LOL. OK, the garmorm i will consider raising, the others i will keep as-is.
And, thanks for the stats, Shade.
As for the piranha bats, the description needs some work – they’re not terribly different from normal bat swarms in the MM as-is, so we need to make them a bit different. I agree, a good majority of the description just sets them up to be like the modern swarm subtype (the swarm subtype, of course, being pure genius).
One thing that the writeup gives them is a blood frenzy: “As the “pirahna” part of their name indicates, these creatures are particularly vicious and they become frenzied after blood is drawn. There is a 50% chance that all surviving bats in a swarm will converge on a target which has been rendered dead or immobile, forsaking all other possible opponents and proceeding to strip all the flesh from a “sitting duck” unless the swarm is opposed in this attempt. This 50% chance should be rolled for once every other round until the bats do converge on the stationary target or until the issue is resolved in some other fashion.” We could give them some kind of bonus, perhaps to any character who has suffered from their wounding attack?
Also, how would you interpret this part? That some of the bats might be actual vampires? That they might merely pass on the curse of vampirism? I’ll have to have a look at the 1E MM to see if they mention anything like that, or if this is some sort of special case. “For every 30 bats encountered, there is a 5% chance that one of them will be vampiric and (as per the procedure outlined above) a 25% chance that one of the bats which actually bites an opponent will be the vampiric one.”
Just to be clear, (how) would slow and sleep spells affect a swarm?
As for the DR55 Poltergiests, first of all, they need a name change. “Chaos Poltergeist” would get the job done, but is not too interesting. “Gnomish Poltergeist” is about the same. The “spirits of chaotic gnomes” part is troubling to me. Are they undead spirits? Are they nature-type spirits like fey? Are they a special type of gnomish petitioner?
Let me post the original pertinent information here for others to judge. It doesn’t sound like they’re incorporeal, nor are they said to have any traits of the undead (except, one could rule, immunity to cold and mind-affecting, but that’s stretching it). They’re certainly a tougher encounter than one might think. I’ll go with either outsider or fey.
NO. APPEARING: 1-4
ARMOR CLASS: -3
MOVE: 12"
HIT DICE: 6
TREASURE TYPE: C, Q x 5
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLlGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: S (3'+ tall)
Poltergeists are the spirits of chaotic gnomes from Limbo and Gladsheim sent to the Prime Material Plane to spread the influence of chaos. They enjoy jokes and tricks, and their magical nature makes it difficult to do anything to stop them. And when they are provoked by someone trying to spoil their chaotic fun, they become as single-minded in their purpose as a berserker.
Poltergeists can use several spells of an illusionary nature. At will, they can perform the following feats of magic, at the 8th level of spell-use ability: Audible glamer, Hypnotism, Invisibility and Ventriloquism. They have infravision (60') and can teleport with no chance of error up to once per turn.
The creatures are immune to cold-based attacks and are unaffected by charm, hold and sleep spells and attack forms. A poltergeist only takes half damage from electrical and firebased attacks, which is reduced to one-fourth if it makes a successful save.
Poltergeists will be armed as follows: 15% with club &sling, 30% with club & spear, 40% with short sword, 15% with short sword &spear. There is a 15% chance for any poltergeist carrying a club or sword that the weapon is magical (+1).
The chaotic nature of poltergeists makes it difficult to describe them in terms of general characteristics. They tend to show hatred for the same creatures that gnomes hate (goblins, kobolds and orcs in particular), but will not hesitate to attack or beleaguer any character they encounter.
Poltergeists cannot be forever slain when encountered on the Prime Material plane; one whose body is killed will have its essence banished to Limbo or Gladsheim for a time and will then be able to reappear.