Converting Al-Qadim and Oriental Adventures creatures

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Hmmm...

10 minutes does sound good for the base.

Beyond that, why not just let a second does of breath stack with the first (rather than supercede its duration)? That would be a bit simpler than adding another ability to work with the first.
 

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Updated.

Skills: 36
Selecting from the monk’s class skills, Balance, Escape Artist, Hide, Knowledge (religion), Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble seem the most appropriate options.

Organization: Solitary or x (2–6) [x="cloister"? "abbey"?]

Treasure: Standard?

Alignment: Always lawful evil?

Advancement: By character class (as monk)?

Sea bonze are x feet tall and weigh x pounds.
 

Hmmm...

10 minutes does sound good for the base.

Beyond that, why not just let a second does of breath stack with the first (rather than supercede its duration)? That would be a bit simpler than adding another ability to work with the first.

Yes, that's a reasonable solution. 10 minutes per breath then, with an additional Will save as each duration runs out?

I quite like the idea of them chanting hell-sutras though, but it'd be easy enough to use that as flavour for those sea bonze with clerical spell-casting.

EDIT: I think the current description is a bit vague though, I'd prefer some additional explanation. There was also a typo of "applicatons" I've fixed. e.g.:
Beguiling Breath (Su): Three times a day, a sea bonze can breathe a 20-foot cone of hypnotic gas. All creatures within the area must succeed on a DC 17 Will save or become beguiled. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same sea bonze’s breath for 24 hours. The save DC is Charisma-based.

A beguiled victim dives towards the sea bonze's lair, taking the most direct route available. The creature gets a second saving throw if the path leads into a danger (through a shark feeding frenzy, a bed of venomous corals and the like), which means the victim gets a second saving throw if (when) they run out of air. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) Once they reach the sea bonze's lair, the victim stands there and offers no resistance to the monster’s attacks. The effect normally lasts 10 minutes, but ends immediately if the sea bonze dies or releases its victim.

Multiple applications of beguiling breath stack their durations rather than the most recent superceding the previous application. Thus, a victim who failed their saving throw against two beguiling breaths would be beguiled for 20 minutes.
 
Last edited:

Skills: 36
Selecting from the monk’s class skills, Balance, Escape Artist, Hide, Knowledge (religion), Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble seem the most appropriate options.
Escape Artist, Hide, Listen, Move Silently, Spot and Tumble seem the most suitable skills to put points in. They may resemble monks, but I suspect they don't all know much (if anything) about religion, and Balance and Sense Motive would seem to have limited utility.

Six skill points in each?
Escape Artist 6, Hide 6, Listen 6, Move Silently 6, Spot 6, Tumble 6.
Organization: Solitary or x (2–6) [x="cloister"? "abbey"?][/quote]

How about "cloister" for a group of regular sea bonze, and "abbey" for a group led by a sea abbot (aka Greater Sea Bonze)?

[QUOTE="Shade, post: 4979776, member: 287"]Treasure: Standard?

Alignment: Always lawful evil?

Advancement: By character class (as monk)?

Sea bonze are x feet tall and weigh x pounds.

The alignment and treasure look fine. I'd think a typical sea bonze would be small-average human size - say 5 to 6 feet tall, 150-200 pounds.

I'm split between having them advance by character class (cleric or monk) or by Hit Dice, eventually becoming a giant sea abbot once they gain enough Undead HD.

Maybe both?:
Advancement: 7-12 HD (Medium); 13-18 HD (Large); 19+HD (Sea Abbot) or by character class (usually cleric or monk)
 

Updated.

We still need a swim speed. 30 feet?

When you say "giant sea abbot", are you referring to the umibozu? I'm not really convinced they need to be the same creature in a "chain". How exactly does one "grow" to become an umibozu?
 

I think I'd kind of like the umibozo to be kept separate, but I could see an advanced sea bonze being called a sea abbot. Maybe they have some class levels, like the mummy lord in the SRD.
 


Updated.

We still need a swim speed. 30 feet?

Swim 30 feet is fine by me.

When you say "giant sea abbot", are you referring to the umibozu? I'm not really convinced they need to be the same creature in a "chain". How exactly does one "grow" to become an umibozu?

Well obviously they'd swell to an immense size and sprout tentacles with suspiciously suggestive shapes. Going by some of the anime films I've seen, that's quite a common phenomena among Japanese monsters.:angel:

Although I'm fine with keeping them as separate monsters.
 

CR 6? They're essentially 6th-level monks, with some of the monk abilities traded off for undead traits.

I think I'd kind of like the umibozo to be kept separate, but I could see an advanced sea bonze being called a sea abbot. Maybe they have some class levels, like the mummy lord in the SRD.

I like this approach. 10th-level monks?

Organization: Solitary, cloister (2–6), or abbey (x-x plus one sea abbot)
Challenge Rating: x
 

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