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  1. - Top - End - #1
    Halfling in the Playground
     
    MindFlayer

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    Default Eldrazi in D&D - Now with Base Class!

    Exactly what the title says. A conversion of eldrazi from Magic: the Gathering to Dungeons & Dragons.

    If you don't already know about the eldrazi, this information should provide all the fluff you need: http://wiki.mtgsalvation.com/article/Eldrazi. Replace "Blind Eternities" with "Astral Plane" and they fit almost seamlessly into D&D.

    ELDRAZI DRONE
    Large Outsider (Extraplanar)
    Hit Dice:
    8d8+32 (68 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+20
    Attack: Slam +15 melee (1d8+8)
    Full Attack: 2 slams +15 melee (1d8+8)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Create spawn
    Special Qualities: Darkvision 60 ft., damage reduction 5/magic, mindless, resistance to cold 10, electricity 10, and fire 10, spell resistance 18
    Saves: Fort +10, Ref +7, Will +7
    Abilities: Str 27, Dex 13, Con 19, Int --, Wis 12, Cha 4
    Skills: Hide +1, Spot +5
    Feats: --
    Environment: Astral Plane
    Organization: Solitary (1 plus 1-3 eldrazi spawn) or gang (2-4 plus 2-6 eldrazi spawn)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-12 HD (Large); 13-24 HD (Huge)
    Level Adjustment: --

    Combat
    Eldrazi drones are mindlessly belligerent, attacking anything they meet.
    Create Spawn (Su): An eldrazi drone produces a new eldrazi spawn as a free action every 1d4 rounds. The eldrazi spawn appears in any square occupied by the drone. An eldrazi drone can create no more than thirty spawn each day.
    Skills: Eldrazi drones recieve a +4 racial bonus on Hide and Spot checks.

    ELDRAZI SPAWN
    Tiny Outsider (Extraplanar)
    Hit Dice:
    1d8 (4 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-12
    Attack: --
    Full Attack: --
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: Create eldrazi
    Special Qualities: Darkvision 60 ft., evasion, mindless
    Saves: Fort +2, Ref +4, Will +3
    Abilities: Str 1, Dex 15, Con 11, Int --, Wis 12, Cha 2
    Skills: --
    Feats: --
    Environment: Astral Plane
    Organization: 1-3 per solitary eldrazi drone or 2-6 per eldrazi drone gang
    Challenge Rating: -- (counts toward eldrazi drone's Challenge Rating)
    Treasure: None
    Alignment: Always neutral
    Advancement: --
    Level Adjustment: --

    Combat
    Eldrazi spawn are harmless and exist only to create true eldrazi. They flee combat if threatened, but don't stray too far from their creator.
    Create Eldrazi (Su): If there are fifteen or more eldrazi spawn within 30 feet of each other, they will immediately destroy themselves in a powerful magical reaction that produces a true eldrazi. The true eldrazi appears in any area that would position it within 30 feet of each eldrazi spawn destroyed this way. A newly created true eldrazi takes time to develop its powers, and cannot use any of its special attacks until 24 hours have passed.
    Evasion (Ex): An eldrazi spawn that succeeds on a Reflex save for half damage instead takes no damage.

    TRUE ELDRAZI
    Huge Outsider (Extraplanar)
    Hit Dice:
    16d8+144 (216 hp)
    Initiative: +5
    Speed: 60 ft. (12 squares)
    Armor Class: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
    Base Attack/Grapple: +16/+38
    Attack: Slam +28 melee (2d6+14)
    Full Attack: 2 slams +28 melee (2d6+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Annihilate, create drone, plane shift
    Special Qualities: Darkvision 60 ft., damage reduction 15/magic, immunity to cold, electricity, and fire, spell resistance 26
    Saves: Fort +19, Ref +11, Will +14
    Abilities: Str 39, Dex 13, Con 29, Int 16, Wis 18, Cha 16
    Skills: Concentration +28, Hide +12, Intimidate +23, Knowledge (the planes) +23, Listen +24, Move Silently +20, Search +23, Spellcraft +23, Spot +24, Swim +33
    Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Initiative, Power Attack
    Environment: Astral Plane
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral
    Advancement: 17-24 HD (Huge); 25-48 HD (Gargantuan)
    Level Adjustment: --

    Combat
    Despite their intelligence, true eldrazi fight much like their drones, attacking the nearest living creature that isn't an eldrazi.
    Annihilate (Su): A true eldrazi's very presence eats away at its surroundings, dealing 20 points of damage each round to all creatures other than eldrazi and all unattended objects within 10 feet of it, provided that creature or object fails a DC 26 Fortitude save. It must remain within 10 feet of a creature or object for 1 full round to deal this damage. The save DC is Constitution-based.
    Create Drone (Su): A true eldrazi can produce an eldrazi drone once per day. The eldrazi drone appears in any area within 30 feet of the eldrazi that created it.
    Plane Shift (Sp): A true eldrazi can travel to any plane or demiplane. This ability transports the true eldrazi and any other eldrazi within 30 feet of it. It is otherwise similar to the spell of the same name (caster level 15th).

    ELDRAZI TITANS
    Here is how to make the three eldrazi titans: Emrakul, Kozilek, and Ulamog.

    Emrakul: 48 HD true eldrazi with fly speed 120 ft. (perfect), annihilate special attack that does 60 damage, damage reduction 15/epic, spell immunity except for limited wish, wish, and miracle, and time stop 1/day that affects all eldrazi within 30 feet (caster level 30th). CR 32.

    Kozilek: 32 HD true eldrazi with +2 to Strength and Constitution, annihilate special attack that does 40 damage, damage reduction 15/epic, and true seeing always active (caster level 20th). CR 23.

    Ulamog: 36 HD true eldrazi with annihilate special attack that does 40 damage, damage reduction 15/epic, and implosion 1/day (caster level 20th) that returns to life as if by true resurrection 1 round after being killed. CR 26.
    Last edited by Tarvon000; 2012-02-26 at 12:51 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Eldrazi in D&D

    Honestly, these things seems really weak for their CR's, especially the True Eldrazi. At level 13, DR/Magic is pretty much meaningless, 200 health is, at best, one or two turns of life, and 10 damage/turn is petty change.
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Re: Eldrazi in D&D

    Suggest making Eldrazi into a subtype for baseline traits.

    Also, start with the Titans. I suggest starting from this template, which seems appropriate.

  4. - Top - End - #4
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Eldrazi in D&D

    Honestly, these things seems really weak for their CR's, especially the True Eldrazi. At level 13, DR/Magic is pretty much meaningless, 200 health is, at best, one or two turns of life, and 10 damage/turn is petty change.
    Most CR 13 creatures have less than 200 hp. All nondragons in the MM1, for instance. And the 10 damage/turn is in addition to the True Eldrazi's regular attacks. As for DR/Magic, most dragons don't get it until CR 11-14, and they're supposed to be under-CRed. It is true, however, that I didn't compare it to monsters from other sourcebooks. Does the MM1 have unusually weak monsters?

    Suggest making Eldrazi into a subtype for baseline traits.
    Actually, Eldrazi don't share any traits other than being Outsiders from the Astral Plane.

    Also, start with the Titans. I suggest starting from this template, which seems appropriate.
    I put the rules for making the Titans right below the statistics for regular True Eldrazi, but I thought they were more commonly referred to as the Progenitors. I'll change the name to Titans if that's really what they're usually called.
    Last edited by Tarvon000; 2012-02-22 at 02:15 PM.

  5. - Top - End - #5
    Firbolg in the Playground
     
    Shades of Gray's Avatar

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    Default Re: Eldrazi in D&D

    Maybe make spells to summon eldrazi spawn? Maybe make a broodmother?


    If you are in a game with me feel free to add me on MSN or AIM. Contact Info is on my profile.

  6. - Top - End - #6
    Troll in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Eldrazi in D&D

    Quote Originally Posted by Tarvon000 View Post
    Most CR 13 creatures have less than 200 hp. All nondragons in the MM1, for instance. And the 10 damage/turn is in addition to the True Eldrazi's regular attacks. As for DR/Magic, most dragons don't get it until CR 11-14, and they're supposed to be under-CRed. It is true, however, that I didn't compare it to monsters from other sourcebooks. Does the MM1 have unusually weak monsters?
    Their regular attacks will do an average of 20 damage, assuming they get a full attack, for a total of 30. An ice devil, say (another CR 13), will do an average of 36 damage while inflicting slow, and has battlefield control and offensive SLAs. A storm giant with a greatsword will do 55-99 damage, on average, with his full attack. I ran a CR 13 dragon the other day, and it was hitting in the 60s with full attacks, in addition to flight and firebreath. Trust me when I say that an average of 30 damage a turn isn't going to get you much.

    That was my main concern, especially since (as I understand the lore) Eldrazi are supposed to be world-destroying monsters. The defenses are fine; I was just trying to point out that they aren't tanks. The thing would also be really easy to kill from range/flight, which is really prevelant by the 10-15 level range. (In my current party of 6, there's only one character without some means of getting airborn without help)
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.

  7. - Top - End - #7
    Barbarian in the Playground
     
    Fearan's Avatar

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    Default Re: Eldrazi in D&D

    Drones horribly underCR-ed. See for yourself
    1) 1 drone produces spawns once every 1d4 rounds. 15 spawns create a CR 13 True Eldrazi. Thus, a drone creates a CR 13 monster every 15-60 rounds.
    2) A D&D round lasts 6 seconds. Thus, creating a True Eldrazy takes 90 to 360 seconds. A standard day has 86400 seconds. Therefore one drone creates from 960 to 3840 True Eldrazi per day.
    3) Each True Eldrazi summons a drone once per day. GOTO step1.
    So even single drone breaks your setting in a day.
    ***My place is at the brink of a war. Posting can be erratic, sorry***

    English isn't my native. Sorry for all misunderstandings.
    Warning: This user is a powerplayer and a TYPE-Lunatic

    Familiar summons YOU avatar by happyturtle

  8. - Top - End - #8
    Halfling in the Playground
     
    MindFlayer

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    Default Re: Eldrazi in D&D

    Added Brood Invoker base class. Create eldrazi spawn and sacrifice them to cast spells! This is my first base class so any comments or suggestions would be welcome.

    BROOD_INVOKER
    As the eldrazi walk among planes, they leave little but destruction and wreckage in their wake, but that which does not kill their victims makes them stronger. Sometimes survivors will learn how to benefit from an invasion of these beings by harnessing the power of eldrazi spawn for their own. The few who discover this path are known as brood invokers.
    Adventures: Many brood invokers adventure in search of a way to restore the civilization they have lost to the eldrazi. Others just can’t seem to find a place among societies other than the one they once had and take up adventuring as an alternative. A final few are simply no longer willing to settle anywhere because of what happened last time they tried doing that.
    Characteristics: Brood invokers cast spells by creating eldrazi spawn and then destroying them to release their magical power. Aside from their unusual method of spellcasting, however, they are very much like sorcerers, casting arcane spells spontaneously and based primarily on their innate influence on the force of magic.
    Alignment: Brood invokers can be any alignment. While their experiences with eldrazi have made them wary of creatures that are different from them – a lawful trait – their struggles to survive in the wake of these experiences have made them more reckless and chaotic.
    Religion: Because of their magical bent, many brood invokers worship Boccob (god of magic) or Wee Jas (goddess of death and magic), while others worship Fharlanghn (god of roads) because of their wandering nature. Many brood invokers revere the eldrazi titans (Emrakul, Kozilek, and Ulamog), thinking any being whose children destroyed everything that they held dear to be deserving of, at the very least, a healthy respect.
    Background: Brood invokers invariably gained their powers through surviving an eldrazi invasion. As the eldrazi passed on to find new places to destroy, they left behind some of their spawn. Those fearless enough to approach these remnants of their conquest found that they held great magical power that could be transferred to themselves. With a little training they could learn to develop a special bond with one of these creatures and magically copy it to create more of them, after which they could destroy these copies to release their magical power for the brood invoker’s personal use.
    Races: Creatures of any race can become brood invokers, so long as they have experienced the destructive power of the eldrazi. However, dwarves and gnomes are less likely than the other common races to become brood invokers because the eldrazi rarely bother to go underground, and half-orcs are often too brutish to form any sort of bond with such a fragile creature as an eldrazi spawn.
    Among the savage humanoids, goblins are the most likely to become brood invokers, recognizing in eldrazi spawn the same lowly status that the other goblinoids have placed on them.
    Other Classes: Brood invokers often clash with more traditional spellcasters, such as wizards, sorcerers, and clerics, who can find it hard to accept such an unusual method of gaining magical power. They are also at odds with nature-based classes such as druids and rangers because their powers are based entirely on a creature whose presence outside the Astral Plane is wholly unnatural. In the end, they get along most passably with more martial- and stealth-oriented classes, who see no particular reason to dislike them.
    Role: A brood invoker’s role depends primarily on his spell selection. He is more versatile than a sorcerer but less so than a wizard, though he lacks many of their noncombat spells. At higher levels he can create more powerful eldrazi and thus indirectly take a melee combat role.

    GAME RULE INFORMATION
    Brood invokers have the following game statistics.
    Abilities: Charisma determines how many spawn a brood invoker can create, how powerful a spell he can cast, and how hard those spells are to resist (see Spells, below). A high Dexterity score is helpful for a brood invoker, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a brood invoker extra hit points, a resource that he is otherwise very low on.
    Alignment: Any.
    Hit Die: d4.
    Starting Gold: 3d4 × 10 gp.

    {table=head]
    Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Max Spell Level
    1st | +0 | +0 | +0 | +2 | Create 1st spawn, spawn familiar | 1st
    2nd | +1 | +0 | +0 | +3 | - | 1st
    3rd | +1 | +1 | +1 | +3 | Swift create spawn | 2nd
    4th | +2 | +1 | +1 | +4 | - | 2nd
    5th | +2 | +1 | +1 | +4 | Create 2nd spawn | 3rd
    6th | +3 | +2 | +2 | +5 | Tougher spawn +1 | 3rd
    7th | +3 | +2 | +2 | +5 | - | 4th
    8th | +4 | +2 | +2 | +6 | - | 4th
    9th | +4 | +3 | +3 | +6 | Create 3rd spawn | 5th
    10th | +5 | +3 | +3 | +7 | - | 5th
    11th | +5 | +3 | +3 | +7 | Warded spawn | 6th
    12th | +6/+1 | +4 | +4 | +8 | Tougher spawn +2 | 6th
    13th | +6/+1 | +4 | +4 | +8 | Create 4th spawn | 7th
    14th | +7/+2 | +4 | +4 | +9 | - | 7th
    15th | +7/+2 | +5 | +5 | +9 | - | 8th
    16th | +8/+3 | +5 | +5 | +10 | Create drone | 8th
    17th | +8/+3 | +5 | +5 | +10 | Create 5th spawn | 9th
    18th | +9/+4 | +6 | +6 | +11 | Tougher spawn +3 | 9th
    19th | +9/+4 | +6 | +6 | +11 | - | 9th
    20th | +10/+5 | +6 | +6 | +12 | Create eldrazi | 9th
    [/table]

    {table=head]
    Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
    1st | 4 | 3 | - | - | - | - | - | - | - | -
    2nd | 5 | 3 | - | - | - | - | - | - | - | -
    3rd | 5 | 4 | 1 | - | - | - | - | - | - | -
    4th | 6 | 4 | 2 | - | - | - | - | - | - | -
    5th | 6 | 5 | 3 | 1 | - | - | - | - | - | -
    6th | 7 | 5 | 3 | 2 | - | - | - | - | - | -
    7th | 7 | 6 | 4 | 3 | 1 | - | - | - | - | -
    8th | 8 | 6 | 4 | 3 | 2 | - | - | - | - | -
    9th | 8 | 6 | 5 | 4 | 3 | 1 | - | - | - | -
    10th | 9 | 6 | 5 | 4 | 3 | 2 | - | - | - | -
    11th | 9 | 6 | 6 | 5 | 4 | 3 | 1 | - | - | -
    12th | 9 | 6 | 6 | 5 | 4 | 3 | 2 | - | - | -
    13th | 9 | 6 | 6 | 6 | 5 | 4 | 3 | 1 | - | -
    14th | 9 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | - | -
    15th | 9 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 1 | -
    16th | 9 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | -
    17th | 9 | 6 | 6 | 6 | 5 | 5 | 5 | 4 | 3 | 1
    18th | 9 | 6 | 6 | 6 | 5 | 5 | 5 | 4 | 3 | 2
    19th | 9 | 6 | 6 | 6 | 5 | 5 | 5 | 4 | 4 | 3
    20th | 9 | 6 | 6 | 6 | 5 | 5 | 5 | 4 | 4 | 4
    [/table]

    Class Skills
    The brood invoker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Spot (Wis).
    Skill Points at 1st Level: (2 + Int modifier) × 4.
    Skill Points at Each Additional Level: 2 + Int modifier.

    Class Features
    All of the following are class features of the brood invoker.
    Weapon and Armor Proficiency: Brood invokers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a brood invoker’s arcane gestures, which can cause his spells with somatic components to fail.
    Create Spawn (Su): A brood invoker creates eldrazi spawn that he can then sacrifice to cast spells (see Spells, below). Creating an eldrazi spawn is a standard action, and the eldrazi spawn appears in any square within 30 feet of the brood invoker that created it. Eldrazi spawn do not obey their creator but flee combat and will not stray more than 30 feet from him. A brood invoker can create a number of eldrazi spawn each day equal to twice his combined brood invoker level and Charisma modifier. The eldrazi spawn he creates have neither the raw magical power nor the durability of those created by eldrazi drones. They cannot create true eldrazi and die after 10 minutes if not destroyed sooner.
    At 3rd level, the time required for a brood invoker to create an eldrazi spawn is reduced to a swift action.
    At 5th level, and every four levels thereafter (9th,13th, and 17th), the brood invoker can create up to one additional eldrazi spawn each time he uses an action to do so.
    Spells: A brood invoker casts arcane spells, which are drawn from the brood invoker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
    To learn or cast a spell, a brood invoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a brood invoker’s spell is 10 + the spell level + the brood invoker’s Charisma modifier.
    Unlike other spellcasters, a brood invoker can cast any number of spells each day. However, in order to cast a spell a brood invoker must destroy a number of eldrazi spawn he has created equal to the level of the spell. Each eldrazi spawn to be destroyed must be within 30 feet of the brood invoker.
    A brood invoker’s selection of spells is extremely limited. A brood invoker begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new brood invoker level, he gains one or more new spells, as indicated on the above table: Brood Invoker Spells Known. These new spells can be common spells chosen from the brood invoker spell list, or they can be unusual spells that the brood invoker has gained some understanding of by study. For example, a brood invoker with a scroll or spellbook detailing an unusual brood invoker spell (one not on the brood invoker spell list) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The brood invoker can’t use this method of spell acquisition to learn spells at a faster rate, however.
    Upon reaching 3rd level, and at every odd-numbered brood invoker level after that (5th, 7th, and so on), a brood invoker can choose to learn a new spell in place of one he already knows. In effect, the brood invoker “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level brood invoker spell the brood invoker can cast. For instance, upon reaching 3rd level, a brood invoker could trade in a single 0-level spell (two spell levels below the highest-level brood invoker spell he can cast, which is 2nd) for a different 0-level spell. At 5th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level brood invoker spells) for a different spell of the same level. A brood invoker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    Unlike a wizard or a cleric, a brood invoker need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
    Spawn Familiar: A brood invoker can obtain a familiar in exactly the same manner as a wizard or a sorcerer can, except that the familiar must be an eldrazi spawn.
    Tougher Spawn (Ex): At 6th level, and every six levels thereafter (12th and 18th), a brood invoker can make the eldrazi spawn he creates tougher, advancing each of them by 1 additional Hit Die.
    Warded Spawn (Ex): At 11th level, a brood invoker can make the eldrazi spawn he creates more resistant to magic, giving each of them spell resistance equal to their creator’s brood invoker level + 5.
    Create Drone (Su): At 16th level, a brood invoker can create an eldrazi drone three times per day. The eldrazi drone appears in any square within 30 feet of the brood invoker that created it. Eldrazi drones do not obey their creator but will not attack him or his allies. Unlike normal eldrazi drones, these eldrazi drones cannot create spawn and die after 10 minutes per brood invoker level.
    Create Eldrazi (Su): At 20th level, a brood invoker can create a true eldrazi once per day. The true eldrazi appears in any square within 30 feet of the brood invoker that created it. True eldrazi do not obey their creator but will not attack him or his allies. Unlike normal true eldrazi, these eldrazi cannot use any of their special attacks and die after 10 minutes per brood invoker level.

    BROOD INVOKER SPELL LIST
    Brood invokers choose their spells from the following list.
    0-Level: acid splash, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue.
    1st Level: animate rope, burning hands, cause fear, charm person, chill touch, color spray, comprehend languages, detect secret doors, detect undead, disguise self, enlarge person, erase, expeditious retreat, feather fall, grease, hold portal, hypnotism, jump, lesser confusion, mage armor, magic missile, magic weapon, mount, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, reduce person, shield, shocking grasp, silent image, sleep, summon monster I, true strike, ventriloquism.
    2nd Level: alter self, bear’s endurance, blindness/deafness, blur, bull’s strength, cat’s grace, command undead, darkness, daze monster, detect thoughts, eagle’s splendor, flaming sphere, fog cloud, fox’s cunning, ghoul touch, glitterdust, gust of wind, hypnotic pattern, invisibility, knock, levitate, Melf’s acid arrow, minor image, mirror image, owl’s wisdom, pyrotechnics, resist energy, scare, scorching ray, see invisibility, shatter, spectral hand, spider climb, summon monster II, summon swarm, Tasha’s hideous laughter, touch of idiocy, web.
    3rd Level: arcane sight, blink, daylight, deep slumber, dispel magic, displacement, fireball, flame arrow, fly, halt undead, haste, heroism, hold person, gaseous form, greater magic weapon, invisibility sphere, keen edge, lightning bolt, magic circle against chaos/evil/good/law, major image, protection from energy, rage, ray of exhaustion, sleet storm, slow, stinking cloud, suggestion, summon monster III, tongues, vampiric touch, wind wall.
    4th Level: bestow curse, charm monster, confusion, contagion, crushing despair, dimension door, dimensional anchor, enervation, Evard’s black tentacles, fear, fire shield, greater invisibility, ice storm, illusory wall, lesser geas, lesser globe of invulnerability, mass enlarge person, mass reduce person, Otiluke’s resilient sphere, phantasmal killer, polymorph, rainbow pattern, remove curse, shadow conjuration, shout, solid fog, stone shape, stoneskin, summon monster IV, wall of fire, wall of ice.
    5th Level: animal growth, baleful polymorph, Bigby’s interposing hand, blight, break enchantment, cloudkill, cone of cold, dismissal, dominate person, feeblemind, hold monster, magic jar, mind fog, persistent image, Rary’s telepathic bond, shadow evocation, summon monster V, telekinesis, teleport, transmute mud to rock, transmute rock to mud, wall of force, wall of stone, waves of fatigue.
    6th Level: acid fog, antimagic field, Bigby’s forceful hand, chain lightning, circle of death, control water, disintegrate, eyebite, flesh to stone, globe of invulnerability, greater dispel magic, greater heroism, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass eagle’s splendor, mass fox’s cunning, mass owl’s wisdom, mass suggestion, mislead, Otiluke’s freezing sphere, repulsion, stone to flesh, summon monster VI, true seeing, undeath to death, wall of iron.
    7th Level: banishment, Bigby’s grasping hand, control undead, delayed blast fireball, ethereal jaunt, finger of death, forcecage, greater arcane sight, greater shadow conjuration, greater teleport, insanity, limited wish, mass hold person, mass invisibility, Mordenkainen’s sword, power word blind, plane shift, project image, prismatic spray, reverse gravity, spell turning, summon monster VII, teleport object, waves of exhaustion.
    8th Level: Bigby’s clenched fist, dimensional lock, greater shadow evocation, greater shout, horrid wilting, incendiary cloud, iron body, mass charm monster, maze, Otiluke’s telekinetic sphere, Otto’s irresistible dance, polar ray, polymorph any object, power word stun, prismatic wall, protection from spells, scintillating pattern, summon monster VIII, sunburst.
    9th Level: Bigby’s crushing hand, dominate monster, energy drain, etherealness, freedom, foresight, gate, imprisonment, mass hold monster, meteor swarm, Mordenkainen’s disjunction, power word kill, prismatic sphere, shades, shapechange, summon monster IX, time stop, wail of the banshee, weird, wish.

    EPIC BROOD INVOKER
    The epic brood invoker has mastered his power over the magic of eldrazi spawn, and is now capable of developing even greater uses for it.
    Hit Die: d4.
    Skill Points at Each Additional Level: 2 + Int modifier.
    Create Spawn (Su): The epic brood invoker gains no further ability to create additional eldrazi spawn each time he uses an action to do so.
    Spells: The brood invoker’s caster level is equal to his class level. The brood invoker’s number of spells per day does not increase after 20th level. The brood invoker does not learn additional spells.
    Spawn Familiar: The epic brood invoker’s eldrazi spawn familiar continues to increase in power. Every two levels higher than 20th (22nd, 24th, and so on), the familiar’s natural armor bonus and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
    Tougher Spawn (Ex): The brood invoker can advance each of the eldrazi spawn he creates by 1 additional Hit Die at every level higher than 18th (24th, 30th, and so on).
    Warded Spawn (Ex): The brood invoker can give each eldrazi spawn he creates spell resistance equal to his class level + 5, as normal.
    Create Drone (Su): The eldrazi drones created by a brood invoker die after 10 minutes per class level, as normal.
    Create Eldrazi (Su): The true eldrazi created by a brood invoker die after 10 minutes per class level, as normal.
    Bonus Feats: The epic brood invoker gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).
    Last edited by Tarvon000; 2012-02-26 at 12:54 PM.

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    Default Re: Eldrazi in D&D

    Drones horribly underCR-ed. See for yourself
    1) 1 drone produces spawns once every 1d4 rounds. 15 spawns create a CR 13 True Eldrazi. Thus, a drone creates a CR 13 monster every 15-60 rounds.
    2) A D&D round lasts 6 seconds. Thus, creating a True Eldrazy takes 90 to 360 seconds. A standard day has 86400 seconds. Therefore one drone creates from 960 to 3840 True Eldrazi per day.
    3) Each True Eldrazi summons a drone once per day. GOTO step1.
    So even single drone breaks your setting in a day.
    Good point. I'll put a cap on the number of eldrazi spawn a drone can create each day.

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    Default Re: Eldrazi in D&D

    That doesn't help, If each drone can within 12 minute create 2 Eldrazi that can each create a drone that can within 12 minutes create two more, they will slow down in there production rate but one drone can indirectly make a bunch of them.
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    Default Re: Eldrazi in D&D

    Really, what needs to be done is to make the spawn's sacrificea ability do something other than summon a true eldrazi.
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    Default Re: Eldrazi in D&D

    Make it so that only one true Eldrazi can be summoned per day?

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    Default Re: Eldrazi in D&D

    That's still a lot. A CR 13 creature with backup can probably destroy most small cites. Add that to geometric growth, and you get a very scary answer. The spawn should have some other purpose, at least IMO.
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    Default Re: Eldrazi in D&D

    Still, aren't these things supposed to be extraplanar world-destroying monstrosities? If one gets summoned to a plane, the heroes have to stop it fast before it raises an army. Sounds like good times to me. The DM can always handwave the out-of-battle stuff slightly.
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    Default Re: Eldrazi in D&D

    This is what would happen, they all wait in the astral plane for a few days, making a whole bunch of true Eldrazi, they then plane shift en mass to various places, each True Eldrazi brings some drones that haven't spawned and drones that day and creates a drone on the material plane. They are spread out, each of them creating drones several There numbers double every 12 minutes tops, a True Eldrazi could easily be destroyed by a party of adventurers, but how many new ones would be created? If they steal a wizards demiplane where 1 day = 1 round, they could send hundreds of True Eldrazi and there drone and spawn to the material plane each round. Even if the heroes can each kill 1/round, they still will be overwhelmed. If they don't capture a wizards demi-plane, they could wait a few days, and then for every Eldrazi that dies, 100, if no more will take it's place, though that is assuming it one true Eldrazi is what started it, if they truly where trapped for thousands of years, if they could make there spawn, there would be millions of new True Eldrazi each round.
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    Default Re: Eldrazi in D&D

    The true eldrazi are smart, but they can't think ahead. They won't wait in the Astral Plane creating more eldrazi, they will plane shift as soon as they get a chance. And any wizard powerful enough to not only create their own demiplane but change the flow of time inside it can definitely beat a CR 13 creature with some CR 8 backup. And it doesn't take too much thinking to add an automatically resetting antimagic field trap with a timed trigger to wherever the eldrazi were trapped.

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    Default Re: Eldrazi in D&D

    Even though I wholeheartedly support that you're attempting to bring Eldrazi into D&D, I feel that, as most others have pointed out already, that the amount of eldrazi that's being produced under a short time is far Far too many.

    If I may, perhaps... (And I apologize if I break any rules of etiquette here in the homebrew forum by posting this)

    "Create Spawn (Ex): An Eldrazi Drone may produce two eldrazi spawn as a free action every 24 hours. The Eldrazi Spawn appears in any square occupied by the drone. This procedure is a "natural" process within the Drone and may be activated at will. Once the procedure is initiated, it takes 24 hours for the spawn to mature and detach from the Drone and once started this process can not be stopped willingly. The Drone itself is not hampered by this process in any way and may act normally while the Spawn matures.
    Couldn't help but suggesting that it should be an Ex ability... always imagined Eldrazi to produce by some form of cellular division.

    Edit: Any thoughts of doing the same to Slivers?
    Last edited by Asheram; 2012-02-23 at 07:22 PM.
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    The problem is striking a balance between in-combat danger and out-of-combat danger. Anything with a short enough time scale to be a threat in-combat will lead to the world drowning in monsters in two days.
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    Default Re: Eldrazi in D&D

    Fine. I changed the eldrazi spawn's Create Eldrazi ability so it can only happen once per minute on any given plane. If this still seems too fast to you remember that something like 200 humans are born on Earth every minute.

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    Quote Originally Posted by Tarvon000 View Post
    Fine. I changed the eldrazi spawn's Create Eldrazi ability so it can only happen once per minute on any given plane. If this still seems too fast to you remember that something like 200 humans are born on Earth every minute.
    You can't really make that comparison
    If we say that an eldrazi exists all alone in an enclosed space.

    Round 1, the true eldrazi makes a drone. This drone is mature to create spawn but let's set the maximum spawn rate for 4 rounds.
    Round 4,8,12,16,20,24,28,32,36,40,44,48,52,56,60 a spawn is created and merges with the other to become a True Eldrazi.
    From the original birth of a drone, a new True eldrazi is created after 6 minutes This is a new creature which can immediatly create a drone

    This will essentially be lowered to 1 every minute after.. I don't care to do the math. We'll say that it takes tops 15 minutes to go down to 1 true eldrazi a minute

    This means that in one day, there's 1425 True eldrazi running around, 1425 drones, and far... Far too many spawn after 1 day there's atleast 2850 spawn being created every minute. (thinking also that 1 spawn still is still more powerful than a commoner)

    It takes about 12-20 hours for a woman to exit labor, and about 16 years (if the children were one male one female) for them to continue the cycle.
    You can't really compare the two.

    Also, Each of these True eldrazi, as you've said, has 202 hp, damage reduction 15/magic, immunity to cold, electricity, and fire, spell resistance 25, and Anihalation.
    This means that for anyone to have a shot at killing an eldrazi, they must be atleast over Level 6 or have a lot of magical gear.

    This means that from one breach, one single eldrazi entering a plane.
    In one day, he can raze a kingdom along with his almost countless spawn and drones.

    The wightocalypse has nothing on them because atleast the wights needs to turn others into wights, Eldrazi just go bonkers.
    Last edited by Asheram; 2012-02-24 at 05:52 AM.
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    Eldrazi Titans shouldn't even have stats.

    Consider them an elder evil, but like Leviathan(the real thing, not the aspect). They eat the life essance of the world, leaving nothing behind.

    So far it has been shown that no one ever managed to beat the Titans.

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    This means that in one day, there's 1425 True eldrazi running around, 1425 drones, and far... Far too many spawn after 1 day there's atleast 2850 spawn being created every minute. (thinking also that 1 spawn still is still more powerful than a commoner)

    . . .

    This means that from one breach, one single eldrazi entering a plane.
    In one day, he can raze a kingdom along with his almost countless spawn and drones.

    The wightocalypse has nothing on them because atleast the wights needs to turn others into wights, Eldrazi just go bonkers.
    Again, eldrazi are supposed to destroy entire planes (or at least demiplanes, since the planes in Magic: the Gathering are finite.) But to be honest I didn't really like my solution that much. I'll change it so instead True Eldrazi can't create drones until 24 hours after their creation.

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    Eldrazi Titans shouldn't even have stats.

    Consider them an elder evil, but like Leviathan(the real thing, not the aspect). They eat the life essance of the world, leaving nothing behind.

    So far it has been shown that no one ever managed to beat the Titans.
    The eldrazi titans are beaten daily in Magic: the Gathering games. Even Emrakul can be killed by a royal assassin. All of the statistics that I gave to the titans are extrapolated from statistics they already had as Magic cards.

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    Hmmm, combat-wise, I think they are way too weak now. Let's take Emrakul for example. It's a 15/15 creature. The only creature bigger than it is B.F.M., an Un creature (i.e.: a creature from comic relief set). It should be, quite literally, stronger than anything in the game. I see Emrakul like somewhat comparable to a very strong Hecatoncheires. While in the defensive department it is not bad, even though I would give it a bigger DR to something more difficult to overcome (weapons made from Zendikarian crystals, maybe? ), it is too weak offensively. Myself, I would boost its "Annihilate" damage ten-fold (at the very least, let's remember how devastating annihilator 6 can be to the opponents' field) and make it hit REAL hard (it still has 15 power: more than anything in the game under normal circumstances), maybe following the path of Hecatoncheires, since it does have hundreds of tentacles/tendrils. IMHO: don't be afraid to bump its CR to the 60s~70s: there's exactly where it should sit. A regular True Eldrazi should be a VERY tough foe, with CR somewhere around 20~25 (i.e.: Hand of Emrakul?), while Emrakul spells the doom of entire planes when it shows up. It should take nothing short of a party of the strongest heroes in the multiverse to take it down (let's remember that it took a group of not one, not two, but THREE of all-powerful, reality-altering, plane-shaping planeswalkers to not kill the Eldrazi, but simply seal them away in Zendikar, dooming the survival of one plane but saving the rest of the existence in the process). Also, it pays to remember that kind of planeswalker doesn't even exist anymore, though this is only relevant if you are GMing in a MtG environment, I guess.

    At the same time, maybe you could add a weakness to something silly. Let's not forget that Eldrazi ARE vulnerable to a stupid little spell called Ghostfire. The only mechanic I can think of is some kind of metamagic feat increasing the spell level in two steps while allowing it to damage Eldrazi, though it might be too niche. A better solution might be simply introducing "colorless" versions of some spells that, at the expense of being of a higher circle, can damage the Eldrazi just fine; again, too niche, but it would only cost a few pages of the Wizards handbook (If you don't follow the reasoning, Ghostfire is the same as Lightning Bolt, only it is colorless at the cost of two extra colorless mana to be cast)

    Bottomline, this is a nice idea overall! It's just that I think you might be underestimating the power of these plane-wrecking beasties a little Also, I must apologize in advance in case something I said made no sense lore-wise: my knowledge of this part of MtG backstory is sketchy, to say the least

    PS: I think that's why Venser (nice nick, btw!) said they shouldn't have stats: they are extremely tough to the point of being silly for them to have stat sheets, but you do have a point when you say they ARE beatable in a MtG game. But most "regular" heroes are not as strong as planeswalkers (i.e.: the MtG player), even the "new kind" - unless not until they are of a VERY high level. Also, the "easy" way to beat an Eldrazi player is to resource-screw them so they are unable to get all the mana they need to summon the beasties (okay, most people don't exactly summon them... Anyways.), which means it would be a battle of planeswalkers trying to summon their version of the monsters, not a planeswalker trying to beat THE monster, a monster that is already there. Actually, I think it is pretty impossible to win a game where the opponent already starts the game with Emrakul on the table, maybe you could try that as a challenge (and then the synergy with Karn Liberated really starts to scare me... Wonder if that could be pulled out reliably?). Point is: if you want to give them stats, better go all the way and make them way past epic
    Last edited by Larkas; 2012-02-24 at 10:01 PM.
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    Default Re: Eldrazi in D&D

    Hmm. I didn't want to make the true eldrazi more than 5 CR ahead of the eldrazi drone because any encounter with an eldrazi drone could result in an encounter with a true eldrazi. Maybe I could make the true eldrazi more powerful but severely weaken it for the first 24 hours of its life?

    Edit: Made the true eldrazi a little more powerful but prevented them from using special attacks for the first 24 hours. I don't want to make the eldrazi titans too much more powerful because anyone past 30th level should just call themselves gods and start playing a fantasy wargame.

    By the way, only Emrakul has protection from colored spells. That's why I allowed his spell immunity to be bypassed by universal spells, the closest equivalent to colorless in D&D. I know that Miracle isn't technically universal, but it would be if clerics had school specialization.
    Last edited by Tarvon000; 2012-02-25 at 11:55 AM.

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    Default Re: Eldrazi in D&D

    Emrakul should have DR 50/Epic and something else at the very least, Fast healing 25, probably +20 to all stats as well, Immunity to all energy types. Annihilate effects everyone in 1000 ft. of him and does 100 damag. 15 damage is next to nothing at that level, Epic is pretty easy to get at that level as well.

    Kozilek should have DR 25/Epic, and +30 Str and Con, +10 to the rest, fast healing 10. Annihilate effects everyone in 250 ft and does 50 damage. 15 damage is pretty low and +2 str/con is next to nothing.

    Ulamog should have DR 25/Epic, +10 all stats, fast healing 10, and Implosion at will. Annihilate effects everyone in 500 ft and does 50 damage.

    They all should have Freedom of Movement, True Seeing constantly active and Greater Teleport, and Greater Plane Shift at will, Mage’s Disjunction 5/day (CL = HD). Fast healing maybe should be replaced by regeneration.
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    Default Re: Eldrazi in D&D

    Quote Originally Posted by Tarvon000 View Post
    Hmm. I didn't want to make the true eldrazi more than 5 CR ahead of the eldrazi drone because any encounter with an eldrazi drone could result in an encounter with a true eldrazi. Maybe I could make the true eldrazi more powerful but severely weaken it for the first 24 hours of its life?
    Hmmm, maybe you could tweak the ability to summon so it takes somewhat longer to complete? I could see something like a ritual where the spawn start resonating among themselves while attuning to the Blind Eternities/Astral Plane and only then sacrifice themselves to call a true eldrazi, a process that takes 2/4/6/8 hours to complete and don't require any kind of concentration on the spawns' part. Thinking in MtG rules (and trying to adapt them to the D&D universe), the fact is that, while you can sacrifice the Spawns whenever you want to add that one colorless mana to your mana pool, you can only cast a creature spell on one of your two main phases under normal circumstances. Creating a creature in combat would be something more akin to the Hero of Ebonhold's ability, which would take up to a full-round action at most, and, depending on how you interpret MtG's rounds, be usable once per day only. By taking longer to summon the true eldrazi, an encounter with a drone and/or a spawn doesn't have to degenerate to an encounter with those plus the true eldrazi and would still fit the flavor.

    Quote Originally Posted by Tarvon000 View Post
    Edit: Made the true eldrazi a little more powerful but prevented them from using special attacks for the first 24 hours. I don't want to make the eldrazi titans too much more powerful because anyone past 30th level should just call themselves gods and start playing a fantasy wargame.
    I understand how you feel, I really do, but they ARE truly epic monsters, and it WOULD take a lot more than an army to take them down. That's why it would be so hard to fit them in a regular D&D setting, unless you go deep in epic levels :/

    Quote Originally Posted by Tarvon000 View Post
    By the way, only Emrakul has protection from colored spells. That's why I allowed his spell immunity to be bypassed by universal spells, the closest equivalent to colorless in D&D. I know that Miracle isn't technically universal, but it would be if clerics had school specialization.
    That was a nice touch, btw! I was just suggesting that it would be interesting if they could be harmed by slightly more mundane, though strange, spells :)

    @rweird Yep, pretty much =D

    Now, Tarvon, please take everything I'm saying as a suggestion and a suggestion only! It is YOUR homebrew, I'm just giving my two cents from what I know of the source material and D&D. If you want the Eldrazi Titans as some monsters that could be taken down by "weak" heroes (with a lot of "" there, since they would only be comparatively weak, but actually very strong), there's no problem with that. It's just not how I picture them :)
    Quote Originally Posted by cerin616 View Post
    I just like to think that Smaug's "cry of pain" was "OH GOD, MY PRETTY! YOU HIT MY RIGHT IN THE PRETTY."
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    Default Re: Eldrazi in D&D

    Emrakul should be able to be harmed by force damage. Force is kind of like colorless so maybe his spell immunity could read: spell immunity except for limited wish, wish, miracle, and any spell that deals force damage (provided it overcomes SR if allowed)
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    Default Re: Eldrazi in D&D

    I considered allowing magic missile to bypass Emrakul's spell immunity, but that's already been done: http://www.d20srd.org/srd/monsters/willOWisp.htm

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    Default Re: Eldrazi in D&D

    If Magic Missile can bypass his Spell Immunity it would deal a maximum of 50 damage if I'm not mistaken. (Intensified Magic Missile) and that is with and 8th level Spell Slot provided it overcomes his SR. Magic Missile isn't very good at that level, seeing as he would have over 700 HP, more if he has max HP/HD.
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