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Converting Forgotten Realms monsters
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<blockquote data-quote="Cleon" data-source="post: 5578828" data-attributes="member: 57383"><p>Looks like we just add a poison bite to the Opossum conversion we did.</p><p></p><p>Speaking of which, I <a href="http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-44.html#post5575477" target="_blank"><strong>agreed with xavier</strong></a> that a regular Opossum shouldn't have filth fever and could do with a slower ground speed. What do you think of tweaking our conversion?</p><p></p><p>Oh, as for the Copper Opossum's temporal stasis effect, it reminds me of the Great Glacier's Spiny Sleeper's venom. Is there anything we can use from our conversion of that creature?</p><p></p><p><strong>Frozen Sleep Venom (Su):</strong> A spiny sleeper's spines contain a supernatural venom. Any creature injured by a spine must succeed on a DC 12 Fortitude save or be covered with an ice-like glaze which renders them immobile and unconscious until removed from conditions of severe cold (below 0° F), after which victims "thaw" in 1d3+1 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.</p><p></p><p>Hmm, doesn't look like there's much we can use. Better work it up from scratch. I'd rather have it last for a set duration than indefinitely, and add a "awakens when injured" mechanic instead of the victim being indestructible à la <em>temporal stasis</em>.</p><p></p><p>Here's a first draft.</p><p></p><p><strong>Copper Stasis Venom (Su):</strong> A copper opossum's jaws carry a supernatural venom. Any creature injured by its bite attack must succeed on a DC X Fortitude save or be placed in a state of suspended animation for X days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC Y Fortitude save. The stasis can also be broken by a <em>dispel magic</em> or similar effect (effective caster level Z). Any effect that opposes poison, like the <em>neutralize poison</em> 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.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5578828, member: 57383"] Looks like we just add a poison bite to the Opossum conversion we did. Speaking of which, I [URL="http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-44.html#post5575477"][B]agreed with xavier[/B][/URL] that a regular Opossum shouldn't have filth fever and could do with a slower ground speed. What do you think of tweaking our conversion? Oh, as for the Copper Opossum's temporal stasis effect, it reminds me of the Great Glacier's Spiny Sleeper's venom. Is there anything we can use from our conversion of that creature? [B]Frozen Sleep Venom (Su):[/B] A spiny sleeper's spines contain a supernatural venom. Any creature injured by a spine must succeed on a DC 12 Fortitude save or be covered with an ice-like glaze which renders them immobile and unconscious until removed from conditions of severe cold (below 0° F), after which victims "thaw" in 1d3+1 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. Hmm, doesn't look like there's much we can use. Better work it up from scratch. I'd rather have it last for a set duration than indefinitely, and add a "awakens when injured" mechanic instead of the victim being indestructible à la [I]temporal stasis[/I]. Here's a first draft. [B]Copper Stasis Venom (Su):[/B] A copper opossum's jaws carry a supernatural venom. Any creature injured by its bite attack must succeed on a DC X Fortitude save or be placed in a state of suspended animation for X days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC Y Fortitude save. The stasis can also be broken by a [I]dispel magic[/I] or similar effect (effective caster level Z). Any effect that opposes poison, like the [I]neutralize poison[/I] 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. [/QUOTE]
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