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Converting Al-Qadim and Oriental Adventures creatures

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Perhaps also Extend Spell for some of the buffs. So we have Negotiator, Self-Sufficient, Endurance, Empower Spell, Extend Spell, and one more. Put back Multiattack?
 

Updated.

Environment: Warm deserts? (It says "any" in the original description, but it would be odd to find a camel in, say, cold mountains or temperate swamps)

Organization: Solitary or x (2–12) ("blessing"? "benevolence"?)

Advancement: 16-42 HD (Huge); 43-45 HD (Gargantuan)? (this preserves the dire camel's advancement)
 


You're right. I'll let you and Cleon duke it out over which spell to drop. ;) I added greater command, but I don't care much one way or the other.

I have no objection to dropping righteous might, although I'd fancy something outsider- or summoning-related to replace it instead of greater command. I'm thinking of such spells as dispel evil, plane shift or summon monster V.

Of those, I feel dispel evil is probably the most appropriate giving the flavour text.

That might make dismissal redundant. I'd replace it with a utility spell like air walk, divination or tongues. A giant camel that walks on clouds or can speak any language seems appropriately for an "Arabian Tales" creature, although I think prophetic powers (e.g. divination) would make a better default.

That would make:

4th—cure critical wounds*, death ward, divination, neutralize poison, spell immunity;
5th—break enchantment, dispel evil, flame strike*, symbol of sleep;

What do you think?
 

11 ranks in each skill suggested except 10 in Survival?

That works for me. That comes out as:
Skills: Concentration +19, Diplomacy +16, Heal +18, Sense Motive +18, Survival +17
Concentration (11+8), Diplomacy (11+3+2), Heal (11+5+2), Sense Motive (11+5+2), Survival (10+5+2),

Perhaps also Extend Spell for some of the buffs. So we have Negotiator, Self-Sufficient, Endurance, Empower Spell, Extend Spell, and one more. Put back Multiattack?

I'd go for either Power Attack (I suspect it would give more bang-for-the-buck than Multiattack, giving its high attack), or Spell Penetration (to help overcome that pesky spell resistance so many evil outsiders have).
 

Environment: Warm deserts? (It says "any" in the original description, but it would be odd to find a camel in, say, cold mountains or temperate swamps)

Organization: Solitary or x (2–12) ("blessing"? "benevolence"?)

Advancement: 16-42 HD (Huge); 43-45 HD (Gargantuan)? (this preserves the dire camel's advancement)

You get a strong yeah for deserts, although I would suggest "any desert" rather than "warm desert" since camels can live in cold arid places as well.

I like "benevolence" for the collective noun.

The Advancement HD is fine but the sizes are wrong, shouldn't they be 16-42 HD (Gargantuan); 43-45 HD (Colossal).

Speaking of sizes, I would like to tweak the description a bit and say they are 30 feet tall to the hump. Since (a) we just have to mention the hump, and (b) a large camel is 6' at the shoulder and 7' at the hump, bumping it up two sizes would make it around four times taller - 24' shoulder and 28' hump, which seems to fit quite nicely.

They also weigh about as much as a horse - say 1200-1500 pounds for a big 7' camel. That works out around 45 tons for a Gargantuan version.

So, something like "A camel of the pearl stands 30 feet tall to the top of its hump, or 25 feet tall at the shoulder, and weighs about 45 tons."
 
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Should we include a note about how advancement would affect their spellcasting?

Good call. +1 spell level/2 additional HD (max 20th level)?

Of those, I feel dispel evil is probably the most appropriate giving the flavour text.

Agreed.

That might make dismissal redundant. I'd replace it with a utility spell like air walk, divination or tongues. A giant camel that walks on clouds or can speak any language seems appropriately for an "Arabian Tales" creature, although I think prophetic powers (e.g. divination) would make a better default.

I'd prefer air walk.

That works for me. That comes out as:
Skills: Concentration +19, Diplomacy +16, Heal +18, Sense Motive +18, Survival +17
Concentration (11+8), Diplomacy (11+3+2), Heal (11+5+2), Sense Motive (11+5+2), Survival (10+5+2),

You forgot the +2 synergy bonus to Diplomacy from Sense Motive.

I'd go for either Power Attack (I suspect it would give more bang-for-the-buck than Multiattack, giving its high attack), or Spell Penetration (to help overcome that pesky spell resistance so many evil outsiders have).

Let's go with Power Attack, since I don't imagine they encounter very many high-level evil outsiders in the deserts of the Material Plane.

The Advancement HD is fine but the sizes are wrong, shouldn't they be 16-42 HD (Gargantuan); 43-45 HD (Colossal.

Yep...I forgot we started them at Gargantuan. In that case, no need to preserve the dire camel's sizes.

So, something like "A camel of the pearl stands 30 feet tall to the top of its hump, or 25 feet tall at the shoulder, and weighs about 45 tons."

That works for me!

Updated.
 

I'd prefer air walk.

air walk was my second choice. I'm fine either way.

You forgot the +2 synergy bonus to Diplomacy from Sense Motive.

So I did! Well, that means our skill calculations are in agreement.

Let's go with Power Attack, since I don't imagine they encounter very many high-level evil outsiders in the deserts of the Material Plane.

You'd be surprised, the Forces of Evil get everywhere, you know.:p

The Advancement HD is fine but the sizes are wrong, shouldn't they be 16-42 HD (Gargantuan); 43-45 HD (Colossal.

Hmm, those Forces of Evil seem to have struck in my last post by removing the closing paranthesis after Colossal. I'd better pop back in there and dispel that evil!
 


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