it can jet backward once per round as a full-round action, at the speed given above. It must move in a straight line, but does not provoke attacks of opportunity while jetting. This is useable only under water.
Rapid Shapeshifter (Ex): The lieutenant can shift between its three forms with astounding speed. Changing shape is a swift action that it can perform as often as once per round.

Regarding your shade orcs, you might want to make them primarily rogues, with possibly one level of dragon shaman each.

Is the above any use? (BTW, I just realised I added only the sleep immunity trait of the half-elf, and none of the other half-elf features. When I get your feedback, I'll adjust the stats.)


ericthecleric wrote:

Here you go, R-Type. I hope you like what I’ve done. By the way, since you didn’t give it a name, I’ve given it a working name of “Lieutenant X”.

Based on your description, to help me create what you wanted, I’ve bent the rules a little (but not broken then in a major way so that it’s unbalanced!). I went with the idea that the “unholy fluid” you described wasn’t necessarily a magical fluid per say, rather a sacrament/symbol finalising the lieutenant’s pact with the dark forces (Ghaunadaur and Shar), and thus an instrument of their power.
So, when the deal was done, he was transformed into a unique creature. Using kraken as the base creature, I added the corrupted creature template (which seems appropriate, somehow), twenty cleric levels, and gave it a shapeshifting ability. The latter was inspired by the yochlol ability (see Fiendish Codex), and as Ghaunadaur is an enemy of Lolth, it just seems appropriate, and also a potentially interesting role-playing hook. For example, he can assume half-elf, hybrid, and kraken form. With the corrupted creature template, I’ve changed the DR 10/magic to 10/epic (because what’s the point of the DR otherwise?). Note also that the damage dealt by a corrupted creature’s natural weapons improves one type (included).
The corrupted template also alters appearance: “Most have twisted, misshapen (often asymmetrical forms); mottled, discolored flesh; and reddish eyes.” (Book of Vile Darkness 186) You could really have fun describing the Lieutenant, even in half-elf form.
I haven’t chosen all its magic equipment, nor have I chosen it’s full complement of spells. I don’t know what books you have, and I don’t know your group of players, either. I consider it a good “first draft”, to change based on your comments (and James Jacob’s, if he reads this).
You might want to change some of the feats as well, for Combat Reflexes, Heighten Spell (a 9th-level sanctuary is rather effective, don’t you think? [evil laugh!]), Lightning Reflexes, Stunning Fist (10/day, DC 48 (including Enhanced...

WOW! I dont know what to say...

THANK YOU! :D

(I dont get online much, so sorry for not responding till now.)

This 'Lieutenant X' creature you have come up with is even better than I imagined, unfortunatly it will be a few days before I can get around to play testing the beast against my players characters (while their not around of course. ;))

Then, if all goes well and it seems to give their characters a good run for their money I will use your 'Lieutenant X' 'for real' on Sunday.

Thanks again, happy vibes and mucho gratz to you!

As for a name, I was thinking of something almost ordinary but classy/biblical maybe with a elf twist?

Um... like 'Gabriel' but then 'elven'ing' it up a little to something like Gaethbrielle? Nah.. not sure...

The Exchange

Heathansson wrote:
Right on! I'm gonna be a linkin' fool.

Half-right again.

;)
FH (Zing!)

Liberty's Edge

Fake Healer wrote:
Heathansson wrote:
Right on! I'm gonna be a linkin' fool.

Half-right again.

;)
FH (Zing!)

Boah, yerr all hat and no cattle.


Hi, R-Type. I’m glad you like it. :D
Below follows the corrected version (including the other half-elf traits I missed out, plus a few errors I spotted); the errors don’t make any difference to the earlier stat blocks for the hybrid and kraken forms.
As to the name, Gaethbrielle’s ok. (Names aren’t my strong-point though.) I’m sure your players will have a different name for it, and for you, after this weekend’s session… ;-)
Following the correction, I’ve included the stat blocks for a simulacra version, in case you want it. My idea was that if the PCs introduce the lesser version earlier on, they’ll get to know about the vile damage element, and hopefully it should chill them when they realize they’ve taken on a SIMULACRA (or several).[Evil Laugh…]

Lieutenant X (Half-elf form) CR 25
Corrupted half-elf/kraken cleric20
NE Medium Aberration (Shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Listen +39, Spot +39
Languages Abyssal, Common, Drow, Elven, Infernal, Orc, Undercommon, Terran
AC 27 (+2 Dex, +9 natural, +6 chainmail), touch 12, flat-footed 25
hp 364 (40 HD); fast healing 20; DR 10/epic
Immune acid, sleep spells and similar magical effects
Fort +28, Ref +20, Will +33; +2 to saves against enchantment spells and effects
Speed 30 ft. (6 squares)
Melee +43/+38/+33/+28 quarterstaff with spikes and greater magic weapon (1d6+19/19-20)
Base Atk +35; Grp +38
Atk Options Combat Expertise, Improved Trip, disruptive attack
Special Actions command oozes 15/day (+6, 2d6+24, 20th), command undead 15/day (+6, 2d6+24, 20th)
Spells Prepared (CL 24th, 25th for Evil spells):
9th (DC 36)- Can prepare 6+1
8th (DC 35)- Can prepare 6+1 (Recommend unholy aura x2)
7th (DC 34)- Can prepare 6+1 (Recommend blasphemy x3)
6th (DC 33)- Can prepare 6+1 (Recommend quickened spiritual weapon x4)
5th (DC 32)- Can prepare 8+1
4th (DC 31)- Can prepare 8+1
3rd (DC 30)- Can prepare 8+1. (With spikes (Complete Divine) and greater magic weapon already cast, this reduces number prepared to 6+1. Both spells last 24 hours for the Lieutenant.)
2nd (DC 29)- Can prepare 8+1
1st (DC 28)- Can prepare 9+1
0 (DC 27)- Can prepare 6
Deities: Ghaunadaur and Shar. Domains: Evil (+1 caster level for evil spells), Slimes ([FRCS] can command oozes)
Spell-Like Abilities: 1/day: control weather, control winds, dominate animal (DC 21), resist energy. Caster level 9th. The DC is Cha-based.
Abilities Str 17, Dex 14, Con 18, Int 24, Wis 36, Cha 18
SQ alternate forms, enhanced power, rapid shapeshifting
Feats: Alertness, Augment Summoning, Blind-Fight, Combat Expertise, Divine Metamagic*, Extra Turning (x2), Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Practised Spellcaster* (cleric), Quicken Spell. * Complete Divine
Skills: Concentration +45, Diplomacy +22, Gather Information +8, Hide +14, Intimidate +15, Knowledge (arcana) +27, Knowledge (dungeoneering) +24, Knowledge (geography) +19, Knowledge (nature) +24, Knowledge (religion) +27/20, Knowledge (the planes) +27/20, Listen +39, Search +31, Sense Motive +36, Spellcraft +29 (+31 using scrolls), Spot +39, Survival +13 (+15 following tracks), Swim +3, Use Magic Device +27 (+29 using scrolls)
Possessions: Quarterstaff (with spikes and greater magic weapon cast on it), +1 mithral moderate fortification wild chainmail, periapt of Wisdom +6, potion of barkskin +5 (20th-level; +5 enhancement bonus to natural armor). I’m open to suggestions for extra equipment; obviously it could have a lot more.

Here’s the simulacra version stat blocks:

Lieutenant X Simulacra (Half-elf form) CR 17
Corrupted half-elf/kraken cleric10
NE Medium Aberration (Shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Listen +27, Spot +27
Languages Abyssal, Common, Drow, Elven, Infernal, Orc, Undercommon, Terran
AC 27 (+2 Dex, +9 natural, +6 chainmail), touch 12, flat-footed 25
hp 184 (20 HD); fast healing 10; DR 10/epic
Immune acid, sleep spells and similar magical effects
Fort +18, Ref +12, Will +19; +2 to saves against enchantment spells and effects
Speed 30 ft. (6 squares)
Melee +23/+18/+13/+8 quarterstaff with spikes and greater magic weapon (1d6+17/19-20)
Base Atk +17; Grp +20
Atk Options Improved Trip, disruptive attack
Special Actions command oozes 7/day (+6, 2d6+14, 10th), command undead 7/day (+6, 2d6+14, 10th)
Spells Prepared (CL 14th, 15th for Evil spells):
5th (DC 26)- Can prepare 3+1
4th (DC 25)- Can prepare 4+1
3rd (DC 24)- Can prepare 5+1. (With spikes (Complete Divine) and greater magic weapon already cast, this reduces number prepared to 3+1. Both spells last 14 hours for the Lieutenant.)
2nd (DC 23)- Can prepare 6+1
1st (DC 22)- Can prepare 6+1
0 (DC 21)- Can prepare 6
Deities: Ghaunadaur and Shar. Domains: Evil (+1 caster level for evil spells), Slimes ([FRCS] can command oozes)
Spell-Like Abilities: 1/day: control weather, control winds, dominate animal (DC 21), resist energy. Caster level 9th. The DC is Cha-based.
Abilities Str 17, Dex 14, Con 18, Int 24, Wis 25, Cha 18
SQ alternate forms, enhanced power, rapid shapeshifting
Feats: Blind-Fight, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack, Practised Spellcaster (cleric). * Complete Divine
Skills: Concentration +27, Diplomacy +8, Gather Information +8, Hide +13, Intimidate +15, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (geography) +19, Knowledge (nature) +24, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +27, Search +21, Sense Motive +26, Spellcraft +19 (+21 using scrolls), Spot +27, Survival +13 (+15 following tracks), Swim +3, Use Magic Device +15 (+17 using scrolls)
Possessions: Quarterstaff (with spikes and greater magic weapon cast on it), +1 mithral moderate fortification wild chainmail, potion of barkskin +5 (20th-level; +5 enhancement bonus to natural armor).

Hybrid Form: In hybrid form, its statistics change as follows:
Large Aberration (Shapechanger)
Init +5
AC 27 (-1 size, +1 Dex, +11 natural, +6 chainmail), touch 10, flat-footed 26
hp 224
Fort +20, Ref +11
Spd 30 ft., Swim 20 ft. (4 squares)
Melee +26/+21/+16/+11 quarterstaff with spikes and greater magic weapon (1d6+23/19-20) and 2 tentacles +21 (2d6+3/19-20 plus 10 vile) and 6 arms +21 (1d4+3 plus 10 vile) and kraken bite +21 (3d6+3 plus 10 vile), or
Melee 2 tentacles +23 (2d6+7/19-20 plus 10 vile) and 6 arms +21 (1d4+3 plus 10 vile) and kraken bite +39 (3d6+3 plus 10 vile)
Space 10 ft.; Reach 10 ft. (20 ft. with arm or tentacle)
Grp +28
Atk Options As half-elf form, but also gains improved grab, constrict
Abilities Str 25, Dex 12, Con 22
SQ As half-elf form, but also gains ink cloud (20-foot spread), jet (200 feet)
Skills: Concentration +29, Hide +8, Swim +15.
Note: In this form, it uses three arms to keep itself upright, but this doesn’t reduce the number of attacks they can make, because they constantly shift. It can cast spells in this form.

Kraken Form: In kraken form, its statistics change as follows:
Gargantuan Aberration (Aquatic, Shapechanger)
Init +4
AC 34 (-4 size, +0 Dex, +22 natural, +6 chainmail), touch 6, flat-footed 34
hp 304
Fort +24, Ref +10
Spd Swim 20 ft. (4 squares)
Melee 2 tentacles +28 (3d8+15/19-20 plus 10 vile) and 6 arms +26 (1d8+7 plus 10 vile) and bite +26 (6d6+6 plus 10 vile)
Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. with arm)
Grp +44
Atk Options Disruptive attack, improved grab, constrict
Abilities Str 41, Dex 10, Con 30
SQ As half-elf form, but also gains ink cloud (80-foot spread), jet (280 feet)
Skills: Concentration +33, Hide -1, Swim +23.
Note: It can’t cast spells in this form.

Constrict (Ex): In hybrid or kraken form, it deals automatic arm or tentacle damage with a successful grapple check. (Damage dealt equals the same value as that given for a relevant attack.)
Disruptive Attack (Su): The creature deals an additional 20 points of vile damage with each natural attack that deals damage (including from constrict damage) when it hits uncorrupted, living, corporeal nonoutsiders. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. The damage is not doubled on a critical hit.
Enhanced Power (Su): The save DCs of any and all of the creature’s special attacks increase by +4. (Bonus included where relevant.)
Improved Grab (Ex): To use this ability, it must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): In hybrid or kraken form, it can emit a cloud of jet-black ink in a spread (size given above) once per minute as a free action. The cloud provides total concealment, which it normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. This is useable only under water.
Jet (Ex): In hybrid or kraken form, it can jet backward once per round as a full-round action, at the speed given above. It must move in a straight line, but does not provoke attacks of opportunity while jetting. This is useable only under water.
Rapid Shapeshifter (Ex): The lieutenant can shift between its three forms with astounding speed. Changing shape is a swift action that it can perform as often as once per round.

Something else you might want to consider, is having your shade orcs have the cold subtype (maybe your version of the shade template adds it). Then, you can have the elf cast “Algid Enhancement” (Frostburn 88) on them; maybe he keeps scrolls prepared somewhere. The spell lasts 24 hours, affects 1 creature per level (24 for the elf), and grants- in his case- the following effects to each orc with the cold subtype:
+8 deflection bonus to AC
1d8+7 temporary hit points
+8 enhancement bonus on attack rolls (surely needed against such high-level PCs!!)
+12 resistance bonus on saving throws against fire effects.

And if you want to be REALLY evil, give the cold-subtype orcs the “Final Strike” feat (Savage Species 34).


How did the adventure go, R-Type?


Lilith, I've registered on your website.
In the case of the NPC above, does it count as finished or unfinished if I haven't picked the spells (considering that different DMs would pick different ones)?


ericthecleric wrote:

Lilith, I've registered on your website.

In the case of the NPC above, does it count as finished or unfinished if I haven't picked the spells (considering that different DMs would pick different ones)?

Finished, if you'd like the DM to pick out the spells. Just make sure you list it like so "9th - pick X". If you have suggested spells, suggest them in the Comments field.


Cheers Lilith!


Well, in the spirit of things, I've gone and claimed a requested NPC from Lilith's site. NEXT time, I'll do just a LEEEEETLE more studying up on exactly what the requestor is asking for!! I mean, a Sun Blade already has what, 3 different ways of doing damage - and THEN you put it in the hands of someone with the Sun Blade's main enemies as his Favored Enemies? Ouch... I *think* I got the basic melee entry right, but then you figure the character is weilding TWO of those bastardswords? Crikey! I think I need a spreadsheet...


ericthecleric wrote:
How did the adventure go, R-Type?

Hello again! My apologies for the late response ericthecleric!

I finally got to unleash the beast (that came to be known as ‘Anfalias the Jet’) upon my unsuspecting players last Tuesday afternoon, due to family chaos our game was delayed, then shoved to a new slot.

I didn’t bother to play-test Anfalias before the encounter because I had very little time (one of our cats just had five kittens and I have been looking after my niece and nephew while their parents are on their holidays. I’m shocked at how drained we are, children have SO much energy and eat SO much they should use them to power small towns!)

So I settled for a good solid read up on his abilities and the spells he would use promising to fudge a little if need be. I did a little work on jazzing up the magical items he owns with a few descriptions and brief history incase the players decided to Legend Lore one of them or incase the new psionic player pulled a trick out of his bag that I’m not aware of yet.

Things got very tense as the party explored the blacked-out ruins of a partial submerged underdark ghost-town; after a few hours (IRL) of minor clue gathering, searching and a nasty ooze encounter leaving one member of the group at half HP) I had Anfalias swarm the party with his minions (now Koa-toa).

The ambush went a little too well and our monk met his doom almost immediately after a good pummeling from a group of the fishy guys followed by a (natural one) failed save vs the Koa-toa shamans power word kill! After that shock to the party’s sensibilities I had Anfalias make his appearance, all spurts of ink and flailing tentacles!

The players’ mouths fell agape and within nanoseconds the decision was made to high tail it out of there! The monk’s body was left behind to the fishes and shortly after this; the session came to and end. The remaining players called council with some NPC allies in the safety of Everlund to decide their next course of action.

We are supposed to play again this Sunday, hopefully Anfalias will bring the fight to them this time?

The monk player is counting on a resurrection but I am wondering if I should do something naughty to him instead, perhaps have him join Anfalias in some way? I would like to see the high drama that might cause… ;)


Your adventure sounds really cool. I like the name of Anfalas the Jet, by the way.
Regarding the monk, consider having Shar transform him into a grave-touched ghoul, under the command of Anfalas. (I’ll give details of the template in a minute.)

Now that the PCs ran away, while they rest overnight, have Shar send them a dream/nightmare along the following lines…. (a good horror movie staple): They see the putrifying monk, then his eyes open, and he says to them “Why did you leave me? Why did you leave me for dead?” and so on. After a few lines like this, he says something like “I want to suck on your marrow. I want to chew on the gristle of your heart. I want to feast on your flesh, and drink your blood” and so on.

When (if) the PCs go to find the dead monk (in the real adventure, not a dream), they see him propped up against a wall somewhere. When they approach him, the kuo-toa or orc shades come bounding out of alcoves to attack the PCs. At this point, the now undead monk joins the fray against the PCs. Therefore, they have to kill him (again) before they can resurrect him. Let the PCs do this so that the recovered monk gets the chance to rest before they take on Anfalas. (Once they’ve resurrected him, of course, he loses the template.)

The grave-touched ghoul template (Libris Mortis): CR +1.
Becomes undead (so HD become D12, don’t forget the first HD is elite).
Gains a bite attack for 1d6+1/2 Str (at -2 attack bonus), assuming Medium size (and two claws, but the unarmed damage is higher so use that).
Natural and unarmed attacks cause paralysis (Fort DC 10+1/2 HD+ Cha mod) of failed saves for 1d4+1 rounds (elves are immune).
Bite causes ghoul fever (same DC as above, see MM for disease details).
Turn resistance +2
Gains: Str +2, Dex +4, Con -, Int +2, Wis +4, Cha +2, and Multiattack as a bonus feat.
Alignment becomes CE

Please do tell me how the rest of the adventure goes- it sounds interesting.
Cheers!


Damn, Eric - you're good.

I wish I had the time and head for stat blocks like you do; I'd be able to generate some ass-kickin monsters and NPCs, too!

M


This seems as good a thread to ask this question as any.
As you read this, please take into account that my comprehension of CR and EL is pretty rudimentary at best.

When you are creating a monstrous baddie with class levels, and a template thrown in, how do you calculate their exact CR? Do you simply add everything together?

I am interested in creating a Plague Blight, Swarm Shifter (undead rats) with levels of cleric.

A Plague Blight has a CR of 6, Swarm Shifter adds 1 to this number (I am pretty sure I just read this from Libris Mortis) and I was thinking somewhere around 10 levels of cleric. Is that a total CR of 17? That seems a little high to me. I definitely want this bad guy to go up against my party but a CR of 17 is a teeny bit much.

Help me Team Paizo!


It's CR x, because:
plague blight (CR 6)
Swarm-Shifter template (CR +1)
6 non-associated cleric levels (CR +3)
4 associated cleric levels (CR +4)
= total CR 14

Of course, you could advance the plague blight by 4 HD, giving it 10 HD. The CR then becomes:
10-HD plague blight (CR 6+1= 7)
Swarm-Shifter template (CR +1)
10 non-associated cleric levels (CR +5)
= total CR 13; slightly lower CR, tougher encounter. :-)


ericthecleric wrote:

It's CR x, because:

plague blight (CR 6)
Swarm-Shifter template (CR +1)
6 non-associated cleric levels (CR +3)
4 associated cleric levels (CR +4)
= total CR 14

Of course, you could advance the plague blight by 4 HD, giving it 10 HD. The CR then becomes:
10-HD plague blight (CR 6+1= 7)
Swarm-Shifter template (CR +1)
10 non-associated cleric levels (CR +5)
= total CR 13; slightly lower CR, tougher encounter. :-)

what exactly does "non-associated" mean in regards to the cleric levels? and why are they only good for 1/2 CR apiece?


d13, please check the left-hand column page 294 of the 3.5 MM for an official explanation.

Marc, thanks for the kind words! :-D
Shame I can't quote you on my CV though. ;D


ericthecleric wrote:

d13, please check the left-hand column page 294 of the 3.5 MM for an official explanation.

Marc, thanks for the kind words! :-D
Shame I can't quote you on my CV though. ;D

thanks for your help Mr. Thecleric.

I just wish I had my MM at work right now.


ericthecleric wrote:

Your adventure sounds really cool. I like the name of Anfalas the Jet, by the way.

Regarding the monk, consider having Shar transform him into a grave-touched ghoul, under the command of Anfalas. (I’ll give details of the template in a minute.)

Now that the PCs ran away, while they rest overnight, have Shar send them a dream/nightmare along the following lines…. (a good horror movie staple): They see the putrifying monk, then his eyes open, and he says to them “Why did you leave me? Why did you leave me for dead?” and so on. After a few lines like this, he says something like “I want to suck on your marrow. I want to chew on the gristle of your heart. I want to feast on your flesh, and drink your blood” and so on.

When (if) the PCs go to find the dead monk (in the real adventure, not a dream), they see him propped up against a wall somewhere. When they approach him, the kuo-toa or orc shades come bounding out of alcoves to attack the PCs. At this point, the now undead monk joins the fray against the PCs. Therefore, they have to kill him (again) before they can resurrect him. Let the PCs do this so that the recovered monk gets the chance to rest before they take on Anfalas. (Once they’ve resurrected him, of course, he loses the template.)

The grave-touched ghoul template (Libris Mortis): CR +1.
Becomes undead (so HD become D12, don’t forget the first HD is elite).
Gains a bite attack for 1d6+1/2 Str (at -2 attack bonus), assuming Medium size (and two claws, but the unarmed damage is higher so use that).
Natural and unarmed attacks cause paralysis (Fort DC 10+1/2 HD+ Cha mod) of failed saves for 1d4+1 rounds (elves are immune).
Bite causes ghoul fever (same DC as above, see MM for disease details).
Turn resistance +2
Gains: Str +2, Dex +4, Con -, Int +2, Wis +4, Cha +2, and Multiattack as a bonus feat.
Alignment becomes CE

Please do tell me how the rest of the adventure goes- it sounds interesting.
Cheers!

Love the dream vision thing, very good.

I will try the template out and see how it fits! Thanks for the terrific input, I'll post more about our adventures when I can, (more than likely after next week). :)

The cool thing about an epic game is you can get away with murder, PC's are so powerful they can worm their way out of almost anything; it keeps me on my toes and forces them to make difficult choices.

While I dont expect our epic game to continue for much longer (as it becomes to long and time consuming a process to write up enemies and think of adventures that cant be solved by casting a couple of spells) we will be going out with a BANG! I am building up to a time/space shaking event.

Hope to start the STAP when it gets into its third or forth adventure. Players are already tossing around character ideas and I think it will be refreshing and exciting to be lowly 1st levellers again. 'Eeek! A goblin with a peg-leg!' ;)

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