Converting First Edition monsters from DRAGON magazine

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BOZ

Creature Cataloguer
*slaps self on forehead*

since the SA line says "engulfment" would something like the engulf ability (modified for the circumstances, natch) work for this guy too?
 

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BOZ

Creature Cataloguer
:)

Engulf (Ex): A creeping put can move into other another creature's space as a standard action, affecting as many as it can cover. Opponents can make attacks of opportunity against the pit, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the pit moves forward. Engulfed creatures... (effects). The save DC is Strength-based.

Some of these bits should be incorporated into that:
"To see if the creature has avoided the pit, roll a 20-sided die; if the result is below or equal to that creature's dexterity, then the creature has avoided falling in. If the result is higher, the creature has fallen into the pit. There must be available floor space to which a potential victim can jump in order to even try to avoid the pit.
A creature falling into a pit will usually take 1-6 hp damage when hitting bottom, but sometimes (10%) there will be sufficient garbage at the bottom to break the fall without harm. Any victim may easily get out of the pit if the means are at hand, but that creature will then be subsequently attacked by the pit, and the victim may find himself in a new area. (The pit is always on the move and can easily slide under doors)."


also, it definitely needs a Hide bonus in darker environments, since it is black.
 

Shade

Monster Junkie
BOZ said:
Engulf (Ex): A creeping put can move into other another creature's space as a standard action, affecting as many as it can cover. Opponents can make attacks of opportunity against the pit, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the pit moves forward. Engulfed creatures... (effects). The save DC is Strength-based.

Looks good so far.

BOZ said:
Some of these bits should be incorporated into that:
"To see if the creature has avoided the pit, roll a 20-sided die; if the result is below or equal to that creature's dexterity, then the creature has avoided falling in. If the result is higher, the creature has fallen into the pit. There must be available floor space to which a potential victim can jump in order to even try to avoid the pit.

Isn't that what the Reflex save is for?

BOZ said:
A creature falling into a pit will usually take 1-6 hp damage when hitting bottom, but sometimes (10%) there will be sufficient garbage at the bottom to break the fall without harm. Any victim may easily get out of the pit if the means are at hand, but that creature will then be subsequently attacked by the pit, and the victim may find himself in a new area. (The pit is always on the move and can easily slide under doors)."

Hmmm...engulfed creature takes 1d6 points of falling damage, plus an additional 1d6 per size category increase of the pit? Garbage bit as flavor text?

BOZ said:
also, it definitely needs a Hide bonus in darker environments, since it is black.

Absolutely! At least +8.
 

BOZ

Creature Cataloguer
"Engulfed creatures take 1d6 points of falling damage for every size category the pit is above Medium." ?

how to phrase the hide bonus?

Skills: * A creeping pit has a +X bonus on Hide checks made in areas...


should we give it a touch attack, or just no attack besides the engulf? for the engulf, i guess we should state that flying and incorporeal creatures are immune to it.
 

Shade

Monster Junkie
The shadow has...

*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

I don't think it needs an attack other than engulf.
 

BOZ

Creature Cataloguer
with a Dex and size penalty, i think it also needs an overall Hide bonus. it is 2-D after all. :)


"Even if a creature cannot escape from a creeping pit, it will probably end up in the Astral Plane. For every hour that material (living or non-living) is in the pit, there is a 25% chance that it will "fade" into the Astral Plane."

This should be written up as an attack, I think.


I think the following ability needs to be split up, maybe that second paragraph part of the above ability as well. It should be stated that the rift is one-way and does not allow characters to return through it. Also that first sentence in the second paragraph is a bit clunky.

Immunity to Magic (Ex): A creeping pit is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical effect that opens an interdimensional rift, such as a gate spell, or opens a nondimensional spaces, such as a bag of holding, that originates within the creeping pit creates a vortex to the Astral Plane for one hour. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC X Reflex save or be drawn to the Astral Plane. The item or spell creating the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is X-based.
 

Shade

Monster Junkie
BOZ said:
with a Dex and size penalty, i think it also needs an overall Hide bonus. it is 2-D after all. :)

Agreed. +8?


BOZ said:
"Even if a creature cannot escape from a creeping pit, it will probably end up in the Astral Plane. For every hour that material (living or non-living) is in the pit, there is a 25% chance that it will "fade" into the Astral Plane."

This should be written up as an attack, I think.

There's this for potential inspiration...

Portal (Su): Lining the lowest part of the fiendwurm's gizzard is a portal to the Abyss that is activated by the presence of a living creature. A swallowed creature must make a Reflex save (DC 31) each round to avoid falling into or being squeezed through the portal. The Abyssal side of the portal is stationary, but the other side moves with the fiendwurm. If this portal is permanently closed, the fiendwurm instantly dies but does not implode. The save DC is Constitution-based.


BOZ said:
I think the following ability needs to be split up, maybe that second paragraph part of the above ability as well. It should be stated that the rift is one-way and does not allow characters to return through it. Also that first sentence in the second paragraph is a bit clunky.

Immunity to Magic (Ex): A creeping pit is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical effect that opens an interdimensional rift, such as a gate spell, or opens a nondimensional spaces, such as a bag of holding, that originates within the creeping pit creates a vortex to the Astral Plane for one hour. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC X Reflex save or be drawn to the Astral Plane. The item or spell creating the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is X-based.

How's this?

Astral Vortex (Su): Certain magical effects that originate within the creeping pit create a vortex to the Astral Plane for one hour. Such effects include those that open an interdimensional rift, such as a gate spell, or that open a nondimensional space, such as a bag of holding. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC X Reflex save or be drawn to the Astral Plane. The item or spell creating the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is X-based
 

BOZ

Creature Cataloguer
the Hide check would still be a -1, but i guess that's the best we can do for it. except maybe increasing the darkness bonus and removing the penalty.
 

Shade

Monster Junkie
Alternatively, modify this from the G-cube:

Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Perhaps...

Two-Dimensional (Ex): Creeping pits are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a pit and walk into it are automatically engulfed. In conditions of poor illumination, the DC rises to 20.
 

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