Converting monsters from the second edition Monstrous Compendiums

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Shade

Monster Junkie
Commenting on the rest...

BOZ said:
not sure if this should be part of the aura, part of the "meld with wood" or something else altogether.

We should probably add it to the aura.

BOZ said:
add to the aura power, as above.

Already have done so, somewhat at least.

BOZ said:
the meld power...

Attempt #1:

Wood Meld (Su): An hour before dusk, the faux faerie will seek out a suitable fallen branch or log, three or four feet long at most, into which it melds itself for its night's rest, and becomes a part of the wood itself. The faux faerie remains in the wood until an hour after dawn. When infused with a faux faerie, the wood of the branch or log will take on an extremely faint blue glow front the dweomer of the magical aura of the faux faerie. This glow, which is indistinguishable from the blue fox fire glow which sometimes occurs in naturally decomposing wood, cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its aura is explosively disrupted (see other power).


BOZ said:
maybe another separate power?

Probably should be. We could mine this ability for ideas:

Split (Su): When damaged, a protean scourge splits into two identical versions of itself. This ability is not an illusion; each new protean scourge is fully capable of dealing real damage and poses a real threat. Each version of the protean scourge has all the current statistics and access to all the current abilities of a single creature, including any remaining uncast spells. However, any spells cast by either split protean scourge come from the total pool of remaining available spells. So, the two versions share access to remaining spells; each does not get its own spell list or spells per day. Neither half of the protean scourge can change shape as long as the creature remains split.

Each version has the protean scourge's current hit point total (they do not split remaining hit points), and both versions of the protean scourge must be slain to kill the creature.

The split protean scourges can recombine into a single creature in a process that lasts 1 minute. While it recombines, the protean scourge is helpless.


BOZ said:
possibly incorporate some of this into flavor text.

Good idea.
 

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Rapida

First Post
Shade said:
Here's an initial attempt at this tough ability:
Reactive Absorptive Aura (Su): A faux faerie is contiually surrounded by an invisible magical aura which absorbs spells and releases them at random. Any time a spell targets a faux faerie, it is immediately absorbed by the aura. The aura can store up to X spell levels before it becomes full. If a spell targets the faux faerie once its aura is full, the spell is aborbed, and a random stored spell is released and targeted at the caster. The spell uses the caster level of the target(?).

We'll need to add a "typical spells stored" list or something to randomly determine what spells are already stored.

More to come...
Hello, sorry to interrupt you two but for the typical spells stored you could roll for a scroll in the DM's guide. If you all don't mind I would enjoy trying to help convert some of these creatures.
 

BOZ

Creature Cataloguer
hey, i don't mind at all. :) i'm always saying i wish we had more people volunteering around here.

in the meantime, sorry for being so quiet, but i had some personal things to finish up for the last few days. ;)
 

BOZ

Creature Cataloguer
Your original name for the aura is kind of clunky, though not inaccurate. Here's an attempt at a rename and some reworking:

Absorbing Aura (Su): A faux faerie is continually surrounded by an invisible magical aura that absorbs spells and releases them at random. Any time a spell targets a faux faerie, the spell is immediately absorbed by the aura. The spell is not discharged and remains stored in the aura indefinitely. Anyone able to detect magical auras sees a frenzy of magical energy circling the faerie.

Each faux faerie's aura can hold 4d6+20 spells; this is a static number and does not change over the course of the faerie's life. If a spell targets the faux faerie when its aura is full, the new spell is absorbed, and a random stored spell is released and targeted at the caster. The spell uses the caster level of the spellcaster who cast it. Releasing a spell is not a conscious act by the faux faeries and does not provoke an attack of opportunity or require concentration, and thus cannot be disrupted. Multiple spells can be released in a single round: one for each spell cast at the faux faerie.

While a faux faerie is in its dormant state, its aura can be disrupted by damaging the wood it has melded with. If the wood is burnt, its stored spells are released at a rate of six spells per round, targeting random targets within X feet. This happens every round until all spells are released, or the wood is no longer burning. If the wood is cut instead of burnt, six spells are released randomly in this way, but only in the first round the wood is chopped.

Feel free to disagree with anything presented above. :)

Should we allow this to work on spell-like abilities as well?

Shade said:
We'll need to add a "typical spells stored" list or something to randomly determine what spells are already stored.

It's a good idea. ;) the example in the text suggests "its aura would normally include a variety of spells which might have been cast upon it (by both friendly and unfriendly parties), including such spells as know alignment, charm, magic missile, lightning bolt, etc." some spells, like the suggested know alignment (or its modern "detect" counterparts) might be completely harmless. Naturally, lightning bolt is out now since that is an area rather than target spell. Our list should feature spells that target creatures that are likely to be cast on other creatures (not spells that are likely to target only the caster).

Attempt #1:

Wood Meld (Su): An hour before dusk, the faux faerie will seek out a suitable fallen branch or log, three or four feet long at most, into which it melds itself for its night's rest, and becomes a part of the wood itself. The faux faerie remains in the wood until an hour after dawn. When infused with a faux faerie, the wood of the branch or log will take on an extremely faint blue glow front the dweomer of the magical aura of the faux faerie. This glow, which is indistinguishable from the blue fox fire glow which sometimes occurs in naturally decomposing wood, cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its aura is explosively disrupted (see other power).

I'm going to take a bit of that text out for flavor text, since power descriptions don't (usually) go into details about why and how they're used so much as what happens when they are:

An hour before dusk, the faux faerie will seek out a suitable fallen branch or log, three or four feet long at most. The faerie melds itself into the wood for its night's rest, and remains in the wood until an hour after dawn.

Wood Meld (Su): A faux faerie can meld its body and possessions into a single piece of wood that is large enough to accommodate its body in all three dimensions. The wood must not be a part of a living plant. The effect of this ability is otherwise similar to the meld with stone spell.

A piece of wood infused with a faux faerie takes on an extremely faint blue glow from the dweomer of the faux faerie's magical aura. This glow is indistinguishable from the blue fox fire glow that sometimes occurs in naturally decomposing wood, and cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its aura is explosively disrupted (see "other power").

Shade said:
Probably should be. We could mine this ability for ideas:

Split (Su): When damaged, a protean scourge splits into two identical versions of itself. This ability is not an illusion; each new protean scourge is fully capable of dealing real damage and poses a real threat. Each version of the protean scourge has all the current statistics and access to all the current abilities of a single creature, including any remaining uncast spells. However, any spells cast by either split protean scourge come from the total pool of remaining available spells. So, the two versions share access to remaining spells; each does not get its own spell list or spells per day. Neither half of the protean scourge can change shape as long as the creature remains split.

Each version has the protean scourge's current hit point total (they do not split remaining hit points), and both versions of the protean scourge must be slain to kill the creature.

The split protean scourges can recombine into a single creature in a process that lasts 1 minute. While it recombines, the protean scourge is helpless.

how's this then?

Split (Su): When the wood containing a faux faerie is chopped or cut into two or more pieces, the faux faerie splits into two identical versions of itself, which emerge from the two largest pieces of wood that next morning. Each version has half the faux faerie's current hit point total, but otherwise each one has the same stats as the original. This split is permanent; the two faux faeries are separate creatures and cannot recombine.

Each version of the faux faerie has access to all the current abilities of a single creature. However, any spells stored in the original faux faerie's aura are split evenly and randomly between the two new ones.
 


Shade

Monster Junkie
BOZ said:
Your original name for the aura is kind of clunky, though not inaccurate. Here's an attempt at a rename and some reworking:

Absorbing Aura (Su): A faux faerie is continually surrounded by an invisible magical aura that absorbs spells and releases them at random. Any time a spell targets a faux faerie, the spell is immediately absorbed by the aura. The spell is not discharged and remains stored in the aura indefinitely. Anyone able to detect magical auras sees a frenzy of magical energy circling the faerie.

Each faux faerie's aura can hold 4d6+20 spells; this is a static number and does not change over the course of the faerie's life. If a spell targets the faux faerie when its aura is full, the new spell is absorbed, and a random stored spell is released and targeted at the caster. The spell uses the caster level of the spellcaster who cast it. Releasing a spell is not a conscious act by the faux faeries and does not provoke an attack of opportunity or require concentration, and thus cannot be disrupted. Multiple spells can be released in a single round: one for each spell cast at the faux faerie.

While a faux faerie is in its dormant state, its aura can be disrupted by damaging the wood it has melded with. If the wood is burnt, its stored spells are released at a rate of six spells per round, targeting random targets within X feet. This happens every round until all spells are released, or the wood is no longer burning. If the wood is cut instead of burnt, six spells are released randomly in this way, but only in the first round the wood is chopped.

Feel free to disagree with anything presented above. :)

Should we change the number of spells to number of spell levels, like most absorption/reflection effects?

BOZ said:
Should we allow this to work on spell-like abilities as well?

Absolutely. Good idea.

BOZ said:
It's a good idea. ;) the example in the text suggests "its aura would normally include a variety of spells which might have been cast upon it (by both friendly and unfriendly parties), including such spells as know alignment, charm, magic missile, lightning bolt, etc." some spells, like the suggested know alignment (or its modern "detect" counterparts) might be completely harmless. Naturally, lightning bolt is out now since that is an area rather than target spell. Our list should feature spells that target creatures that are likely to be cast on other creatures (not spells that are likely to target only the caster).

True. And spells that would effect a fey. (Charm person is probably out).

I wonder if we could incorporate Rapida's suggestion of using the scrolls list?

BOZ said:
I'm going to take a bit of that text out for flavor text, since power descriptions don't (usually) go into details about why and how they're used so much as what happens when they are:

An hour before dusk, the faux faerie will seek out a suitable fallen branch or log, three or four feet long at most. The faerie melds itself into the wood for its night's rest, and remains in the wood until an hour after dawn.

Wood Meld (Su): A faux faerie can meld its body and possessions into a single piece of wood that is large enough to accommodate its body in all three dimensions. The wood must not be a part of a living plant. The effect of this ability is otherwise similar to the meld with stone spell.

A piece of wood infused with a faux faerie takes on an extremely faint blue glow from the dweomer of the faux faerie's magical aura. This glow is indistinguishable from the blue fox fire glow that sometimes occurs in naturally decomposing wood, and cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its aura is explosively disrupted (see "other power").

Looks good.


BOZ said:
how's this then?

Split (Su): When the wood containing a faux faerie is chopped or cut into two or more pieces, the faux faerie splits into two identical versions of itself, which emerge from the two largest pieces of wood that next morning. Each version has half the faux faerie's current hit point total, but otherwise each one has the same stats as the original. This split is permanent; the two faux faeries are separate creatures and cannot recombine.

Each version of the faux faerie has access to all the current abilities of a single creature. However, any spells stored in the original faux faerie's aura are split evenly and randomly between the two new ones.

Lookin' good. Do we need to define how the spells are randomly split, or leave that up to the DM?
 

BOZ

Creature Cataloguer
Shade said:
Should we change the number of spells to number of spell levels, like most absorption/reflection effects?

if we do that, the number should be pretty high. If you think about it, with a maximum of 48 spells, they could all be 9th level, meaning 432 spell levels. ;) now, you might not want to go that high, but assuming a median of 36 4th-level spells, that still gives us an average of 144 spell levels to absorb and that might require quite a bit more calculation that just going straight-up spells.

Shade said:
True. And spells that would effect a fey. (Charm person is probably out).

I wonder if we could incorporate Rapida's suggestion of using the scrolls list?

the only problem with that is that the scrolls list has a lot of spells on it that wouldn’t make sense for being part of the aura. But still, it’s a tought.

I came up with a rather long list while gaming last night, flipping through the PHB for spells that target creatures. I removed a lot of the ones that wouldn’t make sense, and kept a few helpful spells in case someone felt sorry for the critter or tried to use it as a power battery or something. When we construct a “common” list, maybe we should limit the number of high level spells, since it’s unlikely that a faux faerie would survive an encounter with a high level party. ;) see what we can cut this list down to (should be cut to about 1/3, or maybe even less than that):

analyze dweomer, baleful polymorph, barkskin, bear’s endurance (and mass), bestow curse, binding, blindness/deafness, bull’s strength (and mass), cat’s grace (and mass), cause fear, chain lightning, charm monster, chill touch, cloak of chaos, command (and greater), lesser confusion, contagion, cure (all spells), daze monster, demand, destruction, discern lies, dispel magic (and greater), displacement, dominate monster, doom, eagle’s splendor (and mass), endure elements, enthrall, eyebite, feather fall, feeblemind, finger of death, flesh to stone, fox’s cunning (and mass), freedom of movement, gaseous form, geas/quest (and lesser geas), harm, haste, heal, hold monster, horrid wilting, implosion, imprisonment, inflict (all spells), insanity, invisibility (and greater), mage armor, magic jar, magic missile, mark of justice (this spell may be the most appropriate one on the list! LOL), maze, modify memory, Otto’s irresistible dance, owl’s wisdom (and mass), phantasmal killer, plane shift, poison, power word (all spells), protection (all spells), rage, resist energy, sanctuary, scare, shocking grasp, slay living, slow, spider climb, statue, stoneskin, suggestion, Tasha’s hideous laughter, temporal stasis, touch of fatigue, touch of idiocy, trap the soul, vampire touch, virtue, weird

Shade said:
Lookin' good. Do we need to define how the spells are randomly split, or leave that up to the DM?

I’d leave that one up to the DM. And if we go with spell levels, that will be even more for the poor soul to figure out later. ;)
 


Rapida

First Post
I think we should limit the level of spells this thing can have in its aura, I mean if its a CR 4 and casts wierd everyone is dead.

Also I think we still could include fireball and lightning bolt since the description sees the spell is cast at the one that just hit it with a spell. So it just shoots a fireball or something there way, not necassarily hitting them or anything. (that would depend on the range and all that)
 

Shade

Monster Junkie
Dire_dungeonmaster said:
I need the virus, from monstruos compendium A #3 pgs 113-115 converted please help

BOZ, since this thread keeps getting requests, how about rolling out the linnorms into a separate thread?
 

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