Converting Forgotten Realms monsters

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Updated.

Here are the skills with racial bonuses only:

Climb +11, Escape Artist +12, Hide +x, Listen +x, Heal, Knowledge (nature) +x, Knowledge (religion) +x, Spot +x, Swim +11

We have 33 ranks to split between the rest (max 11 ranks per skill).
 

Updated.

Here are the skills with racial bonuses only:

Climb +11, Escape Artist +12, Hide +x, Listen +x, Heal, Knowledge (nature) +x, Knowledge (religion) +x, Spot +x, Swim +11

We have 33 ranks to split between the rest (max 11 ranks per skill).

I'd put most of the SPs in Heal and the two Knowledges, say 7 in each, then 4 in each of Hide, Listen and Spot?

I make that:

Skills: Climb +11, Escape Artist +12, Hide +3, Listen +7, Heal +10, Knowledge (nature) +8, Knowledge (religion) +8, Spot +7, Swim +11
 

That sounds like a good approach.

Here's a stab at the spell list...

Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 12 + spell level):
0—detect magic, guidance, light, read magic, resistance, virtue;
1st—bless water, divine favor, entropic shield, obscuring mist, remove fear*, sanctuary;
2nd—aid, fog cloud*, owl's wisdom, resist energy, silence;
3rd—call lightning*, dispel magic, prayer, wind wall;
4th—control water, divine power, freedom of movement*;
*Domain spell. Domains: Liberation and Weather.

That selection suits me.
 



I could see upping the Con damage to 1d3 or maybe even 1d4 in both primary and secondary.
 



Let's go with 1d3.

Updated. Challenge Rating: 8? Anything else?

I was going to go for 1d4 for the poison, since it's supposedly more potent than a regular blue-ring.

I'm thinking they might be a CR9.

A regular giant octopus is CR8. These fellows don't have the raw damage capacity of a giant octopus but their poison probably makes up for that, plus their spell casting makes them much more versatile and allows them to boost themselves with spells before a fight.

Just a divine power makes their tentacles at least as good as a regular giant octopus in both attack and damage - +13 melee (1d3+6 plus poison) & constrict 1D8+9 versus the giant octopus's +10 melee (1d4+5) & constrict 2d8+6. Throw in a divine favour and prayer and they're definitely nastier!
 

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