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<blockquote data-quote="Cleon" data-source="post: 6890768" data-attributes="member: 57383"><p>Updating the <strong><a href="http://www.enworld.org/forum/showthread.php?p=6691050#post6691050" target="_blank">Pungi Ray Working Draft</a></strong>.</p><p></p><p>Hold on a mo - we still haven't updated the Challenge Rating.</p><p></p><p>The addition of energy drain and improved grab plus the upgrade to Magical Beast is worth at least another CR, and I'm thinking maybe the basic Pungi is undervalued at CR 2. It's noticeably deal nastier than some CR 2 creature in the SRD like the Large Viper Snake and Medium Animated Object. Is it that much weaker than, say, the CR 3 Hell Hound?</p><p></p><p>How about comparing the Vampire Pungi to an energy draining creature? Is it significantly stronger or weaker than the CR 3 Wight.</p><p></p><p>Wait a second! I've just realized something. The Blackmoor energy-draining version of the Pungi Ray has Six Hit Dice, not Four like the AD&D regular version, plus its AC is better, being 6 rather than 7.</p><p></p><p>How about we upgrade the Vampire Pungi to 6 HD and make its AC 16? That'd definitely justify making it CR 4. The OD&D version has an AC one point better than an OD&D Sting Ray, which has AC 15 in 3E.</p><p></p><p>Also, the Blackmoor Pungi Ray has a swim speed of 6 so I guess we ought to cut the Swim speed to 20 feet.</p><p></p><p>That said, if you prefer keeping the regular Pungi Ray's 30 ft. swim speed I'd go along with it.</p><p></p><p>As for the regular version's Challenge Rating, upon reflection I'm OK keeping it as a "strong" CR 2 like we decided earlier.</p><p></p><p></p><p></p><p>Hmm… including the above changes, how about:</p><p></p><p><strong> Hit Dice:</strong> 6d10 (33 hp)</p><p><strong>Speed:</strong> Swim 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 16 (-1 size, +7 natural), touch 9, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +6/+12</p><p><strong>Attack:</strong> Spines +7 melee (1d12+2 plus poison)</p><p><strong>Full Attack:</strong> Spines +7 melee (1d12+2 plus poison) and ram +2 melee* (1d6+1)</p><p><strong>Saves:</strong> Fort +5, Ref +5, Will +3</p><p><strong>Skills:</strong> Hide +3* (+9 on sea floor, +19 if buried), Listen +7, Spot +6, Swim +10</p><p><strong>Feats:</strong> Alertness, Skill Focus (Hide)</p><p>[<em><span style="color: #00FFFF">Its 6 HD give it another feat - maybe</span></em><span style="color: #00FFFF"> Weapon Focus (spines) <em>or</em> Ability Focus (poison)</span> <span style="color: #ff0000"><strong>?</strong></span>]</p><p><strong>Challenge Rating:</strong> 4 [<span style="color: #ff0000"><strong>?</strong></span>]</p><p><strong>Advancement:</strong> 7-9 HD (Large); 10-18 HD (Huge) [<span style="color: #ff0000"><strong>?</strong></span>]</p><p></p><p><em>A mottled-green ray at least twice as wide as a human is tall. A dozen or so spines that resemble stalks of seaweed protrude from its back</em>.</p><p></p><p>Vampire pungi rays are deadly relatives of the pungi ray, named after their fearsome supernatural ability to drain life-energy from their victims. They possess even more lethal poison spines than their mundane cousins.</p><p></p><p>Vampire pungi rays camouflage themselves in the silt and seaweed of the seabed and attack creatures who stumble upon them. They are extremely aggressive, driven by their eagerness to feed of life-force. A vampire pungi ray will attack a creature too large for it too eat, since it is able to feed entirely by energy draining.</p><p></p><p>A typical vampire pungi ray is 6 feet long, excluding its tail, and 15 feet wide from tip-to-tip of its broad pectoral fins. Their back spines normally cover a 3-foot by 4-foot area. They generally weigh about 2,000 to 3,000 pounds.</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>A vampire pungi ray hides on the seafloor and tries to impale any living creature that passes over it with its venomous spines. It then tries to grapple a victim and energy drain, relying upon its spines to defend itself from attack. Vampire pungi rays tend to fight to the death rather than flee - they swim too slowly to have much chance of escaping a losing fight.</p><p></p><p>* * *</p><p></p><p><strong>Energy Drain (Ex):</strong> A vampire pungi ray can suck vital energy from a living victim by making a successful grapple check. If it pins the foe, it drains energy, and the victim gains one negative level each round the pin is maintained. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire pungi ray gains 5 temporary hit points.</p><p></p><p><strong>Poison (Ex):</strong> A vampire pungi ray's spines are poisonous. Injury, Fortitude DC 15, initial and secondary damage 1d8 Con. The save DC is Constitution-based and includes a +2 racial bonus.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6890768, member: 57383"] Updating the [B][URL="http://www.enworld.org/forum/showthread.php?p=6691050#post6691050"]Pungi Ray Working Draft[/URL][/B]. Hold on a mo - we still haven't updated the Challenge Rating. The addition of energy drain and improved grab plus the upgrade to Magical Beast is worth at least another CR, and I'm thinking maybe the basic Pungi is undervalued at CR 2. It's noticeably deal nastier than some CR 2 creature in the SRD like the Large Viper Snake and Medium Animated Object. Is it that much weaker than, say, the CR 3 Hell Hound? How about comparing the Vampire Pungi to an energy draining creature? Is it significantly stronger or weaker than the CR 3 Wight. Wait a second! I've just realized something. The Blackmoor energy-draining version of the Pungi Ray has Six Hit Dice, not Four like the AD&D regular version, plus its AC is better, being 6 rather than 7. How about we upgrade the Vampire Pungi to 6 HD and make its AC 16? That'd definitely justify making it CR 4. The OD&D version has an AC one point better than an OD&D Sting Ray, which has AC 15 in 3E. Also, the Blackmoor Pungi Ray has a swim speed of 6 so I guess we ought to cut the Swim speed to 20 feet. That said, if you prefer keeping the regular Pungi Ray's 30 ft. swim speed I'd go along with it. As for the regular version's Challenge Rating, upon reflection I'm OK keeping it as a "strong" CR 2 like we decided earlier. Hmm… including the above changes, how about: [B] Hit Dice:[/B] 6d10 (33 hp) [B]Speed:[/B] Swim 20 ft. (4 squares) [B]Armor Class:[/B] 16 (-1 size, +7 natural), touch 9, flat-footed 16 [B]Base Attack/Grapple:[/B] +6/+12 [B]Attack:[/B] Spines +7 melee (1d12+2 plus poison) [B]Full Attack:[/B] Spines +7 melee (1d12+2 plus poison) and ram +2 melee* (1d6+1) [B]Saves:[/B] Fort +5, Ref +5, Will +3 [B]Skills:[/B] Hide +3* (+9 on sea floor, +19 if buried), Listen +7, Spot +6, Swim +10 [B]Feats:[/B] Alertness, Skill Focus (Hide) [[I][COLOR=#00FFFF]Its 6 HD give it another feat - maybe[/COLOR][/I][COLOR=#00FFFF] Weapon Focus (spines) [I]or[/I] Ability Focus (poison)[/COLOR] [COLOR=#ff0000][B]?[/B][/COLOR]] [B]Challenge Rating:[/B] 4 [[COLOR=#ff0000][B]?[/B][/COLOR]] [B]Advancement:[/B] 7-9 HD (Large); 10-18 HD (Huge) [[COLOR=#ff0000][B]?[/B][/COLOR]] [I]A mottled-green ray at least twice as wide as a human is tall. A dozen or so spines that resemble stalks of seaweed protrude from its back[/I]. Vampire pungi rays are deadly relatives of the pungi ray, named after their fearsome supernatural ability to drain life-energy from their victims. They possess even more lethal poison spines than their mundane cousins. Vampire pungi rays camouflage themselves in the silt and seaweed of the seabed and attack creatures who stumble upon them. They are extremely aggressive, driven by their eagerness to feed of life-force. A vampire pungi ray will attack a creature too large for it too eat, since it is able to feed entirely by energy draining. A typical vampire pungi ray is 6 feet long, excluding its tail, and 15 feet wide from tip-to-tip of its broad pectoral fins. Their back spines normally cover a 3-foot by 4-foot area. They generally weigh about 2,000 to 3,000 pounds. [B][SIZE=3]Combat[/SIZE][/B] A vampire pungi ray hides on the seafloor and tries to impale any living creature that passes over it with its venomous spines. It then tries to grapple a victim and energy drain, relying upon its spines to defend itself from attack. Vampire pungi rays tend to fight to the death rather than flee - they swim too slowly to have much chance of escaping a losing fight. * * * [B]Energy Drain (Ex):[/B] A vampire pungi ray can suck vital energy from a living victim by making a successful grapple check. If it pins the foe, it drains energy, and the victim gains one negative level each round the pin is maintained. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire pungi ray gains 5 temporary hit points. [B]Poison (Ex):[/B] A vampire pungi ray's spines are poisonous. Injury, Fortitude DC 15, initial and secondary damage 1d8 Con. The save DC is Constitution-based and includes a +2 racial bonus. [/QUOTE]
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