Converting Forgotten Realms monsters

I was thinking being warmed up would free them too, but I liked the "cracking the rime" idea because it means an enemy can't just wail away at a frozen victim while they're helpless, since the victim will be freed by the hard blows.

Yeah, why not. They're low level, so anything to make it less perilous is a good thing.
 

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This sounds like an excellent idea. I'm trying to catch up on threads first, but let's get a draft ability in here -- I'll do it if I catch up before you get back. ;)
 

This sounds like an excellent idea. I'm trying to catch up on threads first, but let's get a draft ability in here -- I'll do it if I catch up before you get back. ;)

OK, it needs some more work (and I'd like a better name) but here's a first stab:

Frozen Sleep Venom (Su): A spiny sleeper's spines contain a supernatural venom. Any creature injured by a spine must succeed at a DC X Fortitude[?] save or be covered with an ice-like glaze which renders them immobile and unconscious for Y rounds. The victim reawakens, fully alert, if this glaze is broken. Cold damage will not break the glaze, but any other kind of energy damage or weapon damage will break the glaze and free the frozen victim. Any effect that opposes poison, like the neutralize poison spell or a racial resistance or immunity to poison, will affect a spiny sleeper's venom as if it were a poison. The save DC is Constitution-based.
 

Looks pretty good to me. I'm happy enough with a Fort save (though could be convinced of Will), and I'd pick 1d4 rounds probably.
 





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