Converting monsters from Tales From The Infinite Staircase

Cleon

Legend

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Cleon

Legend
Valgoss Host Sample Creature Working Draft (Hanim Worm Lord)

Sample Valgoss Hosts
The following sample creatures have gained the valgoss host template.

Hanim Worm Lord
Human 3rd level wizard, 3rd level cleric, 6th level mystic theurge

Medium Humanoid (Human)
Hit Dice: 3d4+3d8+6d4+24–20+3 (43 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 ring of force shield), touch 12, flat-footed 12
Base Attack/Grapple: +6/+6
Attack: Masterwork quarterstaff +7 melee (1d6)
Full Attack: Masterwork quarterstaff +7/+2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Calm emotions, spells, spontaneous casting (inflict spells), rebuke undead (4/day, 1d20+3), rebuke worms (4/day, 1d20+3)
Special Qualities: Human traits, protection from The Taker of Life, slaiyith gifts (all 10), spell resistance 17, summon familiar, valgoss telepathy
Saves: Fort +8, Ref +6, Will +15
Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 18, Cha 13
Skills: Appraise +4 [+6 for alchemy], Concentration +17, Craft (alchemy) +11, Decipher Script +11, Diplomacy +12, Heal +10, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +11, Spellcraft +21, Survival +4 [+6 on other planes]
Feats: Augment Summoning, Greater Spell Focus (Enchantment), Scribe Scrollᴮ, Spell Focus (Conjuration, Enchantment), Spell Penetrationᴮ
Environment: Swamps of Maelost
Organization: As base creature
Challenge Rating: 14 (10 symbionts)
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

Worm Lord in Fighter Host
Hit Dice: 3d4+3d8+6d4+48–10+3 (77 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 ring of force shield), touch 14, flat-footed 12
—with warrior host's armor (10% arcane spell failure): AC 18 (+4 Dex, +2 leather, +2 ring of force shield), touch 14, flat-footed 14
—with host's armor & shield (25% arcane spell failure): AC 18 (+4 Dex, +2 leather, +2 heavy chitin shield [equal to heavy wooden shield]), touch 14, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Masterwork quarterstaff +9 melee (1d6+3)
Full Attack: Masterwork quarterstaff +9/+4 melee (1d6+3)
Special Attacks: Calm emotions, spells, spontaneous casting (inflict spells), rebuke undead (4/day, 1d20+3), rebuke worms (4/day, 1d20+3)
Special Qualities: Human traits, protection from The Taker of Life, slaiyith gifts (hanim gift plus all 4 physical gifts), summon familiar, valgoss telepathy
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 15, Dex 18, Con 18, Int 18, Wis 18, Cha 13
Skills: Appraise +4 [+6 for alchemy], Concentration +19, Craft (alchemy) +11, Decipher Script +11, Diplomacy +12, Heal +10, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +11, Spellcraft +21, Survival +4 [+6 on other planes]
Feats: Augment Summoning, Greater Spell Focus (Enchantment), Scribe Scrollᴮ, Spell Focus (Conjuration, Enchantment), Spell Penetrationᴮ
Challenge Rating: 13 (5 symbionts)

Hanim Fighter Host
Human 4th level fighter
Hit Dice:
4d10+16–10 (28 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +2 leather, +2 heavy chitin shield [equal to heavy wooden shield]), touch 13, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Masterwork torag pole +8 melee (1d6+4) or javelin +7 ranged (1d6+2)
Full Attack: Masterwork torag pole +8 melee (1d6+4) or javelin +7 ranged (1d6+2)
Special Attacks:
Special Qualities: Fighter class features, human traits, protection from The Taker of Life, slaiyith gifts (hanim gift plus all 4 physical gifts), valgoss telepathy
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 15, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Skills: Climb +10, Handle Animal +2 (+6 for valgoss hosts), Listen +1 (+3 on Maelost), Ride +9, Spot +1 (+3 on Maelost), Survival +1* (+3 on Maelost)
Feats: Exotic Weapon Proficiency (torag pole)ᴮ, Iron Willᴮ, Mounted Archery, Mounted Combat, Weapon Focus (torag pole)ᴮ, Weapon Specialization (torag pole)ᴮ
(includes human extra feat plus three fighter bonus feats)
Challenge Rating: 5 (5 symbionts)

A tanned, scrawny human dressed in robes of soft embroidered leather and leaning on a staff. Almost a dozen straps of pink segmented flesh wind around their body and limbs.
The worm lord is normally accompanied by a band of Hanim Warriors (see above) who screen them from harm while the lord directs strategy and works their magic. A worm lord is a cautious, experienced and highly intelligent combatant so uses spells very effectively.

The hanim worm lord presented here is 3rd-level wizard/3rd-level cleric/6th-level mystic theurge with ability scores Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13 (base abilities Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13 before level advancement). He sometimes uses the hanim gift of personality exchange to exchange bodies with a 4th-level fighter with five valgoss symbionts and the physical ability scores Str 13, Dex 14, Con 16 (base abilities Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8).

The worm lord has an extensive knowledge of Maelost Worm Magic.

Combat
The worm lord is a cautious and intelligent adversary who prefers to cast spells from behind a screen of hanim warriors and summoned monsters.

Calm Emotions (Sp): A hanim worm lord's Community domain allows them to use calm emotions as a spell-like ability once per day.

Spells: A hanim worm lord casts spells as a 9th level wizard and a 9th level cleric. The Cleric Spells Prepared assume the worm lord spontaneously casts inflict spells; if it spontaneously casts cure spells substitute the prepared cure wounds spells for the corresponding inflict wounds spells.

Wizard Spells Prepared (4/5/5/4/2/1), save DC 13 + spell level.
0—ghost sound, light, mage hand, read magic;
1st—burrowᴺ, cause fear (DC 14), charm person (DC 14), sleep, mage armor;
2nd—blindness/deafness (DC 15), blur, glitterdust (DC 15), pyrotechnics, summon wormsᴺ;
3rd—flame arrow, fly, stinking cloud, wormworkᴺ;
4th—ice storm (DC 17), stoneskin;
5th—baleful polymorph;
New spell.

Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.
0—create water, detect magic, detect poison, guidance, purify food and drink, resistance;
1st—bane (DC 14), blessᴰ, cure light wounds, divine favor, entropic shield, sanctuary (DC 14);
2nd—augury, enthrall (DC 15), hold person (DC 15), resist energy, sound burst (DC 15), wormslickᴰᴺ;
3rd—continual flame, cure serious wounds, dispel magic, prayerᴰ, wind wall;
4th—neutralize poison, wormtongueᴰᴺ (DC 17), summon monster IV;
5th—curse of the wormsᴰᴺ (DC 18), wall of stone;
ᴰ Domain Spell. Domains: Community (calm emotions 1/day, +2 competence bonus on Diplomacy checks), Worm (Rebuke or command worms).
ᴺ New spell.


Rebuke Worms (Su): Up to 4 times per day, a hanim worm lord can rebuke or command worms as an evil cleric rebukes or commands undead. This granted power of the Worm Domain can only affect vermin and magical beasts with Intelligence 0 or 1 (what counts as a "worm" is at the DM's discretion).

This ability can be used a total number of times per day equal to 3 + Charisma modifier.

Summon Familiar: The hanim worm lord has a toad familiar.

Toad Familiar: CR —; Diminutive Magical Beast; HD 1; hp 1/2 master's (); Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk +0; Grp -17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, low-light vision, granted abilities (Alertness, deliver touch spells, empathic link, improved evasion, share spells); AL any; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
Special Ability: Master gains +3 hit points.

Skills: *A hanim worm lord host gains a +2 insight bonus on Listen, Spot and Survival checks while on Maelost.

This hanim worm lord valgoss host has a –10 penalty to all Charisma-based skills except for Intimidate unless the target of the skill is also a valgoss host.

Equipment: folding boat, gloves of dexterity (+2), headband of intellect (+2), periapt of wisdom (+2), restorative ointment, ring of force shield, scroll of restoration (7th), scroll of slay living (9th), scroll of true seeing (9th), masterwork quarterstaff, wand of cure light wounds (1st), wand of dispel magic (9th, 21 charges), spell component pouch; plus one 100-gp gem and four 10-gp gems.

Note: To match its Challenge Rating of 14, the hanim worm lord has the 45,000 gp equipment budget of a 14th-level NPC not the 27,000 gp budget of a 12th-level NPC.

Originally appeared in Tales From the Infinite Staircase (1998) in Tale 3: Lord of the Worms

Notes:
(Wizard/Cleric/Mystic Theurge)
Base BAB +1+2+3
Base Saves: Fort +6, Ref +4, Will +11
Fort +1+3+2 Ref +1+1+2 Will +3+3+5
Equipment Budget: 45,000 gp.

Skill Points
(Cleric 36 SPs, Wizard 18 SPs, Mystic Theurge 36 SPs)
Concentration 15 SPs
Cleric 5/Wizard 3/Theurge 7 [Con]
Craft (alchemy) 7 SPs Cleric 3/Theurge 4
Decipher Script 7 SPs Wizard 3/Theurge 4
Diplomacy 9 SPs Cleric 9
Heal 6 SPs Cleric 6
Know (arcana) 9 SPs Cleric 3/Wizard 3/Theurge 3
Know (religion) 9 SPs Cleric 3/Wizard 3/Theurge 3
Know (the planes) 6 SPs Cleric 3/Wizard 3
Sense Motive 7 SPs Theurge 7
Spellcraft 15 SPs Cleric 4/Wizard 3/Theurge 8

Skills: Appraise Int4 [+2syn for alchemy], Concentration 15SPs+Con2/4, Craft (alchemy) 7SPs+Int4, Decipher Script 7SPs+Int4, Diplomacy 9SPs+Cha1+2syn, Heal 6SPs+Wis4, Know (arcana) 9SPs+Int4, Know (religion) 9SPs+Int4, Know (the planes) 6SPs+Int4, Sense Motive 7SPs+Wis4, Spellcraft 15SPs+Int4+2syn, Survival Wis4 [+2syn on other planes]
 
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Cleon

Legend
Looks like a fine start!

Can you point me to the original stats for this one?

I don't recall were (or whether) I posted the original stats. It seems easier repeating them. The bulk of the "Worm Lord" entry are descriptions of the new spells he has developed - which I think I'll leave for later.
 

Cleon

Legend
Worm Lord Original Stats

A Hanim named Zophiel rules over Aml. Zophiel never transfers his personality to another body, probably because his is the most efficient for his purposes. Ten valgoss have joined with Zophiel’s granting him a great many abilities. He’s a powerful wizard and priest, but generally unpleasant to be near, with all the valgoss hanging out of him, his weak and withered body (from all the lasting damage that the valgoss have inflicted), and the battered and broken wings of flying that he wears on his back. Many would describe him as a withered, diseased angel. Zophiel favors the self-proclaimed title of Lord of the Worms.

To further embody his title. Zophiel has created the following spells which he uses himself and has given to other casters among the Hanim. If the PCs spend enough time among these folk, perhaps they, too, can learn these spells and add them to their spellbooks (assuming that they have reached high enough levels for such magic).

✦ SNIP ✦​

Zophiel dislikes outsiders of any kind. He has commanded that if ever any come to his people that they be brought before him. He never leaves the floating city, and can usually be found in his abode—the central and largest tent in the city. If some newcomers approach the him seeking aid, advice, information, or anything else, he’ll most likely refuse at first, demanding proof that they are not actually part of one of the rival tribes. This, however, isn’t hard to prove if it’s true. Any Hanim can recognize non-Hanim mannerisms (such as humor, overt generosity, unnecessary cruelty, showing signs of weakness, ignorance of Maelost, or the like) fairly quickly.

Still, nothing in Maelost is free. Zophiel demands something worthwhile as payment for whatever the newcomers might ask. No Hanim has any interest in money, jewels, or other conventional sorts of valuables. Useful magical items or well-crafted, useful normal items (particularly those made of wood) have value to Zophiel (and his people as well), but nothing on Maelost has more value than action.

✦ SNIP ✦​

ZOPHIEL (Pl/♂ Human/W9, C9): AC 10; MV 18 (valgoss enhanced); hp 7; THAC0 15); #AT 1; Dmg 1d6 (staff); SA All 10 valgoss abilities (see page 55); MR 10%; SZ M (5′ 5″ tall); ML unsteady (5); AL NE; XP 2,000.

S 11, D 12, C 10, I 17, W 15, Ch 4 (14 to Hanim)

Special equipment: wand of negation (21 charges), folding boat, wings of flying (damaged and no longer functional).

Personality: Twisted, sadistic, selfish

Priest Spells (6/5/3/2/1): 1st—bless, cure light wounds (x2), faerie fire, light, sanctuary; 2nd—augury, barkskin, dust devil, hold person, summon worms; 3rd—continual light, dispel magic, pyrotechnics; 4th—cure serious wounds, neutralize poison; 5th—curse of the worms

Wizard Spells (4/3/3/2/1): 1st—burrow, charm person, sleep, spook; 2nd blindness, blur, summon swarm; 3rd—fly, flame arrow*, wormwork; 4th—ice storm, stoneskin; 5th—wormtongue

* Spell always cast at maximum efficiency
 

Cleon

Legend
Equipment Budget: An NPC of character level 12 has a 27,000 gp budget, while if we match the CR of 14 it's 45,000 gp.

So would you rather use its Class Level budget of 27,000 gold or its Challenge Rating budget of 45,000?

I prefer the 45,000 version.

That would just allow us to copy the original's equipment - a rod of negation is 37,000 gp and a folding boat 7,200 gp, for a total of 44,200 gp. Which leaves 800 gp for "sundries".
 

freyar

Extradimensional Explorer
I also prefer 45,000 gp.

Shall we sort out spells first? That asterisk on flame arrow suggests a Maximize Spell feat. I'm not sure that the spell selection in the original suggests a school specialization, but we could consider it.
 

Cleon

Legend
I also prefer 45,000 gp.

Seems we're agreed!

Updating Hanim Worm Lord.

Shall we sort out spells first? That asterisk on flame arrow suggests a Maximize Spell feat. I'm not sure that the spell selection in the original suggests a school specialization, but we could consider it.

It's maximized because it's the recipient of the gift of maximization from one of the Worm Lord's valgoss symbionts - the Worm Lord has all ten slaiyith gifts, remember.

Shall we sort out spells first?

I think I'd rather sort out ability scores first.

It seems pretty obvious both hanim ought to have the elite array, with the Worm Lord focusing on mental stats and his host body focusing on physical stats.

For the Worm Lord, I'm thinking Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13. (base of Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13 plus 3 points from level advancement)

What level shall we make the Hanim's host body? The original text did not specify, so I'm thinking we could make it a 4th level fighter like a standard Hanim warrior.

I think the Worm Lord would pick a host with the highest Con he could find, so Str 13, Dex 14, Con 16, Int 10, Wis 12, Cha 8.

Putting that together we get Str 13, Dex 14, Con 16 , Int 16, Wis 16, Cha 13, to which we add the slaiyith gifts of Strength, Dexterity and Constitution:

Abilities: Str 15, Dex 16, Con 18 , Int 16, Wis 16, Cha 13

The hanim worm lord presented here is 3rd-level wizard/3rd-level cleric/6th-level mystic theurge with ability scores Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13 (base abilities Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13 before level advancement) who has used the hanim gift of personality exchange to exchange bodies with a 4th-level fighter with the physical ability scores Str 13, Dex 14, Con 16 (base abilities Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8).
 
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freyar

Extradimensional Explorer
How did I miss that we didn't have abilities yet?

I like your proposed abilities, but there's a problem. The Gift of Personality Exchange says that the mind gets the valgoss symbions and slaiyith gifts associated with the host body. So then we shouldn't put usual gifts in the stat block. I think it would be better to give a "base Worm Lord" (ie, un-exchanged personality) stat block and then maybe a "Hanim Warrior Worm Lord" stat block in an underbar. How would that work for you? Then I could go for the Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13 for the base and your proposed abilities for the variant.
 

Cleon

Legend
How did I miss that we didn't have abilities yet?

I like your proposed abilities, but there's a problem. The Gift of Personality Exchange says that the mind gets the valgoss symbions and slaiyith gifts associated with the host body. So then we shouldn't put usual gifts in the stat block. I think it would be better to give a "base Worm Lord" (ie, un-exchanged personality) stat block and then maybe a "Hanim Warrior Worm Lord" stat block in an underbar. How would that work for you? Then I could go for the Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13 for the base and your proposed abilities for the variant.

I think it makes sense if the main stat block was for the "swapped" version since that's the one the PCs will encounter.

If we want to have the unswapped Worm Lord and Hanim Warrior stats included I'd rather add them as underbars.
 

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