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Xel565
Here for a while
(2/27/03 12:12 pm)
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Deck of many things
Does anyone have a chart or a way to randomly determine what the outsider is that plagues the player if he draws the flames card in the deck in the inner fane?

Xel

Entropius
Here for a while
(2/27/03 12:33 pm)
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the outsider
I'd probably make it a beastie from the Monster Manual (demon or devil) with CR 1 or 2 greater than the level of the PC.

Infiniti2000
Here quite a while
(2/27/03 12:41 pm)
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ezSupporter
Re: the outsider
Just an idea, but the Deck does not specify a demon or a devil. It might very well be a celestial being, which would make for a very interesting situation. What side will the rest of the party choose? How will the affected player react, if good-aligned?

Andorax
Still here? Wow.
(2/27/03 3:38 pm)
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Re: the outsider
Random, schmandom. Picking's always better, and given the location and circumstances, I'd suggest something Pseudonatural and bizarre.

"Whadda ya mean, Orcs get levels too?!?"

benhamtroll
Here to stay
(2/27/03 3:44 pm)
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Re: the outsider
It should look like Monte. ;)



There's no business like gnoll business

Entropius
Here for a while
(2/27/03 5:22 pm)
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Maybe a hybrid elemental?
In the 2E Monster Manual, there was an entry for "tempest"; a sort of hybrid elemental. The things were huge and nasty... too huge and nasty to convert and use here.

Maybe the summoned outsider could be a similar crossbreed-elemental, however, with a demonically-infused or somesuch template thrown on?

Maybe something like this (this is based on a 16 HD elemental, adjust to fit whatever CR is needed):

Hybrid Elemental Thingie

Huge Elemental (Air, Earth, Water, Fire)
Hit Dice: 16d8+114 (186 hp avg.)
Initiative +7 (Dex)
Speed 20 (swim 40, fly 60 (perfect))
AC 23 (-2 size, +7 dex, +8 natural)
Attacks: 2 slams +15 melee (2d10+7), plus 1 slam +15 melee (2d8+7), plus 1 slam +15 melee (2d8+7 and 2d8 fire and burn) ([i]one per element[/i])
Face/Reach: 10x5/15
Special attacks: Burn, push, drench, vortex, whirlwind
Special qualities: Elemental, damage reduction 15/+2, fast healing 5, SR 20
Saves: +17 Fortitude, +17 Reflex, +12 Will
Abilities: Str 24, Dex 24, Con 24, Int 12, Wis 14, Cha 14
Skills: Listen +19, Spot +19
Feats: Dodge, Power Attack, Improved Critical (slam), Multiattack

Spell-like abilities as Sor10.: Roll 1d6 each round.
1: Empowered [i]Melf's acid arrow[/i] (ranged touch +17)
2: [i]Fireball[/i], save DC 20
3: [i]Lightning bolt[/i], save DC 20
4: [i]Ice storm[/i], save DC 21
5: Maximized [i]blast of force[/i], save DC 20 (Tharizdunic force effect)
6: Roll twice

The elemental can use whichever ability(ies) the roll indicates each round, as a standard action. (Should this be "free action"? That could get positively nasty.)

Burn, push, vortex, drench, whirlwind: As described in the Monster Manual.

Elemental traits: Immune to fire, cold, acid, and electricity. Able to move through earth and stone as if it were solid ground.

CR 12.

The physical appearance of such a beastie is left as an exercise for the reader.

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