• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Converting Creatures from Other Campaign Settings

Status
Not open for further replies.

log in or register to remove this ad

Mental Resistance doesn't make a huge amount of sense to me, but WF (slam) and Rapid Metabolism work. Iron Will or Lightning Reflexes could be ok, I guess, but they aren't terribly interesting. Power Attack is another slightly boring option.
 

Mental Resistance doesn't make a huge amount of sense to me, but WF (slam) and Rapid Metabolism work. Iron Will or Lightning Reflexes could be ok, I guess, but they aren't terribly interesting. Power Attack is another slightly boring option.

The original monster does lousy damage, so giving it Power Attack doesn't feel right.

Rapid Metabolism is also a bit of an edge case. If we want it to heal quickly I'd rather give it a SQ and use the feat for something that's more use in a fight, like Iron Will.

I've just realized we've given it an Ooze's good Fort saves instead of an Aberration's good Will saves! It should be:

Saves: Fort +9, Ref +0, Will +5

Hmm, looks like it needs Lightning Reflexes!

So how about:

Feats: Iron Will, Lightning Reflexes, Weapon Focus (slam)
Saves: Fort +9, Ref +2, Will +7

It's a boring selection but it does the job.
 

I don't know that all feats really need to be combat-oriented, but what you have works. If Shade decides to change something, that's ok, too.
 

I don't know that all feats really need to be combat-oriented, but what you have works. If Shade decides to change something, that's ok, too.

Well its got such weak saves in the first place it doesn't hurt giving it Iron Will and Lightning Reflexes.
 
Last edited:

It doesn't strike me as someting that would have good reactions, so I'd rather stick with the horrible Reflex save. The other feats appeal. How about Endurance? These things thrive in hostile environs, after all.
 

It doesn't strike me as someting that would have good reactions, so I'd rather stick with the horrible Reflex save. The other feats appeal. How about Endurance? These things thrive in hostile environs, after all.

Endurance is fine by me. It was next in the queue of "not very interesting but apposite feats".
 

Updated.

Time for herd clouds...

Herd Clouds
Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups. These "herd clouds" have recently been studied with interest by several sages.
Herd clouds have been found to be Very intelligent (11-12) and possessed of unusually high morale: Champion (15-16). They have 8+8 Hit Dice and an XP Value of 3000.

They also have the ability to gather electrical charges, discharging these as weapons against other beings. A typical herd cloud can emit one 9d6 chain lightning attack and two forked 6d6 lightning bolts in a "day" (144-turn period). Mere contact with, or even passing through a 'charged' herd cloud will not attract such damage unless the cloud wishes to release its energy.

Some sages and alchemists believe that herd cloud essence can be harnessed in some way to guard against or generate electrical magical attacks, but experiments in this line have so far been shocking disasters.
 

Updated.

Time for herd clouds...

Herd Clouds
Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups. These "herd clouds" have recently been studied with interest by several sages.
Herd clouds have been found to be Very intelligent (11-12) and possessed of unusually high morale: Champion (15-16). They have 8+8 Hit Dice and an XP Value of 3000.

They also have the ability to gather electrical charges, discharging these as weapons against other beings. A typical herd cloud can emit one 9d6 chain lightning attack and two forked 6d6 lightning bolts in a "day" (144-turn period). Mere contact with, or even passing through a 'charged' herd cloud will not attract such damage unless the cloud wishes to release its energy.

Some sages and alchemists believe that herd cloud essence can be harnessed in some way to guard against or generate electrical magical attacks, but experiments in this line have so far been shocking disasters.

Well clearly they have better mental stats than regular Shadowsponges.

+8 Intelligence, +4 Wisdom and Charisma for Intelligence 11, Wisdom 15, Charisma 7?

The 8+8 HD suggests a higher Constitution.

Give them Con 26 so they get +8 hits per die?

It says they're smaller and darker than a standard Shadowsponge but I wouldn't consider that enough to reduce their Size or Strength.

Herd Cloud: Str 18, Dex 6, Con 26, Int 11, Wis 15, Cha 7
 

Those stats appeal.

The lightning is probably pretty straightforward (SLAs?), though I'm not entirely sure what a "forked" lightning bolt means in D&D. Want to do anything with the "gather electrical charges" in terms of electricity resistance or anything?
 

Status
Not open for further replies.

Into the Woods

Remove ads

Top