Converting Forgotten Realms monsters

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Filling in blanks:

+14 natural to get AC 20, which also agrees with the 7HD average xorn, so I'm happy with that.

Let's do DR 5 if all are agreed.

I think split should be there for advancement purposes, like we did for the grave watcher.

Caster level 8 for SLAs?

Su on swallow whole for these, since they can eat pretty large critters. 15 hp to cut out? With +14 natural, gizzard AC is 17.

Group organization = cluster like xorn?
 

Combat: 3d6 or 2d8 bite damage? It's a gigantic mouth with rocks for teeth. Only one attack available for it, might as well make it hurt.

Natural Armor: +16. IT's low dex is gonna hurt it hard. Galeb Duhr has +14 for example

5/Bludgeoning is sufficent. 10/bludgeoning just seems overpowered for what is probably going to be a CR 7-9 critter.
 


Updated.

Spells don’t affect draggers, except as follows: magic missile inflicts normal damage; move earth causes the dragger to immediately depart for 14 turns, first releasing any prey not already swallowed; stone to flesh lowers a dragger’s Armor Class to 10 for the spell duration, immobilizing the creature if it is submerged in stone at the time (if only partially submerged, it can force itself out of the stone in 1 round at the cost of 2d4+2 hit points abrasion damage); stone shape can be used to force a dragger’s jaws through one involuntary movement and then hold it in the new position for the spell duration (in other words, to either hold the jaws shut or to force the dragger to open wide and disgorge a swallowed victim); and transmute rock to mud fully heals the creature (they otherwise heal 1 lost hit point per day, as many other creatures do).

Borrowing from some of the golems...

Immunity to Magic (Ex): A dragger 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 dragger is affected normally by force effects, such as a magic missile spell.

A move earth spell forces the dragger to drop any grappled or swallowed prey, then drives the dragger back 120 feet and deals 3d12 points of damage to it.

A stone shape spell either forces the dragger to drop any grappled or swallowed prey, or seals its maw shut (preventing use of its bite attack) for x rounds.

A stone to flesh spell does not actually change the dragger's structure but negates its damage reduction and natural armor for 1 full round, while immobilizing the creature.

A transmute rock to mud spell slows a dragger (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.



Skills: 11
Listen +5, Spot +6?

Feats: 3
Ability Focus (hallucinatory terrain), Alertness, 1 more?
 

What about Stand Still:

SRD:Stand Still - D&D Wiki

You can prevent foes from fleeing or closing.
Prerequisite

Str 13.
Benefit

When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal

Attacks of opportunity cannot halt your foes in their tracks.


This would work with some of it's flavor text where it swallows foes whole. If the enemy flees it attempts to hold onto them and make sure they don't go anywhere. Never know when food is going to come along again.

Can we give it tremorsense? Wouldn't that fit it's abilties more?
 

Looks good. Skills look good. Weapon Focus on that bite?

Edit: Stand Still is always good. Let's do that. I also think tremorsense 60 ft, like Xorn, would be ok.
 

Excellent suggestions.

Updated.

Organization: Solitary or x (2-6)

Challenge Rating: 6-7? It's deadlier than a Large earth elemental (CR 5) and fairly comparable, but a tad more deadly than an average xorn (CR 6)

Treasure: No coins, standard goods (gems only), no items?

Alignment: Usually neutral?

Advancement: 9–15 HD (Large), 16–24 HD (Huge)?
 

Organization: Solitary or Cluster 2-6 (Rocks cluster?)
CR: 5. It doesn't move too much, it's slow, the PCs can out run it if they move quickly.
Treasure: Gems only the rest of the stuff it digests.
Alignment: Neutral. It's a hungry elemental, it doesn't care too much one way or another.
Advancement: All that is fine.
 


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