Converting original D&D and Mystara monsters

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freyar

Extradimensional Explorer
Spines and maybe total concealment in water work for me too.

Adapting Alien Mind for the dark naga works, too.
 

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Shade

Monster Junkie
Summarizing...

Unique Attacks: A master naga gains additional special attacks, base on its type.

Carrion Breath (Su): A spirit master naga can, once every 1d4 rounds, breathe a 30 foot cone of toxic gas. All creatures caught within the cone must make a successful Fortitude save or take 1d4 points of Constitution damage and be sickened for 1 minute. The save DC is Constitution based.

Implant Thoughts (Su): Once every 1d4 rounds, a dark master naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory spell, except only a new memory may be implanted. A successful Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Spines (Ex): A master water naga's fiery red and orange spines lengthen and harden. While biting, the creature thrashes about, striking with 1d4 of them. Treat these spines as a secondary melee attack that deals 1d6 points of damage plus 1/2 the naga's Strength modifier. An opponent hit by a master water naga's spines attack must succeed on a Reflex save or have the quill break off in his or her flesh. Lodged spines impose a –1 penalty on attacks, saves, and checks per spine. The save DC is Dexterity-based. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage.

Unique Defenses: A master naga gains additional special qualities, base on its type.

Invisible in Water (Su): A master water naga is effectively invisibile (as if under the effects of a greater invisibility spell) as long as it remains completely submerged.

Retaliatory Mind (Su): While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.

Tomb-Tainted (Ex): Although an aberration, a master spirit naga is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A master spirit naga may be turned as if it were an undead creature.



Do those look OK?

We'll still need something for the guardian naga.

"Wise and good, guardian nagas often protect sacred places or maintain a lookout against evil deeds."

Perhaps a constant detect evil vision? Or maybe it gains blindsight, but only usable against evil creatures and objects?

"A guardian naga tends to raise its crest when it becomes angry."

Maybe a fear/intimidation/awe effect when it raises its crest?
 

demiurge1138

Inventor of Super-Toast
I like evil-only blindsight, but the crest of awe doesn't strike me quite right. Perhaps some sort of light-based gaze attack or breath weapon?
 


freyar

Extradimensional Explorer
Breath weapon. Untyped damage but treated as if it has the light descriptor? Everything looks good so far.
 





Shade

Monster Junkie
Do these look OK?

Vilesight (Su): A master guardian naga gains vilesight to a range of 60 feet. This functions as blindsight, but it only senses evil creatures and objects with at least a faint evil aura (see the detect evil spell description).

Breath Weapon (Su): A master guardian naga can breathe a 60 foot line of light once every 1d4 rounds. This deals xdx points of damage, and is treated as having the light descriptor. A successful saving throw halves the damage. The save DC is Constitution-based.
 

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