Converting Forgotten Realms monsters

Stop your twiddling!

Rot Grub (CR 4): There are few hazards that experienced dungeoneers fear more than a rot grub. Resembling a large maggot with a maw full of tiny teeth, the Diminutive rot grub thrives on flesh, both living and dead. Anyone about to enter a square containing a rot grub can attempt a DC 20 Spot check to notice the hazard. Those who fail the check or choose to ignore the grub risk exposure. Each round, the grub makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target’s flesh. An infested creature takes 1d6 points of damage per round for each rot grub that is infesting it. A successful DC 16 Fort save halves this damage. After 2d4 rounds, the sated rot grubs crawl away. A rot grub infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a rot grub infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the rot grubs inhabiting a target.

Medium or larger creatures that die from rot grub infestation spawn a new rot grub swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a rot grub swarm does not destroy the rot grubs inside, but casting remove disease or a similar spell in the next round removes the grubs normally. Ressurrection and true resurrection destroy the rot grubs when cast.

Rot grubs are physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the rot grub a chance to burrow into the target.

Rot grubs move slowly when not inside a body, covering only 5 feet per minute. Occasionally, rot grubs might be used as part of a trap, making them impossible to spot until the trap is sprung.
 

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Anyone find a copy of Dungeonscape? EDIT: Oh, Shade found it! Hmm, I think the ToH version is a bit more deadly.

Well, I guess we have precedent for either hp or Con damage. What do we prefer?
 
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Anyone find a copy of Dungeonscape? EDIT: Oh, Shade found it! Hmm, I think the ToH version is a bit more deadly.

Well, I guess we have precedent for either hp or Con damage. What do we prefer?

If we're following the lead of the AD&D Rot Grub I think Con damage is closer, since (a) the Rot Grub killed its victims in a few rounds regardless of how many hits they had, and (b) Rot Grubs (according to MC2*) do not harm corporeal Undead they infect - which is easy with the Con damage since 3E Undead are immune to ability damage.

*Note Ed Greenwood's The Ecology of the Rot Grub in Dragon #122 says Rot Grubs do harm corporeal Undead, but I think the official stat writeup in MC2 has higher authority on this point.

2d6 per round is way too much Con damage, though. Originally, a Rot Grub infestation killed in 1-3 turns. That suggest 1 Con per minute, maybe with an initial Fort save to take longer?

So, are we making these a Hazard or a Swarm, or doing both?

I prefer both!
 


I'm content with low Con damage and both swarm and hazard.

OK, I'd start with the hazard. I'm thinking we'd be better off making it xdx Con per minute/round (save halves).

Crystal Nipper (CR 4): A distant cousin of the rot grub, a crystal nipper looks like a miniature eel made of blue crystal. Crystal nipper are Diminutive Aquatic Vermin with a swim speed of 5 ft. They are able to crawl onto land at a speed of 5 feet per minute, but can only spend an hour or so in the air, soon dying if they cannot enter water or moist flesh. A crystal nipper is physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the crystal nipper a chance to burrow into the target.

Anyone about to enter a square containing a crystal nipper can attempt a DC 20 Spot check to notice the nipper. Those who fail the check or ignore the creature risk exposure. Each round, the nipper makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target’s flesh. A crystal nippers bite has anesthetic saliva, a victim who failed the Spot check will not notice the nipper burrowing under their skin unless they succeed at a DC 15 Wisdom check.

An infested creature takes 1d3 points of Constitution damage per round (DC 16 Fort save for half). The damage continues until the infected creature dies or all the crystal nippers are removed or destroyed. Applying flame to the entry wound left by the crystal nipper will kill the crystal nipper, but the fire must be applied within 2 rounds and does 1d6 fire damage to the infected victim. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the nippers inhabiting a target.

Medium or larger creatures that die from crystal nipper infestation spawn a crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by crystal nipper infestation does not destroy the crystal nippers inside, but casting remove disease or a similar spell in the next round removes the nippers normally. Resurrection and true resurrection destroy the crystal nippers when cast.
 





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