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General Tabletop Discussion
*Dungeons & Dragons
Converting "generic setting" Second Edition monsters
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<blockquote data-quote="freyar" data-source="post: 5705597" data-attributes="member: 40227"><p>If you'll prepare the Reflexive Sunder. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The Iron Golem has</p><p></p><p>which is pretty close to what we want. The original clockwork warrior has</p><p></p><p>Maybe something like</p><p></p><p>Immunity to Magic (Ex): A clockwork warrior 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.</p><p></p><p>A magical attack that deals electricity damage causes the clockwork warrior to flee from the caster on its next turn, using a move action.</p><p></p><p>A magical attack that deals fire damage heals 1 point of damage for each 8 points of damage the attack would otherwise deal. If the amount of healing would cause the clockwork warrior to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clockwork warrior hit by a fireball gains back 2 hit points if the damage total is 18 points. A clockwork warrior gets no saving throw against fire effects.</p><p></p><p>A clockwork warrior is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.</p><p></p><p></p><p></p><p>Hmmm, I might like swapping the fleeing bit back into the slow effect of the iron golem.</p></blockquote><p></p>
[QUOTE="freyar, post: 5705597, member: 40227"] If you'll prepare the Reflexive Sunder. ;) The Iron Golem has which is pretty close to what we want. The original clockwork warrior has Maybe something like Immunity to Magic (Ex): A clockwork warrior 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 magical attack that deals electricity damage causes the clockwork warrior to flee from the caster on its next turn, using a move action. A magical attack that deals fire damage heals 1 point of damage for each 8 points of damage the attack would otherwise deal. If the amount of healing would cause the clockwork warrior to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clockwork warrior hit by a fireball gains back 2 hit points if the damage total is 18 points. A clockwork warrior gets no saving throw against fire effects. A clockwork warrior is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Hmmm, I might like swapping the fleeing bit back into the slow effect of the iron golem. [/QUOTE]
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Converting "generic setting" Second Edition monsters
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