Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Monster Replacements-- MM2, FF, MotP
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author Comment
errant42
Here for a while
(4/22/03 10:52 am)
Reply
Monster Replacements-- MM2, FF, MotP
Here are some monster substitutions that I've made in the later chapters of the adventure. Some are straight from resources unavailable at the time of release (like MM2 and FF), others are created using the Pseudonatural template (from T&B and MotP).

*CRM, Area 149: Change the Gray Render to a Zovvut (Demon, MM2 58 ) . The Zovvut's CR is one higher, but without the glyph-tattooes given to the Gray Render, it should balance out. This change works well with the Demonologist version of Eeridik (see the Vile Changes thread).

*Outer Fane, Area 20: Replace the 2 Flesh Golems with 1 Rogue Eidolon (MM2 180). Actually, just a "regular" Eidolon, as this one hasn't gone "rogue." I like this fit because the Rogue Eidolons were constructs made by ancient cults of dark, forgotten gods... like the Doomdreamers.

*Outer Fane, Area 23: Replace the 2 "Hounds of Darkness" (Shadow Mastiffs) with 1 Darkententacles (MM2 54). This supports the whole tentacle motif, and fits better than a couple of dogs.

*Outer Fane, Area 38: Change the Succubus to a Darkweaver (FF 39). I've often felt that the large demonic presence in the Fanes was mostly due to Monte not having access to more interesting and appropriate creatures. That said, I made an effort to replacve most of the demons with other, more unspeakable things. The Darkweaver, with its high Int, writhing tentacles, and nasty powers, seemed a perfect fit, even though its CR is 1 higher.

*Outer Fane, Areas 39-40: IMC, a nefarious Transmuter/Alchemist allied with the cult (Nisir-Necmi; see the Rastor Information thread) escaped Rastor when the PCs burned down his hideout... so I decided to move him to the Outer Fane and replace Ukemil. Likewise, the kennels are now populated with the subjects of his vile experiments: pseudonatural horrors created by his twisted magics. Below are his (revised) stats, and a few creatures to replace the fiendish dire lions: a gibbering mouther and 6-headed hydra with the pseudonatural template applied, and a rukanyr (FF 144), which is nasty and bizarre enough that it doesn't need a template. Note that Nisir-Necmi's new stats give him levels in 2 PrCs (Alienist and Master Alchemist)... this is something I usually try to avoid, but it seemed appropriate in this case, and didn't really boost his power much (if at all).

Nisir-Necmi: Male human Wiz (Trans) 5/ Alienist 2 [T&B]/ Master Alchemist 2 [MaF]; CR 9; Medium humanoid; AL NE
Str 10, Dex 11, Con 16 (+3), Int 17 (+3), Wis 10, Cha 7 (-2).
HD 9d4+27; hp 55
Init +0; Spd 30 ft
AC 10 (touch 10, flat-footed 10)
Melee quarterstaff: +4 (1d6)
SQ Specialization: Transmutation (opposed: Evocation), Summon Alien, Alien Blessing, Faster Brewing (2/day), Enhanced Brewing (4th level spells)
SV Fort +6, Ref +3, Will +9

Skills: Alchemy +17, Concentration +15, Knowledge (Arcana) +15, Knowledge (The Planes) +13, Scry +15, Spellcraft +15
Feats: (Scribe Scrolls), Alertness, Brew Potion, Skill Focus (Alchemy), Magical Artisan (Brew Potion) [FRCS], Spell Focus (Transmutation), Greater Spell Focus (Transmutation) [T&B]

Spells (Wiz9; DC 13 + spell level [Transmutation +4]; 4+1/ 5+1/ 5+1/ 4+1/ 2+1/ 1+1)
0: +acid splash [MaF], arcane mark, dancing lights, *daze, *detect magic, *detect poison, disrupt undead, flare, ghost sound, *light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance
1: *animate rope, *burning hands, *cause fear, charm person, *color spray, endure elements, +enlarge, grease, mage armor, reduce, *sleep, spider climb
2: *arcane lock, cat's grace, *choke [T&B], invisibility, levitate, owl's wisdom [T&B], +rope trick, *summon monster II, *web, *whispering wind
3: *blink, create crawling claw [MoF], *flame arrow, fly, +haste, *hold person, *Mestil's acid breath [MaF]
4: fire trap, +polymorph other, *polymorph self, *gutsnake [MaF], stoneskin
5: *cloudkill, +Lutzaen's frequent jaunt [MaF], teleport

Possessions: Spellbook, Quarterstaff, Harrow Rod [BoVD], Potions: Endure Cold, Endure Fire, Mage Armor, Invisibility, Fly, Stoneskin.


Pseudonatural Gibbering Mouther: CR 6; Medium outsider; AL N
Str 10, Dex 13 (+1), Con 12 (+1), Int 4 (-3), Wis 13 (+1), Cha 13 (+1)
HD 4d8 + 4; 27 hp
Init +1; Spd 10 ft, swim 20 ft
AC 19 (touch 11, flat-footed 18 )
Melee 6 bites: +4 (1)
SA Gibbering (Confusion, Will DC 13, 1d2 rnds), spittle (Blinding, Fort DC 13, 1d3 rnds), improved grab, blood drain (grab + 2 grapples: 1 Con damage/ rnd, Str DC 12 to remove), engulf (3 grabs: Ref DC 14, makes 12 bite attacks/ rnd vs engulfed char), ground manipulation, true strike (1/day)
SQ Amorphous (immune to criticals, can't be flanked), electricity and acid resistance 10, DR 5/+1, SR 8, alien form (others get -1 morale penalty to hit)
SV Fort +2, Ref +2, Will +5
Skills: Listen +8, Spot +12
Feats: Weapon Finesse (bite)


Pseudonatural 6-Headed Hydra: CR 6; Huge outsider; AL N
Str 17 (+3), Dex 12 (+1), Con 20 (+5), Int 3 (-4), Wis 10, Cha 9 (-1)
HD 6d10 + 30; hp 70
Init +1; Spd 20 ft, swim 10 ft
AC 15 (touch 9, flat-footed 14)
Melee 6 bites: +5 (1d10+3)
SA true strike (1/day)
SQ scent, Electricity and acid resistance 10, DR 5/+1, SR 10, alien form (others get -1 morale penalty to hit)
SV Fort +10, Ref +6, Will +2
Skills: Listen +6, Spot +6
Feats: Combat Reflexes


*Inner Fane, Level 1: Replace the Half-Dragon template on the Tyrannosauruses to Pseudonatural. This seemed to me to be another case of Monte using something from MM just because there wasn't anything more appropriate available. I went ahead and kept the (acid) breath weapon, it just seemed to fit...

Pseudonatural Tyrannosaurus: CR 11; Huge outsider; AL N
Str 28 (+9), Dex 12 (+1), Con 19 (+4), Int 3 (-4), Wis 15 (+2), Cha 10
HD 18d10 + 72; 184 hp
Init +1; Spd 40 ft
AC 14 (touch 9, flat-footed 13)
Melee bite: +20 (5d8+13)
SA improved grab, swallow whole (grapple: 2d8+8 crushing plus 8 acid /rnd, 25 slashing to escape), true strike (1/day), line of acid (1/day, 6d4, Ref DC 17)
SQ scent, Electricity and acid resistance 20, DR 10/+3, SR 25, alien form (others get -1 morale penalty to hit)
SV Fort +15, Ref +12, Will +8
Skills: Listen +1, Spot +11


Inner Fane, Level 3: Change the Vrock to a Skybleeder (FF 155). Again, replacing a demon with a more alien creature, to fit with the cthulhu-esque theme. We lose 1 CR, but with some of these other changes, the PCs deserve a little break now and then.

Edit: grrr.... I HATE those damn little smiley faces...

Edited by: errant42 at: 4/22/03 11:01:17 am
Andorax
Still here? Wow.
(4/22/03 12:02 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Minor request...something I did with my own Pseudonatural suggested additions. Could you provide a visual description of the Pseudonatural creatures? I like to have something to provide the "what the heck" effect with my players.


Also, did you perchance to see my Corrupt Tyrranosaurus suggestion in the BoB's BoVD section? What did you think of it?

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

errant42
Here for a while
(4/22/03 3:25 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Okay, I was being lazy. I thought I'd get away with it, but you called me on it. Darn it. Anyway, here we go (we'll assume that the unaltered monsters from MM2 and FF conform to their descriptions in those books, except that the Eidolon has a glowing purple Obex in place of its face):

Pseudonatural Gibbering Mouther: This loathesome abomination is, if possible, even more horrifying than a normal gibbering mouther. It appears as an amorphous blob dotted with mouths and eyes. Its skin has the sheen of oil on water, with swirling patches of sickly greens, cadaverous greys, and revolting purples constantly bubbling to the surface. The jagged-toothed mouths shriek and babble in some incomprehensible language, and the alien eyes pulsate with unspeakable madness.

Pseudonatural 6-Headed Hydra: This creature’s body is chitinous and serpentine, a long, segmented cylinder ending in a fleshy knob. Six thick limbs radiate from the knob, each of which ends in a barbed spike with which the creature impales its foes. In the center of the knob is a lidless yellow-green eye, surrounded by a number of smaller, pupil-less eyes of various colors.

Pseudonatural Tyrannosaurus: Enormous and slug-like, this horrors appears as pulsing, translucent bag of twisting, knotted organs, topped by a lamprey-like mouth lined with dripping, sword-sized teeth. It has no apparent sensory organs or limbs, but seems more than able to discern the location of potential prey, and move to it with a disturbing wave-like motion. Those unfortunates who are swallowed can be seen inside, even as they are dissolved in the creatures acidic digestive tract.


P.S. I think I did see the Corrupted Tyrannosaurus a while back, but I forgot about it... hmm. I like that one as well. Now I'll have to decide which one I'm going to use.

errant42
Here for a while
(4/24/03 11:07 am)
Reply
Thrommel the Death Knight (MM2)
I find the idea of a Death Knight Fallen Paladin much more compelling than a Vampire. So this was (to me) a natural substitution. IMC, Thrommel was a Paladin of Tyr and Lord-Knight of the Order of the Radiant Heart rather than a Prince, but I've edited the FR-specific stuff out of the background... and the stats should work fine either way.

Thrommel
Thrommel was instrumental in the first fall of the Temple of Elemental Evil, but in assuring its destruction and the escape of his comrades, he sacrificed himself. In so doing, however, he fell into the hands of the Doomdreamers—his final sacrifice was not fatal, as he had anticipated. He awoke, fully healed, in the Inner Fane of the Temple of All-Consumption. Years of torment at the depraved hands of the Doomdreamers failed to break his spirit. Finally, frustrated with their continued failures, the Triad made a dire decision: to send him into the Dreaming Stone to commune directly with dread Tharizdun. The creature that emerged had little in common with the noble paladin that had entered—weeks spent with the Dark God, isolated from Heironeous's sight, had warped his mind, body, and spirit beyond repair. He was a death knight, a fallen paladin, and his lofty ideals of justice and valor had been subverted to Tharizdun’s purpose: fairness could only be achieved with the complete equality of all creatures, and that could only be achieved with their deaths. All of existence sinned against the perfection of nothingness, and only by destroying everything could that unforgivable sin be washed away.

Thrommel: Male Human Death Knight [MM2] Pal3/ Blk9 [DMG]; CR 15; Medium undead; AL CE
Str 22 (+6), Dex 12 (+1), Con --, Int 11, Wis 17 (+3), Cha 18 (+4)
HD 12d12 + 24; hp 126
Init +5; Spd 20 ft
AC 28 (touch 11, flat-footed 27)
Melee +2 unholy longsword: +21/+16/+11 (1d8+8 +2d6 vs. good, 19-20); or Negative Energy Touch: +12/+7/+2 (1d8+4, 1 Con, Will save DC 20 for half, no Con damage)
SA Abyssal Blast (as fireball except: 6d6 fire + 6d6 divine power; Ref save DC 20 for half), fear aura (15 ft rad, 5 HD or less must Will save DC 20 or affected by Sor12 fear spell), Rebuke Undead (7/day, Lvl 7, d20+4, 2d6+11 HD), Smite Good (2/day, +4 attack, +9 damage), Sneak Attack +2d6
SQ DR 15/+1, Immunities (cold, electricity, polymorph, plus Undead Traits), SR 22, Turn Immunity, Holy Word banishes, Detect Good (at will), Poison Use, Aura of Despair (enemies in 10ft suffer –2 to saves), Lay on Hands (36 hp/day)
SV Fort +13, Ref +9, Will +11

Skills: Bluff +12, Concentration +11, Hide +6, Jump +12, Knowledge (history) +3, Knowledge (nobility/royalty) +3, Knowledge (religion) +3, Listen +13, Move Silently +2, Ride (horse) +13, Search +9, Sense Motive +11, Spot +13
Feats: Power Attack, Cleave, Sunder, Improved Initiative, Combat Reflexes, Weapon Focus (longsword)

Spells (Blk9; DC 13 + spell level; 3/ 3/ 2/ 1)
1: doom, inflict light wounds (x2)
2: bull’s strength, death knell, inflict moderate wounds
3: deeper darkness, protection from elements
4: inflict critical wounds

Possessions: +2 unholy longsword, +1 full plate armor, +1 large steel shield, ring of counterspells (fireball)

Andorax
Still here? Wow.
(4/24/03 11:23 am)
Reply
Re: Thrommel the Death Knight (MM2)
Quote:

Pseudonatural Tyrannosaurus: Enormous and slug-like, this horrors appears as pulsing, translucent bag of twisting, knotted organs, topped by a lamprey-like mouth lined with dripping, sword-sized teeth. It has no apparent sensory organs or limbs, but seems more than able to discern the location of potential prey, and move to it with a disturbing wave-like motion. Those unfortunates who are swallowed can be seen inside, even as they are dissolved in the creatures acidic digestive tract.


P.S. I think I did see the Corrupted Tyrannosaurus a while back, but I forgot about it... hmm. I like that one as well. Now I'll have to decide which one I'm going to use.




Great descriptions!

Why decide? There ARE two of them, after all ;)

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

errant42
Here for a while
(4/24/03 1:18 pm)
Reply
2 Tyrannosaurs, 2 Templates
Hmm... good point. Two creatures that look drastically different (but both horrifying), yet with similar (but not identical) stats. Yeessss.... I foresee some PCs with big wet spots in front of their pants soon.

sleezesteve 
Looking around
(4/26/03 10:42 am)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Quote:
Nisir-Necmi: Male human Wiz (Trans) 5/ Alienist 2 [T&B]/ Master Alchemist 2 [MaF];


Forgive my ignorance but what is MaF? :o

Edited by: sleezesteve  at: 4/26/03 10:46:04 am
errant42
Here for a while
(4/26/03 1:32 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
MaF = Magic of Faerun.

The Master Alchemist class basically just lets the character create potions of higher level spells... even if you don't have access to MaF, you should be able to use him, as none of his abilities (other than a few spells) require much more detail to use. Of course, you could also just swap out his Master Alchemist levels with more Alienist levels (if you have T&B), or Transmuter levels (if not).

Caedrel
Here for a while
(4/26/03 9:10 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
I like the Death Knight version of Thrommel, errant, but it doesn't seem to leave the redemption option open that has such compelling rp potential...

errant42
Here for a while
(4/26/03 11:15 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Not in the "bring him back to the good side" type of way, but more in the "Darth Vader at the end of Return of the Jedi" way. I can see him having a change of heart just in time to help the PCs at a pivotal moment, dragging some powerful foe (who the PCs are doing poorly against) down into the Abyss with him, glancing back apologetically as he descends.

Of course, this is only if the PCs put a great deal of effort into saving him... I've been dropping hints and information about his past, so if my players get over their tendency to attack all undead without hesitation, they might. I hope so... I'd hate for such an interesting role-playing opportunity slip by.

mirrorsh
Here to stay
(4/27/03 7:25 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Does anyone have a decent suggestion for a drop-in replacement to the death knight's fireball attack? I know it's true to the original death knight, but... well, fireballs just seem like a death "wizard" thing to do, not a death "knight" thing to do.

Would a chain lightning-type effect by an ok replacement? This would make him like the Emperor-by-proxy (darth vader is a darned good Star Wars death knight analogy and is kinda like the emperor so....)

I was also thinking of enervation, but I'm not sure how to make that "grow with the hit dice." Maybe the lack of save and increasingly better BAB for the touch attack is "growth" enough. Still doesn't seem to be in the same league. A mass enervation effect? I don't know the best way to make it on par with his fireball though... (chain enervation?)

errant42
Here for a while
(4/28/03 9:18 am)
Reply
Re: Monster Replacements-- MM2, FF, MotP
Well, with a less powerful spell-like ability (like enervation) replacing the abyssal blast, you could increase the times per day (I forget to put it up, but he can only use the blast once per day). Chain lightning would be about on the same level as the blast, since it doesn't cap out at 10d6 like a normal fireball. Or, if you want to go with the Dark Vader motif, maybe Telekinesis and Choke (from T&B), 3/day each.

RiotGearEpsilon
Here for a while
(4/29/03 8:41 pm)
Reply
Re: Monster Replacements-- MM2, FF, MotP
If you have the BoVD, make his sword glow red hot with abyssal fire, cauterizing the wounds OPEN. I.E., make his attacks do vile damage.

Eltern
Here for a while
(4/30/03 7:11 pm)
Reply
Rex
Andorax, where can I find the stats for your corrupted rex? I looked in your campaign log and didn't see it, maybe I missed it.

Eltern

Infiniti2000
Still here? Wow.
(5/1/03 6:07 am)
Reply
ezSupporter
Re: Rex
They are in the BotB Page 2, though it says Grumgarr's description...so who was it?

Grumgarr
Here for a while
(5/1/03 6:10 am)
Reply
Re: Rex
I believe the stats were indeed Andorax's work (and having used them...euooooo!) - I merely felt inspired to supply a suitably nasty description.

Grumgarr

Eltern
Here for a while
(5/1/03 3:26 pm)
Reply
Thanks
Thanks

Eltern

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.246g
Copyright ©1999-2003 ezboard, Inc.