Converting Creatures from Other Campaign Settings


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Good oh!

It looks like they've got some traits of an Earth Elemental, so are we giving them the Earth subtype, Push, Earth Mastery and Earth Glide (or, preferably, "Ash Glide")?

I can go for all that, but could easily see dropping push.

Since we discussed the negative energy route, I'm thinking tomb-tainted is appropriate.

Not to complicate matters, but I'm wondering if these wouldn't work well as a template added to an earth elemental. That would make it easy to determine which "size" is created by particular amounts of conjuration (healing) spells cast in the area. Just a thought. It might be just as simple to stat 'em out at the typical earth elemental sizes, too.
 


I can go for all that, but could easily see dropping push.

Since we discussed the negative energy route, I'm thinking tomb-tainted is appropriate.

Not to complicate matters, but I'm wondering if these wouldn't work well as a template added to an earth elemental. That would make it easy to determine which "size" is created by particular amounts of conjuration (healing) spells cast in the area. Just a thought. It might be just as simple to stat 'em out at the typical earth elemental sizes, too.

Tomb-Tainted is a good idea, but making it a template seems unnecessary.

Statting them out at typical Earth Elemental sizes is OK by me.

Might as well use the standard 3E elemental HD while we're at it.
 

I agree that we should stick with the earth elemental format, including HD per size. That seems easiest and clearest.
 

OK, let's work up the Large size and go from there...

Living Ash, Large
Large Ooze (Earth, Extraplanar)
Hit Dice: 8d10+32 (76 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d8+7)
Full Attack: 2 slams +12 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth mastery, push
Special Qualities: Blind, damage reduction 5/-, blindsight 60 ft., earth glide, ooze traits, tomb-tainted
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9–15 HD (Large)
Level Adjustment: —

Earth Glide (Ex): A living ash can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing living ash flings the ooze back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): A living ash gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the ooze takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): A living ash can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ooze's opposed Strength checks.

Tomb-Tainted (Ex): Although an ooze, a living ash 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 living ash may be turned as if it were an undead creature with +x turn resistance.
 

Ok, that takes care of the "equivalent to earth elemental" part. Since it "attempts to consume the person who cast the spell," should we add engulf or swallow whole? Also,

the thing collapses under its own weight, creating a cloud which may, of course, be ignited.
Some kind of death throes?
 

I like death throes, and can go along with engulf or swallow whole if you'd like.

Should the death throes just form a flammable cloud, or shall we actually add in the ignition, making it akin to incendiary cloud?
 

I can see two routes: engulf with negative energy damage or imp grab/swallow whole with bludgeoning damage. Which do you prefer?

Maybe a cloud that ignites if any spell is cast through the area? Or just let it ignite. :devil:
 

I definitely prefer the latter, what with the chance to use negative energy. ;)

Interesting idea to have the cloud ignite from any spell, not just fire.
 

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