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Converting First Edition monsters from DRAGON magazine

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More thoughts...

Suggested Skills: Appraise, Bluff, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (any five), Listen, Search, Sense Motive, Spot, Swim, Use Magic Device

In addition, great wyrms are able to regenerate their wounds to a limited extent. While they cannot rebond severed limbs, they can heal wounds at a rate of 1 hp every two rounds. Although this does not greatly affect combat, it allows the wyrm to recover quickly from serious injuries if given a chance to rest. Wounds caused by fire cannot be rehealed, though those caused by acid can be healed normally.
Maybe they should have regeneration 1 instead of fast healing 1.

Regeneration (Ex): A great wyrm takes normal damage from fire.

And I offer a description:

This creature resembles a six-legged, wingless dragon, ten times as long as a human is tall. Two large straight horns sweep back above its eyes and frilled ears. Spines run from the top of its head to the tip of its tail. Its scaly hide is gray-green, and some scales are missing. Greenish-yellow vapors rise from its nostrils.
 

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Just to add my two cents to this thread, I don't know if the Air subtype is really necessary. It seems to me like this creature is largely inspired by the dragons of legend, which had venemous breath, like the Hydra fought by Hercules. Other than the breath weapon (which is really more about poison than gas, IMO) I think that the great wyrm (and personally I don't believe that a name change is necessary either) is tied much to any element, less so than true dragons.
 

the main reason i feel a name change is necessary is to prevent confusion. AFAIK, the term "great wyrm" had no official meaning in 1E AD&D at the time this creature was made up. the original dragon age chart stopped at 10, so we had no great wyrm - this only changed in 2E, again, AFAIK. since the meaning of the term changed, i don't think it should be used as-is. normally i don't make such proclamations, but this is an unusual case.
 
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The subtype can probably go away. I had suggested it because all true dragons had a subtype. However, now that I'm looking at the linnorms and landwyrms, which mostly don't have subtypes, it doesn't seem necessary anymore.
 

I TOLD you I would get to this thread eventually… ;)

For the name, the idea of “Great Elder Wyrm” sings to ring true to me. :)

Shade said:
”Great wyrms, because of their innate egotism and strength of will, cannot ever be subdued; attacking one in this manner is a grave mistake.”

Bonus to Will saves? Iron Will as bonus feat? Something else?

Possibly… wouldn’t this passage have more likely referred to the old 1E aspect of dragons that allowed powerful characters to subdue, rather than kill dragons? I’m really not sure how that tactic functioned.

As for that vulnerable spot…

Shade said:
This should prove difficult, since there are no "called shots". Just brainstorming here, but maybe something to the effect of: "If a critical hit with a slashing or piercing weapon is confirmed on a great wyrm, the weapon's damage mulitplier is increased by 1. Thus, a longsword deals x3 damage, while a scythe would deal x5."

not sure about that, but you’re heading in the right direction. How about more like the sneak attack bonus? Maybe an extra 2d6 or something for hitting the weak spot?

For the breath weapon, yes, I suppose emulating cloudkill makes a bit of sense. :)

Shade said:
We should give it a crush attack. Linnorms have it. Dragons have it. Although it cannot fly, it could easily have a good Jump modifier, considering its high Strength.

Tail sweep and/or tail slap would also probably be appropriate.

Keen senses too? Both dragons and linnorms have 'em.

I approve all of this. ;)

Shade said:
Maybe they should have regeneration 1 instead of fast healing 1.

nice idea, but 1 is pretty puss. ;)
 

BOZ said:
I TOLD you I would get to this thread eventually… ;)
You are a man of your word. ;)

BOZ said:
For the name, the idea of “Great Elder Wyrm” sings to ring true to me. :)
I like it. It is very regal.

BOZ said:
Possibly… wouldn’t this passage have more likely referred to the old 1E aspect of dragons that allowed powerful characters to subdue, rather than kill dragons? I’m really not sure how that tactic functioned.
It probably did. I don't know how that was converted for the true dragons, if at all.

BOZ said:
not sure about that, but you’re heading in the right direction. How about more like the sneak attack bonus? Maybe an extra 2d6 or something for hitting the weak spot?
I don't know. I figured this would be the toughest part of the critter to convert.

BOZ said:
For the breath weapon, yes, I suppose emulating cloudkill makes a bit of sense. :)
Cool.

BOZ said:
I approve all of this. ;)
Great! :cool:

BOZ said:
nice idea, but 1 is pretty puss. ;)
I agree wholeheartedly. I was basically just arguing for regeneration vs. fast healing. I'm all for bumping up the amount. :]
 

the description sounds a lot more like regen to me than fast healing, especially adding the part about how it can't heal fire damage. go higher - 2, 3, even 5! :)
 

Cool. How about adding regeneration 5 to the SQ line and the following to the Combat section?

Regeneration (Ex): A great wyrm takes normal damage from fire.
 

working on this fella now... how does this sound? :D

Advancement: 33-64 HD (Gargantuan); 65-96 HD (Colossal)
 

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