Converting Creatures from Other Campaign Settings

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Is it just me, or does +4 natural armor seem weird for these? What about unholy grace or whatever it's called that adds Cha as a deflection bonus to AC? I could then either see boosting Cha or giving a little natural armor (or some of both).
 


Sure, great idea! I'll boost Cha to 18 to keep AC constant. It's not like they aren't charismatic. ;)

Updated.

Shall we give them elf traits (low-light vision, bonus vs. enchantments, etc.)?

Combat: In their human form, ice vampires can manipulate cold, which gives them the following powers, each usable once per day: ice storm, cone of cold, and waIl of ice, as 7th-level spellcasters.

This seems pretty straightforward...

Spell-Like Abilities: 1/day—cone of cold (DC x), ice storm, wall of ice. Caster level 7th. The save DCs are Charisma-based.

Their touch drains 2d4 hit points of warmth, which are added to their hit point total, to a maximum of 50 points above their normal hit point maximum. These extra hit points fade away after 24 hours.

So, literally cold damage that heals the ice vampire, or something more traditional like Con damage/drain (with the usual temporary hit points)?

In their pool form, if they position themselves under a waterfall, they can enthrall one creature within a 240-foot radius; this includes creatures that are normally immune to charm (such as elves). The creature targeted must roll a saving throw vs. spell; if the roll fails, the creature is drawn to touch the water, losing 2d4 hit points per round until he dies or is pulled away by others (these hit points vampirically restore the hit points of the ice vampire, as above). It takes a round for the ice vampire to change forms.

Alternate form?

Something like this?

Beguiling Song (Su): A rusalka can attempt to beguile creatures with its song. The rusalka sings, targeting a single creature it can see within 300 feet of her body of water (see water symbiosis, below). This is a sonic, mind-affecting ability, and the creature must be able to hear the rusalka for it to take effect. The targeted creature must make a DC 17 Will saving throw. If the save is successful, that creature cannot be affected by that rusalka's song for one day.

Failure indicates the creature is utterly beguiled and moves toward the rusalka, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A rusalka who desires a companion often moves out of the water and bestows water breathing upon its beguiled victim so that she can take him underwater. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the rusalka must make a DC 18 Will saving throw or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement and is immune to that rusalka's beguiling song for 24 hours. The beguiling effect continues so long as the rusalka sings. A rusalka does not need to continue to sing to keep a victim charmed.

A rusalka can use her beguiling song both above and below the water. Good rusalkas cast water breathing on their charmed companions to keep them alive below the waves. Evil rusalkas move into deep water, forcing a beguiled victim to move toward them but never allowing the victim to get within 5 feet. If these unlucky creatures fail their second saving throw, they usually drown (see page 304 of the DMG).
 

Elf traits and SLAs are good.

I'm ambivalent on the cold damage vs Con damage/drain issue. Thematically, I like the cold damage, but it's a bit unusual for hp to transfer directly for that. If there's a clear precedent, I'd probably prefer cold damage.

Alternate form works, though we need to specify that it gains new abilities in pool form (similar to the ghaele, I guess).

Yeah, we can probably modify that from the rusalka, specifying that it only works in pool form.
 

The bleakborn from Libris Mortis, aka the Moil zombies from Return to the Tomb of Horrors, heal when they do cold damage.
 

Perfect!

Here's the ability...

Cold To The Touch (Su): The touch of a bleakborn deals 2d6 points of cold damage. Each 3 points of cold damage dealt heals a bleakborn of 1 point of damage. If this amount of healing would cause a bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleakborn in melee also takes 1d6 points of cold damage, unless wielding a reach weapon.
 

Works for me! Just change 2d6 to 2d4, each 3 points to each point, and 1 hour to 24 hours, assuming we go with the original text. And drop the last sentence, I guess. Sound right to everyone else?
 

Updated.

Let's figure out how to adapt the rusalka's beguiling song. First, we need to determine what is enthralling about a pool beneath a waterfall. Is it exceptionally serene?
 


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