Converting Al-Qadim and Oriental Adventures creatures

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Shade

Monster Junkie
Added to Homebrews.

They throw rocks and other missile weapons from their treetop vantage point, but they don't have the strength to hurl anything large or dangerous enough to do damage to human-sized creatures. These missiles may distract a spell-caster, however.

Suggestions?
 

demiurge1138

Inventor of Super-Toast
Option 1: They throw rocks. Forget this nonsense about nothing enough to damage people; ours are fairly strong. They shouldn't be that good of weapons, though. Maybe 1d3+Str. Mention in their tactics that, when working in groups, some may ready their actions to throw a rock at a spellcaster.

Option 2: Stick to the no damage doing; in this case they throw sand or excrement, aiming for the eyes. Creatures effected by this ranged touch attack must make a Reflex save or be dazzled for 1d4 rounds and have to make a Concentration check (DC 10+ spell level) to cast.

Demiurge out.
 

Shade

Monster Junkie
While both look good and capture the spirit of the ability, I think I prefer #1.

Anyone else have a preference?
 

freyar

Extradimensional Explorer
I'd go with option 1 with 1d3+Str damage. I agree that they're just smart enough to target spellcasters, given their magical sensitivity.
 


freyar

Extradimensional Explorer
Hi, talinthalas, welcome! Feel free to join in any conversions you like!

Do we want to add any more SAs? Should the bit about the hair being used as a fear talisman be an ability or just flavor text?
 

Shade

Monster Junkie
freyar said:
Hi, talinthalas, welcome! Feel free to join in any conversions you like!

Yeah, feel free to drop in any time.

freyar said:
Do we want to add any more SAs? Should the bit about the hair being used as a fear talisman be an ability or just flavor text?

The fear talisman can probably be flavor text.

A debbi has the power to put all other animals and men around it to flight through its primitive magical abilities. The debbi can create fear by stamping its feet in a slow rhythm and calling down magical power which makes its fur crackle and spark. The chill in the air and the magical unease that it conjures up seep into all nearby animals. The result is that any creatures within 20 yards of a debbi when it begins its screeching and stamping are affected as per a fear spell once per turn. This fear lasts for two rounds per debbi in the pack. Usually all the debbi in a pack bring on their fear effects at the same time, forcing multiple saving throws by all nearby creatures and thus bettering their odds of driving every creature away. If a creature makes its saving throw versus a particular debbi, it will not be affected by its power for at least the next hour; thereafter, it must save again normally. The debbi uses this ability to drive other creatures away from recent kills and from watering holes so that it may eat and drink what they have worked for. All debbi are immune to all forms of magical fear, and they are very aware of when the effect of their magic wears off.

It looks like we should increase the duration (and possibly the save DC) if multiple debbi stamp in unison.

Also, I'll add immunity to fear to the SQ line.

Debbi who have taken over a rich hunting area or a clear watering hole then proceed to dirty their home with refuse, uneaten kills, and offal. Debbi always foul an oasis just before leaving. Drinking from these polluted waters forces characters to make a Constitution check at -4 or suffer from intestinal parasites.

Should we write up intestinal parasites as a disease, or just say they befoul water with filth fever or another existing disease?
 


Shade

Monster Junkie
So just state in the flavor text that watering holes visited by debbis are often contaminated with a contact form of filth fever?

Any thoughts on increasing the duration (and possibly the save DC) if multiple debbi stamp in unison?
 

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