Converting Creatures from Other Campaign Settings

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If we're leaving the extra blast, the Ref save could just be for that (per the spell). I think that works. 2d6 per target isn't too much.
 

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It looks like the Spell Compendium version dropped the saving throw alogether. Summarizing...

Breath Weapon (Su): A space drake has one type of breath weapon, a pulse of 6 force missiles usable once every 1d4 rounds. These pulses can strike up to six creatures, no two of which can be more than 30 ft. apart. It can direct more than one pulse at a single target, if desired. Each pulse unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a 5-foot burst of force that deals half this amount of damage to any creatures adjacent to the primary target.

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. The space drake cannot single out specific parts of a creature, but can target and damage unattended objects.
 



Updated.

Let's get back to how it survives in space.

Shoudl we give it an ability that allows it to survive there (no need to breathe, probably immunity to cold and decompression effects)?

Or should we follow this approach...

Didn't spelljammer say "Well it's big enough to have an Oxygen bubble and gravity, so it has it."
 

I prefer the former. It's more universal than the "has its own oxygen bubble". Besides which, in Spelljammer, everyone could breathe in at least parts of space.
 

Does this suffice?

Spaceborn (Ex): A space drake is immune to the deleterious effects of space. It need not breathe, and is unaffected by environmental cold effects (but is not immune to cold effects from other sources) and faces no threat of decompression.
 

Sounds good. Although we might want to say it's also immune to fire damage taken from entering the atmospheres of planets. Any particular reason we're not making it immune to cold across the board?
 


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