Converting Savage Tide to Pathfinder?


Savage Tide Adventure Path

51 to 100 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>

5 people marked this as a favorite.

Vethvusk:
Vethvusk (CR 7)
XP 3,200
Female advanced elite giant dimetrodon
N Large Animal
Init +3; Senses Low light, scent, Perception +18
Languages Sauran
_____________________________________________________________

AC 23 (-1 Dex, +15 natural, -1 size), touch 8, flat-footed 23, combat 29
hp 216 (12d8 + 120)
Fort +17, Ref +7, Will +9
_____________________________________________________________

Speed 10 ft., swim 10 ft.; burst of speed
Melee bite +20 (3d6 + 15)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +20
_____________________________________________________________

Abilities Str 31, Dex 12 (8), Con 29, Int 2, Wis 17, Cha 12
SQ vile rigidity
Feats Greater Weapon Focus (bite), Improved Initiative, Improved Natural Weapon (bite), Iron Will, Toughness, Weapon Focus (bite)
Skills Athletics +10 (+18 swimming), Perception +18; Racial +8 swim
_____________________________________________________________

Burst of Speed Three times per hour, a dimetrodon can increase its speed to 60 ft. for one round. It gains a +2 dodge bonus to AC and Reflex saves during this round.

Vile Rigidity Vethvusk is suffering from vile rigidity, with a -4 penalty to Dex and +5 bonus to natural armor.

Leper:
Troglodyte Leper (CR 4)
XP 1,200
Male troglodyte rogue 2/cleric 3 (Laogzed)
CE Medium Humanoid (reptilian)
Init -2; Senses darkvision, Perception +17
Aura stench (30 ft., DC 17, sickened 10 rounds)
Languages Common, Draconic
_____________________________________________________________

AC 17 (-2 Dex, +9 natural), touch 8, flat-footed 17, combat 16
hp 63 (7d8 + 28); resiliency (+2 hp)
Fort +10, Ref +2, Will +6; evasion
_____________________________________________________________

Speed 30 ft.
Melee 2 claws +9 (1d6 + 3 plus disease) and
bite +8 (1d4 + 1)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +8
Atk Options death touch (1d6 bleed), smite (+1 damage)
Special Attacks channel (4/day, 3d6, DC 13), sneak attack +3d6
Combat Gear bilboa leaves (potion of cure critical wounds)
_____________________________________________________________
Cleric Spells Prepared (Caster level 5th; Domains Death and Destruction)
2nd - death knell (DC 15), hold person (DC 15), shatter (DC 15), sound burst (DC 15)
1st - bless, cause fear (DC 14), command (DC 14), doom (DC 14), divine favor, true strike
0 - create water, detect magic, guidance, stabilize
_____________________________________________________________
Abilities Str 16, Dex 8 (6), Con 18, Int 6, Wis 16, Cha 13
SQ vile rigidity
Feats Brew Potion, Divine Trickery, Improved Natural Attack (claw)*, Multiattack, Weapon Focus (claw)
Skills Knowledge (religion) +4, Perception +7 (+8 traps), Sense Motive +7, Spellcraft +2, Stealth +6
_____________________________________________________________

Disease Fortitude DC 19 vs vile rigidity

Vile Rigidity The lepers are suffering from vile rigidity, with a -2 penalty to Dex and +3 bonus to natural armor.

Divine Trickery This feat allows one to add rogue levels to cleric caster level and channel level, cleric levels to rogue sneak attack level, and one half rogue levels to cleric spell access./spoiler]

[spoiler=Irgzid]Irgzid Uzeye (CR 7)
XP 3,200
Male troglodyte rogue 4/cleric 4 (Laogzed)
CE Medium Humanoid (reptilian)
Init +4; Senses darkvision, Perception +10
Aura stench (30 ft., DC 19, sickened 10 rounds)
Languages Common, Draconic
_____________________________________________________________

AC 16 (+6 natural), touch 10, flat-footed 16, combat 19
hp 107 (10d8 + 50 + 4); resiliency (+8 hp)
Defense uncanny dodge
Fort +12, Ref +5, Will +11; evasion
_____________________________________________________________

Speed 30 ft.
Melee 2 claws +9 (1d6 + 2 plus disease) and
bite +9 (1d4 + 2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +9
Atk Options death touch (1d6 bleed), smite (+2 damage)
Special Attacks channel (6/day, 4d6, DC 17), sneak attack +4d6
_____________________________________________________________
Cleric Spells Prepared (Caster level 8th, Concentration +12; Domains Death and Destruction)
3rd (4+2/day) - animate dead, bestow curse (DC 17), cure serious wounds, rage (DC 17), summon monster III, water breathing
2nd (4+2/day) - cure moderate wounds, death knell (DC 16), resist energy, shatter (DC 16), sound burst (DC 16), summon monster II
1st (4+2/day)- cause fear (DC 15), comprehend languages, cure light wounds, doom (DC 15), sanctuary (DC 15), shield of faith
0 (6, at will)- create water, detect magic, guidance, purify food and drink, read magic, stabilize
_____________________________________________________________
SQ fast stealth, trap sense +1
Abilities Str 14, Dex 10, Con 18, Int 9, Wis 18, Cha 16
Feats Brew Potion, Divine Trickery, Improved Initiative, Iron Will, Toughness
Skills Bluff +14, Knowledge (religion) +10, Perception +10, Sense Motive +15, Stealth +13, Survival +8; Racial +4 Stealth
_____________________________________________________________

King of the Hanging Forest:
Deep Roper (King of the Hanging Forest) (CR 14)
XP 38,400
CE Huge Aberration
Init +6; Senses darkvision, Perception +30
Languages Aklo, Undercommon
_____________________________________________________________

AC 32 (+2 Dex, +22 natural, -2 size) touch 10, flat footed 30, combat 42
hp 264 (16d8 + 192)
Immune electricity
Resist cold 10; SR 29
Weakness fire
Fort +17, Ref +7, Will +17
_____________________________________________________________

Speed 15 ft.
Melee bite +26 (6d8 + 24 /19-20)
Ranged 6 strands +12 touch (1d6 Str, DC 32)
Space 15 ft.; Reach 15 ft.
Base Atk +12; Combat +30
Atk Options power attack (-4, +12)
Special Actions pull (strand, 5 ft.)
_____________________________________________________________
Abilities Str 42, Dex 15, Con 35, Int 17, Wis 20, Cha 16
Feats Ability Focus (strands), Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (strand)
Skills Athletics +35, Knowledge (dungeoneering) +22, Knowledge (geography) +22, Knowledge (nature) +22, Perception +30, Sense Motive +21, Stealth +23 (+31 stony areas); Racial +8 Stealth in rocky area
_____________________________________________________________

Strands (Ex) A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 32 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based.

Elder Pudding:
Elder Black Pudding (CR 12)
N Gargantuan Ooze
Init
-5; Senses Blindsight 60 ft., Perception -5
_____________________________________________________________

AC 1, touch 1, flat-footed 1 (-5 Dex, -4 size), combat 17
hp 200 (16d8 + 128)
Immune ooze
Defensive split
Fort +13, Ref +0, Will +0
_____________________________________________________________

Speed 20 ft., climb 20 ft.
Melee 2 slams +15 (3d6 + 7 plus 3d6 acid and grab)
Space 20 ft.; Reach 20 ft.
Base Atk +12; Combat +21 (+25 grapple)
Special Actions constrict (3d6 + 10 plus 2d6 acid), corrosion
_____________________________________________________________

SQ suction
Abilities Str 24, Dex 1, Con 26, Int -, Wis 1, Cha 1
Skills Athletics +7 (+15 climb)
_____________________________________________________________

Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 26 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 3d6 acid damage unless the weapon's wielder succeeds on a DC 26 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 30 points of acid damage (no save) to the object. The save DCs are Constitution-based.

Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.

Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Suction (Ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

N'glothnoru:
[bigger0]N'glothnoru[/bigger] (CR 9)
XP 6,400
Advanced elite aboleth
LE Huge Aberration (Aquatic)
Init
+2; Senses darkvision; Perception +14
Languages All
Aura Mucus cloud (5 ft.)
_____________________________________________________________

AC 27 (+2 Dex, +17 natural, -2 size), touch 10, flat-footed 25, combat 31
hp 132 (8d8 + 96)
Fort +14, Ref +6, Will +14
_____________________________________________________________

Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d8 + 11 plus slime)
Space 15 ft.; Reach 15 ft.
Base Atk +6; Combat +19
_____________________________________________________________
Spell-like Abilities (Caster level 16th)
At will – hypnotic pattern (DC 21), illusory wall (DC 23), mirage arcana (DC 24), persistent image (DC 24), programmed image (DC 25), project image (DC 26), veil (DC 25)

3/day – dominate monster (DC 26)

_____________________________________________________________
Abilities Str 32, Dex 14, Con 34, Int 21, Wis 23, Cha 25
Feats Iron Will, Lightning Reflexes, Memory Eater, Spell Focus (illusion)
Skills Athletics +22 (+30 swim), Bluff +18, Intimidate +18, Knowledge (dungeoneering) +16, Knowledge (history) +16, Perception +17, Spellcraft +16
_____________________________________________________________

Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 26 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex) A creature hit by an aboleth's tentacle must succeed on a DC 26 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.

Cave Gryf:
Cave Gryf (CR 8)
XP 4,800
Usually N Large Animal
Init +5; Senses Low light, scent, Perception +13
Languages Sauran
_____________________________________________________________

AC 23 (+1 Dex, +14 natural, -1 size), touch 10, flat-footed 22, combat 28
hp 145 (10d8 + 90)
Fort +15, Ref +8, Will +6
_____________________________________________________________

Speed 30 ft.
Melee gore +15 (2d8 + 9 and toss) and
bite +15 (1d10 + 9) and
2 claws +15 (1d6 + 9)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Combat +17
Atk Options Power attack (-2, +4), toss
Special Attacks powerful charge (4d8 + 18), trample (2d8 + 16, DC 31)
_____________________________________________________________

Abilities Str 28, Dex 12, Con 26, Int 2, Wis 12, Cha 10
Feats Improved Initiative, Iron Will, Power Attack, Run, Toughness
Skills Perception +13, Survival +5
_____________________________________________________________

Toss: A creature hit by the cave gryf's gore must make a Reflex save (DC 26) or be thrown 30 ft. in a random direction away from the gryf. The creature takes 1d6 damage for being tossed, plus an additional 1d6 damage if it strikes a solid object before it travels the full distance. The tossed creature is prone when it lands.

Blackfang Rhagodessa:
Blackfang Rhagodessa (CR 9)
XP 6,400
Usually N Large Vermin
Init
+4; Senses darkvision, low-light; Perception +3
_____________________________________________________________

AC 23 (+4 Dex, +10 natural, -1 size), touch 13, flat-footed 19, combat 30
hp 128 (8d8 + 64)
Immune mind affecting
Fort +14, Ref +6, Will +5
_____________________________________________________________

Speed 40 ft., climb 40 ft.
Melee 2 pedipalps +17 (1d6 Dex damage and grab) and
bite +17 (2d6 + 24)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Combat +19 (+23 grapple)
Atk Options spring attack
_____________________________________________________________
SQ Powerful bite
Abilities Str 34, Dex 18, Con 26, Int -, Wis 14, Cha 6
Feats Spring Attack*
Skills Athletics +12 (+20 climb)
_____________________________________________________________

Grab A rhagodessa that hits with its pedipalp attack can make an immediate combat maneuver check to attempt to grapple its foe. If it grapples its foe, it can make an immediate bite attack with a +4 circumstance bonus to attack and damage.

A foe that escapes a rhagodessa's grip with an opposed grapple check suffers 1d6 points of bleed damage, as the tiny hooks and tenacious suckers within its pedipalps tear the flesh.. A foe that escapes using Escape Artist does not suffer any damage.

Powerful Bite A rhagodessa's powerful mandibles add 2x its Str modifier to damage.

Rakis-Ka:
Rakis-Ka (CR 14)
Advanced elite devourer
XP 38,400
NE Large Undead
Init
+11; Senses Darkvision, Perception +23
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
_____________________________________________________________

AC 40 (+4 armor, +7 Dex, +1 dodge, +15 natural, +4 shield, -1 size) touch 17, flat-footed 32, combat 37
hp 203 (14d8 + 140); DR 10/good
Immune undead
Defense spell deflection; SR 25
Fort +13, Ref +11, Will +15
_____________________________________________________________

Speed 30 ft.; fly 20 ft. (perfect)
Melee 2 claws +22 (1d4 + 12 and energy drain)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Combat +23
Special Actions devour soul, energy drain (1 level, DC 26)
_____________________________________________________________
Spell-like Abilities (Caster level 20th, Concentration +33) 50 points
9th – energy drain
8th – mass inflict critical wounds (DC 27)
7th – control undead (DC 26)
6th – true seeing
4th – animate dead, bestow curse (DC 23), confusion (DC 23), enervation, inflict critical wounds (DC 23) lesser planar ally
3rd – suggestion (DC 22), vampiric touch
2nd – death knell (DC 21), ghoul touch (DC 21), spectral hand
1st – mage armor, ray of enfeeblement (DC 20), shield
_____________________________________________________________

Abilities Str 34, Dex 24, Con -, Int 23, Wis 22, Cha 29
Feats Ability Focus (devour soul), Combat Casting, Dodge, Improved Initiative, Quicken Spell-like Ability, Toughness, Weapon Focus (claw)
Skills Fly +30, Intimidate +26, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +23, Sense Motive +23, Spellcraft +23
Possessions Necklace of lovelies, robe of greater disguise, expedition pavilion; Chest – cloak of comfort (x2), jungle cloak of comfort, jungle boots (x3), Pathfinder pouch, armillary amulet, dream journal of the pallid seer, Preklikin's Book of Cults, Scarab of Kheppri, grave candles (x4), salt lamp (x2), wayfinder (mossy disk – History inside)

_____________________________________________________________

Devour Soul (Su) By making a touch attack as a standard action, Rakis-Ka can deal 12d6+20 points of damage as if using a slay living spell. A DC 28 Fortitude save reduces this damage to 3d6+20. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 11 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.

Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 28 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Contingency When Rakis-Ka is reduced to 100 hp, a harm spell activates on his person, and his DR changes to 15/good and adamantine as he takes his true form.

Buffs Rakis-Ka's stats reflect an active mage armor and shield spell.

Kelmon the Quiet:
Kelmon the Quiet (CR 11)
XP 12,800
Male elder vampire rogue 10
LE Medium Undead (Augmented Humanoid)
Init +8; Senses Darkvision, Perception +24
Languages Common, Osiron, Undercommon
_____________________________________________________________

AC 33, touch 21, flat-footed 33, combat 35; uncanny dodge, 20% miss chance
(+4 armor, +8 Dex, +8 natural, +3 profane)
hp 123 (10d8 + 70); fast heal 15; DR 10/good and silver
Immune undead
Resist channel resist +4, cold 20, electricity 20
Weakness vampire
Fort +10, Ref +15, Will +6; evasion
_____________________________________________________________

Speed 60 ft.
Melee 2 slams +18 (1d8 + 9 plus energy drain)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +14
Atk Options Bravado's blade, sneak attack +5d6 (5 bleeding and dispel)
Special Actions blood drain (1d8 Con), energy drain (2 levels, DC 22)
_____________________________________________________________
Rogue Abilities (Rogue level 10th)
3/day - honeyed words
1/day - assault leader
At will - bleeding strike, dispelling attack
Constant - fast stealth

Vampiric Powers (Caster level 10th)
1/day – children of the night (3d6+1 rat swarms, 3d4+1 bat swarms, 3d6 dire wolves)
At will – beast shape II (dire bat or wolf), dominate person (30 ft., DC 22), gaseous form
Constant – spider climb
_____________________________________________________________

Abilities Str 24, Dex 26, Con -, Int 14, Wis 16, Cha 24
SQ rake's smile +3
Feats Deceitful, Skill Focus (Bluff), Skill Focus (Stealth), Stealthy, Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +21, Bluff +38, Diplomacy +10, Disguise +24, Escape Artist +25, Fly +21, Intimidate +20, Knowledge (dungeoneering) +15, Perception +24, Sense Motive +24, Sleight of Hand +21, Stealth +44, Survival +16; Racial +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Possessions amulet of mighty fists +2, elven cloak of minor displacement, leather armor +2
_____________________________________________________________

Bravado's Blade (Ex): When the vampire hits an opponent and deals sneak attack damage, he can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.

Tycho Burlow:
"Tycho Burlow" (CR 13)
Worm that Walks Male Blessed Rogue 6/Cleric 7
CE Medium Vermin
Init
+11 (+7 Dex, +4 Improved Initiative)
Senses Perception +22 (+25 vs. traps)
Languages Abyssal, Celestial, Common, Olman, Orc
_____________________________________________________________

AC 35, touch 25, flat-footed 25, combat 37
(+6 armor, +1 deflection, +7 Dex, +6 insight, +2 shield, +3 Sacred)
hp 182 (13d8 + 82); fast healing 15; DR 17/-
Immune critical hits, disease, flanking, paralysis, poison, single target/specific target spells, sleep
Weakness area effects, wind
Fort +21, Ref +20, Will +19; evasion
_____________________________________________________________

Speed 40 ft. (30 ft. in hide)
Melee +2 cold iron rapier +22/+22/+17 (1d6 + 14 /18-20)
Ranged +1 dagger +17 (1d4 + 5 /19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +12; CMB +13 (+29 grapple)
Atk Options sneak attack +7d6
Special Actions Channel energy (8/day; 7d6, DC 23, exclude 6), pounce, squirming embrace (3d6+6, DC 21)
Combat Gear poison dart (Dragons Bile)x2, pearl of force, scroll of wind walk x3, scroll of atonement, scroll of quest x3
_____________________________________________________________
Cleric Spells prepared (Caster Level 13th, Love and Exploration)
[Add +7 on caster level checks made to overcome the spell resistance of outsiders.]

5th Level: (2+2)Breath of Life, Flame Strike x2, Slay Living (Charm Monster, Teleport)
4th Level: (3+1)chaos hammer (DC 20), Divine Power, Freedom of Movement, unholy blight (DC 20), (Locate Creature, Heroism[/i])
3rd level: (3+1) Continual Light, Daylight X2, Dispel Magic (Fly, Suggestion (DC 19))
2nd Level: (4+2)Bulls Strength, Lessor Restoration X2, Owl's Wisdom, Silence, Shield Other(Locate Object, Enthrall (DC 18))
1st Level: (4+2)Bless, Dancing Lantern, Divine Favor, Remove Fear, Protection from Evil,, Protection from Evil (Expeditious Retreat, Charm Person (DC 17))
0 Level: Create Water, Detect Magic, Detect Poison, Light, Read Magic, Purify Food and Drink

Rogue Talents (Caster Level 6th)
Charmer (Ex): Once per day, Tycho can roll two dice while making a Diplomacy check, and take the better result. He must choose to use this talent before making the Diplomacy check. Tycho can use this ability 2 times per day

Honeyed Words (Ex): Once per day, Tycho can gain a +10 bonus on a single Bluff check.

Opportunist (Ex): Once per round, Tycho can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even Tycho can't use the opportunist ability more than once per round.

Redirect Attack (Ex): Once per day, when Tycho is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit him, and the creature that made the attack against him must make a new attack roll against the new target.

Tankard of the Drunken Hero (Caster Level 3rd)
1/day - heroism, remove fear
Special - cure light wounds
_____________________________________________________________

SQ door sight, adoration, surprise attacks, trapfinding, trap sense +3
Abilities Str 18, Dex 25, Con 21, Int 16, Wis 22, Cha 22
Feats Diehard, Divine Trickery, Eclectic, Improved Initiative, Insightful Strike, Selective Channeling, Turn Undead, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits Charming, Ease of Faith
Skills Acrobatics +20, Athletics +12, Bluff +20 (+21 vs people attracted to him), Craft (Beverage) +14, Diplomacy +22 (+23 vs. people attracted to him), Disable Device +22, Knowledge (nature) +5, Knowledge (religion) +16, Perception +30 (+33 vs. traps), Ride +7, Sleight of Hand +19, Spellcraft +15, Sense Motive +24, Stealth +34, Survival +17; Racial +8 Perception, +8 Sense Motive, +8 Stealth

Shaboath:
Shaboath (CR 10)
XP 9,600
N Large Construct
Init -1; Senses Darkvision, low-light vision, Perception +0
_____________________________________________________________

AC 23 (-1 Dex, +15 natural, -1 size), touch 8, flat-footed 23, combat 33
hp 127 (15d10 + 45); DR 10/-
Immune construct, acid, cold, critical hits
Defense watery concealment
Fort +5, Ref +4, Will +5
Weakness fire
_____________________________________________________________

Speed 20 ft., swim 30 ft.
Melee 4 slams +22 (2d10 + 8 plus grab)
Space 10 ft.; Reach 10 ft.
Base Atk +15; Combat +24 (+28 grapple)
Special Actions engulf
_____________________________________________________________
Supernatural Abilities (Caster level 20th)
1/minute – wall of ice
_____________________________________________________________
Abilities Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills Athletics +8 (+16 swim)
_____________________________________________________________

Engulf A shaboath can engulf a grappled opponent of its size or smaller with a successful combat maneuver check. Once inside, the victim takes 2d10+12 points of crushing damage every round. If the opponent cannot breathe water, it must hold its breath or drown. Even if it can breathe water, the shaboath's body is toxic.

Poison Inhaled, DC 19, 1d2 Con/1d4 Wisdom, 6 rounds. DC is Constitution based and includes a +2 racial bonus.

Golismorga Living Building:
Golismorga Building (CR 11)
XP 12,800
N Colossal Construct
Init -2; Senses Perception -4
_____________________________________________________________

AC 21 (-2 Dex, +21 natural, -8 size), touch 0, flat-footed 21, combat 47
hp 201 (13d10 + 130); hardness 8
Immune construct, critical hits
Weakness rigid
Fort +4, Ref +2, Will +0
_____________________________________________________________

Speed 30 ft..
Melee 2 slams +23 (6d6 + 18 plus grab)
Space 30 ft.; Reach 30 ft.
Base Atk +13; Combat +39
Special Actions constrict (6d6 + 18), trample (6d6 + 27, DC 34)
_____________________________________________________________
Abilities Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1
SQ aggrandized, dense, reinforced, stone
_____________________________________________________________

Kopru:
Kopru (CR 6)
XP 2,400
CE Medium Monstrous Humanoid (Aquatic)
Init +3; Senses darkvision, Perception +10
Languages Aquan, Olman
_____________________________________________________________

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural), combat 24
hp 68 (8d8 + 32)
Fort +6, Ref +9, Will +9
_____________________________________________________________

Speed 5 ft., swim 40 ft.
Melee tail +11 (1d8 + 4 and grab) and
2 claws +11 (1d4 + 3) and
bite +11 (1d4 + 3)
Ranged Mind thrust, 50 ft.; (4d10, Will DC 14 half)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +11 (+18 grapple)
Special Attacks Constrict (3d8 + 6), dominate
_____________________________________________________________
SQ Amphibious
Abilities Str 16, Dex 16, Con 18, Int 11, Wis 12, Cha 10
Feats Ability Focus (dominate), Combat Reflexes, Iron Will, Swim-by Attack
Skills Escape Artist +10, Perception +10, Stealth +10, Swim +16
_____________________________________________________________

Dominate (Su): 1/day; as per dominate person, Will DC 16. Range 180 ft., duration eight days.

Trog Warriors:
Troglodyte Warriors (CR 3)
Male Troglodyte warrior 3
XP 800
CE Medium humanoid (Reptilian)
Init
+1; Senses darkvision, Perception +8
Aura Stench (30 ft., DC 18 or sickened for 10 rounds)
Languages Draconic
_____________________________________________________________

AC 24, touch 11, flat-footed 23 (+5 armor, +1 Dex, +6 natural, +2 shield), combat 17
hp 55 (2d8+ 3d10 + 20); DR 2/-
Fort +8, Ref +2, Will +2
_____________________________________________________________

Speed 30 ft.
Melee Stone battleaxe +8 (1d8 + 5 /x3) or
2 claws +7 (1d4 + 3 and disease) and
bite +7 (1d6 + 1 and disease)
Ranged javelins +5 (1d6 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +7
Combat Gear Bilboa leaf (potion of cure moderate wounds)
_____________________________________________________________

Abilities Str 16, Dex 12, Con 18, Int 9, Wis 12, Cha 8
Feats Weapon Focus (axe), Weapon Specialization (axe)
Skills Perception +8, Ride +6, Stealth +6
Possessions Combat gear, stone battleaxe, medium hide armor, stone heavy shield, javelins (x2)

Dark Naga:
Dark Naga (CR 8)
XP 4,800
LE Large Aberration
Init
+5; Senses Darkvision, detect thoughts (DC 19), Perception +15
Languages Aklo, Infernal
_____________________________________________________________

AC 29 (+7 Dex, +1 deflection, +1 dodge, +7 natural, +4 shield, -1 size) touch 18, flat-footed 21, combat 29
hp 85 (10d8 + 40)
Immune mind reading, poison
Defense displacement, invisible
Fort +8, Ref +11, Will +10 (+12 vs charm)
_____________________________________________________________

Speed 70 ft.
Melee Bite +8 (1d4 + 2) and
sting +8 (2d4 + 2 and poison)
Ranged spell +11 touch
Space 10 ft.; Reach 5 ft.
Base Atk +7; Combat +10
_____________________________________________________________
Sorcerer Spells Known (Caster level 7th, Concentration +14)
4th (3/day) - enervation
3rd (6/day) – dispel magic, displacement
2nd (7/day) – cat's grace, invisibility, scorching ray
1st (7/day) – expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image
0 (at will) – daze (DC 13), detect magic, mage hand, open/close, prestidigitation, ray of frost, stabilize, read magic
_____________________________________________________________

SQ guarded thoughts
Abilities Str 14, Dex 21 (25), Con 18, Int 16, Wis 15, Cha 17
Feats Ability Focus (detect thoughts), Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguse +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +15, Sense Motive +6, Spellcraft +12, Stealth +18
Possessions collar of resistance +1, ring of protection +1
_____________________________________________________________

Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round; effect sleep 2d4 rounds; cure 1 save.
Spells A dark naga casts spells as a 7th-level sorcerer.

Buffs The stats above assume the following buffs: expeditious retreat, invisibility, shield, cat's grace, displacement

Noble Kopru:
Noble Kopru (CR 10)
XP 9,600
CE Large Monstrous Humanoid (Aquatic)
Init +4; Senses darkvision, Perception +18
Languages Aquan, Olman
_____________________________________________________________

AC 29 (+6 armor, +4 Dex, +10 natural, -1 size), touch 13, flat-footed 25, combat 36
hp 138 (12d8 + 84)
Fort +11, Ref +12, Will +13
_____________________________________________________________

Speed 5 ft., swim 40 ft.
Melee tail +20 (2d6 + 13 and grab) and
2 claws +20 (1d6 + 4) and
bite +20 (1d6 + 9)
Ranged Mind thrust, 50 ft.; (6d10, Will DC 18 half)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Combat +22
Special Attacks Constrict (6d6 + 18), dominate
Combat Gear potion of fly (x3)
_____________________________________________________________
SQ Amphibious
Abilities Str 28, Dex 18, Con 24, Int 15, Wis 16, Cha 14
Feats Ability Focus (dominate), Combat Reflexes, Iron Will, Swim-by Attack
Skills Escape Artist +19, Perception +18, Stealth +15, Swim +32
Possessions +3 studded leather armor, coral holy symbol of Demogorgon
_____________________________________________________________

Dominate (Su): 1/day; as per dominate person, Will DC 20. Range 180 ft., duration ten days.

Gug:
Gug (CR 10)
XP 9,600
Usually CE Large Aberration
Init
+5; Senses darkvision; Perception +27
Languages Aklo
_____________________________________________________________

AC 24, touch 10, flat-footed 23, combat 30
(+1 Dex, +14 natural, -1 size)
hp 127 (15d8 + 60)
Immune disease, poison
Fort +11, Ref +6, Will +12
_____________________________________________________________

Speed 40 ft., climb 20 ft.
Melee 4 claws +18 (1d6 + 7 /19-20)
bite +18 (1d8 + 7) and
Space 10 ft.; Reach 15 ft.
Base Atk +11; Combat +19
Attack Options lunge, power attack (-3, +6)
Special Attacks rend (2 claws, 1d6 + 10)
_____________________________________________________________
Abilities Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11
SQ compression
Feats Combat Reflexes, Greater Fortitude, Improved Critical (claw), Improved Initiative, Lunge, Power Attack, Skill Focus (Perception), Weapon Focus (claw)
Skills Athletics +7 (+15 climb), Escape Artist +13, Knowledge (dungeoneering) +10, Perception +27, Stealth +15, Survival +21; Racial +4 Escape Artist
Possessions bag of holding type II, ghost torch
_____________________________________________________________

Neh-Thalggu Scion:
Neh-Thalggu, Scion (CR 15)
Advanced giant brain collector sorcerer 4
XP 51,200
CE Huge Aberration (Incorporeal)
Init +11; Senses Blindsight 50 ft., Perception +28
Languages Neh-thalggu; telepathy 100 ft.
_____________________________________________________________

AC 35, touch 26, flat footed 35, combat 58
(+6 deflection, +7 Dex, +5 insight, +9 natural, -2 size)
hp 266 (16d8 + 4d6 + 180); DR 10/greater magic
Immune disease, poison; SR 26
Defense fortification 50%, uncanny dodge
Fort +15, Ref +13, Will +21
_____________________________________________________________

Speed 40 ft., fly 40 ft. (perfect)
Melee Bite +26 (3d6 + 14 and poison) and
4 tentacles +17 touch (1d6 plus 1 Str, Dex and Con drain)
Ranged Acidic ray +19 (1d6 + 6 acid)
Space 15 ft.; Reach 10 ft. (15 ft. tentacles)
Base Atk +14; Combat +30
Special Actions extract, multistrike
_____________________________________________________________
Psionics (Manifester level 10th, PP 113, Concentration +20)
5th – adapt body
4th – mindwipe (DC 20) 3 neg levels
3rd – energy burst (DC 21) 10d6+10 cold
2nd – feat leech (DC 21) 5 feats
1st - know direction and location, mind thrust (DC 21) 10d10 dmg

Sorcerer Spells Known (Caster level 12th, Concentration +22)
6th (5/day) - flesh to stone (DC 22), geas (DC 22)
5th (7/day) – dominate person (DC 21), feeblemind (DC 21), nightmare (DC 21), telekinesis (DC 21)
4th (7/day) – animate dead, black tentacles, fear (DC 20), greater invisibility, mass reduce person (DC 20)
3rd (7/day) – fly, gentle repose, slow (DC 19), tongues, vampiric touch
2nd (8/day) – arcane lock, detect thoughts (DC 18), hypnotic pattern (DC 18), see invisibility, spider climb, summon swarm
1st (8/day) – alarm, chill touch (DC 18), enlarge person, obscuring mist, ray of enfeeblement (DC 18), ventriloquism
0 (At will) – acid splash, bleed, dancing lights, daze, detect poison, ghost sound, mage hand, message, prestidigitation

Spell-like Abilities (Caster level 18th, Concentration +28)
At will – detect magic, detect psionics, dispel magic, greater teleport
_____________________________________________________________

Abilities Str 39, Dex 25, Con 28, Int 20, Wis 21, Cha 22
Feats Combat Casting, Combat Reflexes, Empower Spell, Improved Initiative, Improved Iron Will, Innate Magic, Iron Will, Multiattack, Quicken Spell, Quicken Spell-like Ability
Skills Athletics +38, Fly +11, Knowledge (arcana) +29, Knowledge (the planes) +29, Knowledge (psionics) +29, Perception +28, Psicraft +29, Stealth +22
_____________________________________________________________

Extract Brain (Su): Will DC 26, full round action every 1d4 rounds. A creature must be within reach of the brain collector's tentacles for this to function. Success deals 1d6 damage and stunned for 1 round. Failure deals 10 Constitution damage and 10 Intelligence damage. A creature slain by this attack has their brain drawn into the neh-thalggu's brain sacs.
A creature who is slain by this attack cannot be raised or resurrected through any means until his brain is recovered from the neh-thalggu.
A neh-thalggu gains a +1 circumstance bonus on Knowledge checks for each rank in the skill a creature had. It can make such Knowledge checks untrained.

Neh-thalggu can augment their powers known list by extracting the brains of psionic and spell-casting creatures. Neh-thalggu can access any power known, spell prepared or spell known from a brain they hold in their sacs. The creature can then manifest them (even spells) with its power points. It can make use of any metamagic or psionics possessed by its brains as well. It is capable of using its power points to fuel metamagic without increasing the spell's level. It pays a number of points equal to what manifesting a power of the metamagic's increase would cost.

Multistrike (Ex) A neh-thalggu can strike every opponent within reach with its tentacles.

Poison (Ex): Injury, Fort DC 29, 1d2 Str and staggered, (6); cure 2 consecutive saves

Incorporeal: A neh-thalggu is treated as incorporeal in all ways, but keeps its Strength score and natural armor (which functions against both incorporeal and touch attacks). Although a physical and solid creature, it remains slightly in sync with multiple dimensions, never fully existing in a single one at a given moment.

Ability Drain Fort DC 26 reduces to damage

Bilewretch:
Bilewretch of Holashner (CR 15)
XP 51,200
CE Huge Aberration
Init +11; Senses darkvision, Perception +17
Languages Aboleth (cannot speak)
_____________________________________________________________

AC 33 (+7 Dex, +18 natural, -2 size) touch 15, flat footed 26, combat 45
hp 297 (22d8 + 198); fast healing 15 (in black bile only)
Immune acid, fire, inhaled toxins, mind affecting, suffocation
SR 25
Fort +15, Ref +16, Will +16; Improved Lightning Reflexes
_____________________________________________________________

Speed 40 ft., swim 40 ft.; air walk
Melee 4 tentacles +25 (2d6 + 12 plus 1d6 blackbile /19-20) and
tail +24 (3d6 + 10 and grab)
Space 15 ft.; Reach 10 ft.
Base Atk +16; Combat +28 (+32 grapple)
Atk Options Combat reflexes
Special Actions breath weapon, constrict (2d8+10)
_____________________________________________________________
Spell-like Abilities (Caster level 12th, Concentration +14)
3/day – confusion (DC 16), deeper darkness, empowered poison (DC 16)
_____________________________________________________________
SQ no breath
Abilities Str 31, Dex 24, Con 26, Int 5, Wis 17, Cha 14
Feats Combat Reflexes, Critical Focus, Improved Critical (tentacle), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Sickening Critical, Tiring Critical, Toughness, Weapon Focus (tentacle), Weapon Specialization (tentacle)
Skills Perception +17, Stealth +13
_____________________________________________________________

Black Bile Black bile deals vile acid damage, repeating the next round. It deals double damage to [lawful] creatures. A bilewretch can transform a 5 ft. cube of bilestone into black bile of the world with a full round action. A bilewretch may swim and see through black bile unimpeded. When at least partially submerged in black bile, a bilewretch gains fast healing 15.

Breath Weapon 30 ft. line of black bile, 6d6 vile acid and 6d6 fire. Reflex DC 25 half. The damage repeats the following round.

Ulioth:
Ulioth (CR 16)
XP 76,800
Male noble kopru cleric 8/thrall of Demogorgon 4
CE Large Monstrous Humanoid (Aquatic)
Init +8; Senses darkvision, Perception +30
Languages Abyssal, Aklo, Aquan, Olman
_____________________________________________________________

AC 36 (+8 armor, +3 deflection, +4 Dex, +12 natural, -1 size), touch 16, flat-footed 32, combat 49
hp 372 plus 10 (24d8 + 264)
Immune fire (120 points)
Resist acid 20, electricity 10; SR 22
Fort +22 (+24), Ref +15, Will +25; (+4 vs poison)
_____________________________________________________________

Speed 5 ft., swim 40 ft.; air walk
Melee spear +36/+31/+26/+21 (2d6 + 18 plus 2d6 chaos /19-20/x3) and
tail +33 (3d6 + 16 and grab) and
bite +33 (1d6 + 11)
Ranged Mind thrust, 50 ft.; (2 targets, 6d10, Will DC 28 half)
Space 10 ft.; Reach 15 ft. (25 ft. with spear)
Base Atk +22; Combat +32 (+36 grapple)
Special Actions Aura of corruption, channel energy (9/day, 4d6, DC 20), constrict (6d6 + 25), corrupting touch, dominate, dual actions, Thrall to Demon
Combat Gear [color=red]potion of blur, potion of resist acid, wand of cure moderate wounds (12 charges)[/color]
_____________________________________________________________

Cleric Spells prepared (Caster level 10th, +14 vs SR, Concentration +16); Domains Corruption, Demonic
5th (5+2/day) – breath of life, feeblemind (DC 22), flame strike (DC 22), greater command (DC 22), lesser planar binding, spell resistance, wall of stone
4th (4+2/day) – air walk, control water, cure critical wounds, dimensional anchor, divine power, enervation
3rd (5+2/day) – contagion (DC 20), cure serious wounds, dispel magic x2, protection from energy, rage x2
2nd (6+2/day) – bear's endurance x3, bull's strength x3, demoncall, pox pustules* (DC 19)
1st (6+2/day) – bless, comprehend languages, divine favor, doom x2 (DC 18), shield of faith x3
0 (At will) – bleed, create water, guidance, light, resistance, stabilize

Supernatural Abilities
Hypnosis – Will DC 20 vs hypnotism, 30 ft. gaze
Touch of fear – Will DC 20 vs frightened 1d4 rounds
_____________________________________________________________

SQ reaching touch
Abilities Str 29 (33), Dex 19, Con 28 (32), Int 18, Wis 24, Cha 22
Feats Ability Focus (dominate), Combat Reflexes, Greater Spell Penetration, Improved Critical (spear), Improved Initiative, Improved Natural Attack (tail), Iron Will, Spell Penetration, Swim-by Attack, Thrall to Demon (Demogorgon), Weapon Focus (spear), Willing Deformity
Skills Athletics +35 (+43 swimming), Escape Artist +20, Intimidate +22, Knowledge (arcana) +20, Knowledge (the planes) +25, Knowledge (religion) +31, Perception +30, Spellcraft +20, Stealth +20
Possessions +4 chain shirt, +2 anarchic spear, portable hole (restorative ointment), coral and bilestone holy symbol of Demogorgon
_____________________________________________________________

Aura of Corruption For 8 rounds/day, Ulioth can produce a 30 ft. radius aura of corruption, within which energy resistance, damage reduction, fast healing, and healing spells are negated. A creature can make a Fortitude save (DC 22) to reduce this effect to half.

Dominate (Su) 1/day; as per dominate person, Will DC 30. Range 180 ft., duration twenty four days.

Dual Actions 4/day Ulioth can take two full rounds' worth of actions in the same round.

Buffs
Divine power - +3 atk/dmg, +10 temp hp plus additional attack; 10 rounds* ran out
Divine favor - +3 atk/dmg; 10 rounds* dispelled
Bull's strength - +4 Str; 10 minutes
Bear's endurance - +4 Con; 10 minutes
bless - +1 attack; 10 minutes
Spell resistance - 22 SR; 10 minutes
Air walk - swim through air; 100 minutes
Comprehend languages - understand PCs; 100 minutes

On bodyguards
Bear's endurance - +4 Con; 10 minutes
Guidance - +1 to first attack
Resistance - +1 saves; 10 rounds

Noble Kopru Bodyguards:
Ulioth's Bodyguards (CR 10)
XP 9,600
CE Large Monstrous Humanoid (Aquatic)
Init +4; Senses darkvision, Perception +18
Languages Aquan, Olman
_____________________________________________________________

AC 32 (+6 armor, +3 deflection, +4 Dex, +10 natural, -1 size), touch 16, flat-footed 28, combat 39
hp 174 (12d8 + 130)
Fort +15, Ref +13, Will +14
_____________________________________________________________

Speed 5 ft., swim 40 ft.; fly 60 ft. (good)
Melee tail +24 (2d6 + 18 and grab) and
2 claws +24 (1d6 + 6) and
bite +24 (1d6 + 12)
Ranged Mind thrust, 50 ft.; (2 targets, 6d10, Will DC 18 half)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Combat +22
Special Attacks Constrict (6d6 + 24), dominate
Combat Gear potion of fly (x3)
_____________________________________________________________
SQ Amphibious
Abilities Str 28 (34), Dex 18, Con 24 (30), Int 15, Wis 16, Cha 14
Feats Ability Focus (dominate), Combat Reflexes, Iron Will, Swim-by Attack
Skills Escape Artist +19, Fly +8, Perception +18, Stealth +15, Swim +32
Possessions Combat gear, +3 studded leather armor, coral holy symbol of Demogorgon
_____________________________________________________________

Dominate (Su): 1/day; as per dominate person, Will DC 20. Range 180 ft., duration ten days.

Active Buffs bless +1 atk, bear's endurance +4 Con, fly, resistance +1 saves

Ulioth's reflects a statblock in use, as it was adjusted during the epic combat with him. As such some of the buffs may or may not be reflected in the numbers. Sorry.


Ohhh !!

Thank you, you save my life !!


Jivvin wrote:

Ohhh !!

Thank you, you save my life !!

Oh, I forgot to mention. One of my houserules rolls Climb and Swim into a single skill (Athletics) For most of these monsters, you should switch it to which ever one makes most sense (Swim for kopru, climb for rhagodessa, etc.)


thanks for the precision. I've understood too, that AC Combat was CMD and Attack combat was CMB :)

Is your monsters handmade, or did you use some particular stuff (monster builder and so on...) ?

I try to make some monsters with PCGen, but the result was not very good. IMO, it's a good stuff for NPC, but not for monsters.

Did you convert Emraag the gluton, too ?

Some of your monsters (Tycho, kelmon) do not appear in the adventure, it seems. Are they random encounters ?

In all cases, thank you for your work. It's very helpful to me.


Jivvin wrote:
I try to make some monsters with PCGen, but the result was not very good. IMO, it's a good stuff for NPC, but not for monsters.

How are you making the monsters? To make a default whatever, click on the Template/ Monster Kit(?) button on the summary page and then apply the Default Whatever kit before doing anything to the character. That will give you the starting source monster.


Hi,

I run my first session of Lightless Dephts, and it was very fun.

Here is my (little) contribution to the conversion of the STAP :

Emraag The Gluton:
Emraag Le Glouton, Dragon Turtle ( +7HD Advanced ) CR 15
XP 51200
N Gargantuan dragon (aquatic)
Init +0; Senses low-light vision, darkvision 60 ft., scent; Perception +25
DEFENSE
AC 34, touch 6, flat-footed 34 (+28 natural, -4 size), CMD 41
hp 337 (19d12+208)
Fort +19, Ref +11, Will +14;
Immune fire, sleep, paralysis;
OFFENSE
Speed 20 ft., swim 30 ft.
Base Atk 19; CMB +31;
Melee bite +29 (4d6+14), 2 claws +29 (2d8+14)
Space 20 ft.Reach 15 ft.
Special Attacks breath weapon, capsize
STATISTICS
Str 40, Dex 10, Con 27, Int 16, Wis 17, Cha 16;
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Natural attack (Bite), Power Attack, Improved Critical (bite), Great Cleave, Vital Strike
Skills Diplomacy +25, Intimidate +25, Perception +25, Sense Motive +25, Stealth +10, Survival +25, Swim +33; Racial Modifiers +8 Stealth in water
Languages Aquan, Common, Draconic
SPECIAL ABILITIES
Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 27 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex) A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (sailor) check, whichever is higher. For each size category larger than the dragon turtle's size, it takes a cumulative -10 penalty on this CMB check.


Jivvin wrote:

thanks for the precision. I've understood too, that AC Combat was CMD and Attack combat was CMB :)

Is your monsters handmade, or did you use some particular stuff (monster builder and so on...) ?

I try to make some monsters with PCGen, but the result was not very good. IMO, it's a good stuff for NPC, but not for monsters.

Did you convert Emraag the gluton, too ?

Some of your monsters (Tycho, kelmon) do not appear in the adventure, it seems. Are they random encounters ?

In all cases, thank you for your work. It's very helpful to me.

I made my monsters by hand. I did convert Emraag. Tycho was a PC that left the game and so I had his character turn into a monster for the PCs to fight in order to get rid of him (rather than run him for the rest of the adventure). Kelmon was designed as the right hand man of Rakis-Ka when I decided to give that guy a bigger role.

Grand Lodge

I hope that I won't get in trouble for necroposting, but I have recently discovered "The Savage Tide" Adventure Path and wish to run it in the Golarion Campaign Setting using the Pathfinder rules. Looks like some of the links are dead.

If anyone out there would be kind enough to share their conversion notes and materials, I would be delighted to see them.

I hope that you will be kind to a nugget if there is hostility toward necroposting.


I'm currently running ST through Pathfinder rules in the Greyhawk setting.

I've got notes up on Google Drive for the first 4 adventures, currently converting as I go (on Tides of Dread at present)

Send me a message with your details and I'll share.

TBA


TBA, I'd be interested. mittean@hotmail.com


mittean wrote:
TBA, I'd be interested. mittean@hotmail.com

No problem, added you :)


Crap! Make it gmail not hotmail. Sorry, TBA.


No worries, done :)


I'd be interested to look at the conversions as well.

heliopolixATgmailDOTcom


1 person marked this as a favorite.

Added.

Tides of Dread conversions should be up in the next week or two


Thanks, man!


Awesome. Thanks, TBA.


I'd like to see those conversions, TBA, if the offer still stands. Thanks!

lucendar@gmail.com


Added :)

Most of ToD posted up, there's a lot of files there, more covering Farshore and Temute.

Still missing the last part (Crimson Sunset), hope to have that complete in the next week.


Great job, TBA. :) Thanks.


TBA,

I would like to see your conversions as well.

gregfoster63 AT yahoo.com

Thank you very much!


No worries, have added you :)

Tides of Dread - Crimson Sunset, and my version of Vanthus should be up this week


TBA wrote:
No worries, have added you :)

It is I...the original poster! My campaign fizzled out ages ago, but I'd like to see your conversions. Can you add me to your document? tracerbullet42@gmail.com


Added :)


My Vanthus is now up... he's really quite nails, I certainly think that I'm going to kill a PC or two with this guy

I've also added a credits file to highlight the people I've pinched ideas, items, etc from. Credit where credit is due :)

The Exchange RPG Superstar 2010 Top 32

I'd love to see this too :-)

foolish.child@gmail.com please


No problem, added :)

The Exchange RPG Superstar 2010 Top 32

Thanka! Vanthus is indeed a beast :-)

Thanks for the hat-tip. No idea which ideas you liked but I'm glad you did :-)


Hello,

I'd like to see this conversions too.

jean-luc.martinez@laposte.net

Thank you !


Done :)


I too would like to see it, please! :)

Contact me at:
bellonarpg at gmail dot com


No problem, added it :)


Indeed, it would not hurt to have a gander at what another fellow DM has modified for the Savage Tide path. If you could kindly share, I can be contacted at the e-mail below.

E-mail:
sambadromo2010@hotmail.com

Much appreciated.

CB out.


Thank you for sharing !


Added CB :)


I would like it also.

Spoiler:
concerro@yahoo.com


Added, enjoy :)


Thank you! :)


Thanks. I will check my email now..:)


Huh, looking around for conversion information, I find a years-old thread - with new posts. TBA, sir, I would appreciate the opportunity to peruse your efforts, as well.

ainvargATyahooDOTcom

Thanks for offering to share your work.


No worries, have added you :)

Liberty's Edge RPG Superstar 2013 Top 16

It's been a year or so since I shilled my conversions here, and there seems to be renewed interest out there.

I have chapters 7-12 converted on Google Drive. Anybody who's interested can PM me for an invite.


Can vouch for Charlie's stuff being pretty awesome.

Thought I was in on this thread but apparently I'm not! TBA, if you wouldn't mind adding me as well, I'd be interested in seeing your take as well.

email here:
axioanarchist @ hotmail . com


Added Orthos

I've just started work on chapter 6... I'm going to be delving into Charlie Bells work for 7 through 12 (with some tweaks for my campaign), so hopefully it should speed up a little.

Charlies work is really good, so I'd recommend people take a look!


I'd love one, Charlie. Thanks.

email:


For those following my conversion notes, I've reshuffled the files in my drive to make a little more sense (it was all just dumped in one place before)

Also started to post up stuff from Chapter 6


Thanks, TBA!


I am halfway through converting "Wells of Darkness," and I can tell you it is probably the most annoying one to convert (so far). If you just do the smallest of conversion methods, sure, it is easy. When you are trying to go all the way with a proper and robust conversion, this adventure is just, gah! The Abyssal Ant Swarm do not convert properly (and I find the original 3.5 version's CR to be highly suspect), the abyssal ghouls are a cliche, the chasmes are underpowered for their CR (at least the 3.5 version is, in my opinion), and the rager varrangoins, while cool, are messed up, mechanically speaking. Do not get me started on how much work I will have to do on the bar-lguras in this adventure. Complete makeover, I'd wager.

I understand some people decided to skip this adventure altogether (or at least the majority of the available combat encounters), but has anyone else, in converting this adventure, had the same level of difficulty or am I just punishing myself in this endeavour?

Cheers!

CB out.

Liberty's Edge RPG Superstar 2013 Top 16

1 person marked this as a favorite.

The closer you get to the end of STAP, the harder the conversions get. There are lots of weird non-OGL critters like the bar-lgura and varrangoins, so you can't use a PF Bestiary version as the base. Also, many of them have class levels in non-OGL classes or PrCs, or non-OGL templates.

For instance, General Gromsfed is a non-OGL monster, with a non-OGL template that only could be found in a back issue of Dragon mag, and a non-OGL PrC. IIRC that was the only monster I just said screw it and replaced with a different one--in my case, an aquatic themed custom balor lord.

There's another demon that's a glabrezu with both additional HD and a non-OGL PrC (mortal hunter from BoVD, the spell list of which also includes a bunch of BoVD spells). That one was a pain, too.


Aye, that does seem to hold true. And you are correct, General Gromsfed looks like a headache to properly convert. Luckily I had already decided long ago that I would be replacing him with one of the dead pcs of the campaign, who was actually one of the most vile characters in the campaign itself (for STAP, that's saying a lot). That particular dead pc should inspire real dread in the players, heh.

I did not notice it at first, but again, you're right, they really went out of their way to use different monsters in STAP, moreso than any other Adventure Path they had previously done. Weird but cool.

I'm going to hold off on doing conversions for Enemies of My Enemy and The Prince of Demons until the Mythic book comes out this summer. I know it's not really "epic" rules per se, but it will no doubt give me additional tools to make the demon lords and Iggwilv really stand a cut above everyone else.

CB out.

51 to 100 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Converting Savage Tide to Pathfinder? All Messageboards

Want to post a reply? Sign in.