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    Canonfire :: View topic - Isle of the Ape conversions!
    Canonfire Forum Index -> Greyhawk- EpicHawk
    Isle of the Ape conversions!
    Author Message
    Mad Archmage of the Oerth Journal

    Joined: Dec 09, 2002
    Posts: 342
    From: Ohio

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    Sun May 08, 2005 11:03 pm  
    Isle of the Ape conversions!

    Heres one of many Isle of the Ape conversions I hope everyone wil lhelp out on!

    I'd like to see someone tackle Oonga to see what they come up with, as well as any other of the NPC's, not the pregen's the antagonists of the mod only. this file is also available at http://www.greyhawkonline.com/duicarthan/npcz.html
    Anyway w/o further ado...

    Tul-oc-luc the Arcanadaemon, Male Yugoloth, Arcanaloth Outsider12/Sor6: CR 23; Medium Outsider (Evil,Yugoloth); HD 12d8+72(Outsider) , 6d4+36(Sorcerer) ; hp 202; Init +10; Spd 30, Fly, Poor 50; AC:45 (Flatfooted:39 Touch:22); Base Atk +16/+11/+6 base melee, +21/+16/+11 base ranged; Grapple +13; Full Atk +16 Melee (2 claw 1d4+1/crit 20/x2) and +11 Melee (bite 1d6/crit 20/x2); +18/+13/+8 Melee (staff of power 1d6+3/crit 20/x2); SA poison, spell-like abilities (darkness, fly, heat metal, invisibility, magic missile, shapechange, telekinesis, warp wood – at will), (fear, major image – 1/day); spells CL 18; SQ: Damage Reduction: 15/Good, Immunity to Mind-Affecting Attacks, 60 ft. Darkvision, partial immunity to spells SR 24, yugoloth traits; AL NE; SV Fort +22, Ref +22, Will +27; STR 12, DEX 22, CON 22, INT 22, WIS 24, CHA 30.

    Skills and Feats: Bluff +31, Concentration +27, Craft (Alchemy) +15, Diplomacy +29, Escape Artist +9, Gather Information +25, Intimidate +27, Jump +8, Knowledge (Arcana) +27, Knowledge (History) +11, Knowledge (Religion) +16, Knowledge (The Planes) +27, Listen +22, Move Silently +9, Profession (Astrologer) +12, Search +22, Sense Motive +22, Sleight of Hand +13, Spellcraft +29, Spot +22, Tumble +13; Combat Casting, Craft Rod, Craft Wondrous Item, Empower Spell, Greater Spell Focus: Evocation, Greater Spell Penetration, Improved Initiative, Iron Will, Spell Focus: Abjuration, Spell Focus: Evocation, Spell Penetration.

    Spells Known (Sor 6/9/9/8/8/8/8/7/6/4): 1st -- Expeditious Retreat, Mage Armor, Magic Missile, Protection from Good, Shield; 2nd -- Detect Thoughts, Eagle`s Splendor, Mirror Image, Protection from Arrows, Web; 3rd -- Dispel Magic, Fireball, Lightning Bolt, Slow; 4th -- Confusion, Ice Storm, Wall of Fire, Wall of Ice; 5th -- Cone of Cold, Symbol of Pain, Wall of Force, Wall of Stone; 6th -- Disintegrate, Flesh to Stone, Repulsion; 7th -- Delayed Blast Fireball, Reverse Gravity, Symbol of Stunning; 8th -- Polymorph Any Object, Power Word, Stun; 9th -- Time Stop.

    Possessions: staff of power (6 charges), +8 bracers of armor, +6 amulet of health, ring of freedom of movement, +4 ring of protection, +6 cloak of charisma, +4 ioun stone of resistance, rod of greater empower metamagic, spell component case.
    _________________
    Cheerz,
    -Rick "Duicarthan" Miller
    Editor-in-Chief, Oerth Journal
    http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
    Apprentice Greytalker

    Joined: Feb 18, 2002
    Posts: 59
    From: Baltimore, MD, USA

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    Sat Feb 11, 2006 10:30 pm  
    The Dormant King

    Here is one I did. I updated the T. Rex from the pool to Zagyg's mind, the Dormant King:

    The Dormant King, Male Monster of Legend Tyrannosaurus Rex: CR 20; Gargantuan Magical Beast; HD 48d8+672+39; hp 927; Init +8; Spd 40 ft.; AC:24 (Flatfooted:20 Touch:10); Space/Reach: 20ft./15ft.; Base Atk +36 base melee; Grapple +69; Full Atk +54 Melee (6d6+31/19-20/x2+1d6 and Death Fort DC55); SA Improved Damage; SQ: Fast Healing 5, Raging Blood (Acid); AL N; SV Fort +43, Ref +33, Will +22; STR 52, DEX 18, CON 38, INT 4, WIS 17, CHA 14.

    Skills and Feats and Epic Feats:: Hide -3 (5 ranks), Listen +30 (23 ranks), Spot +30 (23 ranks); Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Bite), Improved Initiative (Bonus), Improved Natural Attack (Bite), Improved Overrun, Multiattack (Bonus - no effect), Power Attack, Run, Toughness (x3), Track, Weapon Focus (Bite); Devastating Critical (Bite, Fort DC 55), Epic Toughness (+30hp), Overwhelming Critical (Bite)

    Raging Blood (Ex): causes 1d4 acid damage in a 5 foot cone when hit for damage

    Improved Damage (Ex): damage from natural attacks increased one step

    Fast healing (Su): Heal 5 hp per round

    Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite 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 try to swallow the foe the following round.

    Swallow Whole (Ex): The King can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the King's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    The King’s gizzard can hold 2 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

    Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

    Tactics: Since he only attacks once per round, and is charged with guarding the pool, The King will charge each round to a creature further away, granting AoOs to any immediate attackers as he uses his Improved Overrun. His Overrun provides a +41 STR check to knock opponents prone, and they cannot choose to avoid him. On every successful bite, the King can make a free Grapple check to hold the creature in his mouth. The next round, he runs through any other defenders, and swallows the hapless defender. If he scores a critical hit, the defender must make a DC55 Fort save or die, unless immune to criticals. In general, the King will use a +10 Power Attack, then change that based on whether or not he is hitting. (Bite is not a two-handed weapon, despite the x1.5 STR modifier, so he only gets +10 on damage.)

    He will then gain 5 AoOs per round on anyone attempting to close with him. If attacked from the air or a great distance, he will retreat back into the pool, where he cannot be harmed as he is no longer on the same plane as the Isle.
    Journeyman Greytalker

    Joined: Jan 05, 2007
    Posts: 221
    From: Vancouver

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    Fri Jul 24, 2009 11:24 pm  

    I'm a sucker for this old module, so I recently decided to insert the Isle of the Ape into my Age of Worms campaign. For those familiar, it will replace Tilagos Island (The Library of Last Resort), with the Fountain of Dreams being located in the pool of the Dormant King. Since the party is about 16th level, I wrote up a CR 20 Oonga. I'll give some credit to Rob Douglas, whose excellent version of the Dormant King gave me the idea to use the Monster of Legend template for Oonga, with a few extra tweaks. The result is a very similar creature, but here it is anyway...

    OONGA CR 20
    hp 978 (50 HD)
    ___________________________________________________________

    Male Monster of Legend Advanced Dire Ape
    MM 62, MM II 213
    N Gargantuan Outsider (native)
    Init +8; Senses Low-light vision, scent; Spot +49, Listen +48
    Aura frightful presence, 20 ft.
    ___________________________________________________________

    AC 26, touch 14, flat-footed 22
    Immune mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
    Resist cold 10, electricity 10, fire 10 SR 35
    Fort +45 Ref +34 Will +20
    ___________________________________________________________

    Spd 50ft., climb 25ft.
    Melee 2 claws +33* (4d6 + 39/ 19-20) and 1 bite +30* (2d8 + 29) or
    Melee Uprooted tree (gargantuan greatclub) +38/ +33/ +28/ +23** (4d8 + 48) or
    Ranged rock +37 (3d8 +19)
    Space 20ft. Reach 20 ft.
    Base Atk +37; Grp +68
    Atk Options Awesome Blow, Cleave, Combat Reflexes, Crush, Great Cleave, Devastating Critical, Improved Bull Rush, Overwhelming Critical, Power Attack, Snatch, Stamp; rend 8d6 + 28, trample
    *Includes adjustment for 20-point Power Attack
    **Includes adjustment for 10-point Power Attack
    ___________________________________________________________

    Abilities Str 48, Dex 19, Con 40 Int 2, Wis 15, Cha 12
    Feats Alertness, Area Attack, Awesome Blow, Combat Reflexes, Cleave, Crush, Devastating Critical (claw), Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw) x 2, Multiattack, Overwhelming Critical (claw), Power Attack, Snatch, Spellcasting Harrier, Stamp, Toughness, Weapon Focus (claw)
    Skills Climb + 37, Intimidate + 11, Jump + 29, Listen + 15, Spot + 14
    ___________________________________________________________

    Frightful Presence (Ex): When Oonga makes a loud roar, it inspires terror to all creatures within 20 feet that have fewer hit dice than Oonga. All those affected must make a Will save (DC 36) or be shaken until Oonga is out of range. A successful save leaves that opponent immune to Oonga's frightful presence for 24 hours.

    Rend (Ex): If Oonga hits with both claw attacks he latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 8d6 + 28 points of damage.

    Rock Throwing (Ex): Oonga can hurl rocks of Large size at a range of 160 ft. increments.

    Trample (Ex): As a full round action, Oonga can move up to twice his speed to run over any opponents of Huge size or smaller that are in his path, inflicting 4d6 + 28 points of bludgeoning damage. An opponent is considered trampled only if Oonga moves through all the squares she occupies, otherwise the opponent may make an attack of opportunity with a -4 penalty. Trampled opponents may either make an attack of opportunity with -4 penalty against Oonga or attempt a Reflex save for half damage (DC 54). Oonga can only deal trampling damage to each target once per round, no matter how many times his movement takes him over a target creature.
    ___________________________________________________________

    Tactics – Oonga charges into melee immediately, relying purely on brute force to take down foes. He utilizes his Combat Reflexes to good effect when enemies are trying to close in on him, and will use his Stamp feat or Area Attack feat if overwhelmed on the ground. To further separate opponents, Oonga may use his Snatch feat to fling an enemy away from the battle.

    For those that are interested, there is a very good 3rd edition (not 3.5) conversion of this entire module here:

    http://www.superdan.net/download/WG6.pdf

    Although I found Oonga's stats a little too weak for my players, the rest of it is extremely helpful.
    GreySage

    Joined: Jul 26, 2010
    Posts: 2695
    From: LG Dyvers

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    Tue Jun 04, 2013 8:34 pm  

    These are great conversions, fellas. I'll be sure to use them if I get a chance to run the adventure again. Happy

    SirXaris
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