Converting Maztica and Horde monsters

Shade said:
Merging your ideas with these...

Change Shape (Su): A manggus can assume the shape of any Medium, Large, or Huge creature with X HD or less. The new form must be a creatuere that the manggus has personally seen. In a different form, the manggus loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. A manggus can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but a manggus reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. If the manggus takes fire damage from any source, it is immediately forced back into its natural form.

How does that look?

Looks good!
For the "X HD or less" part, above, how about: X cannot be greater than twice the manggus' hit dice. For some reason, I am having trouble putting that idea into a nice text form.

“A manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s hit dice cannot exceed twice the manggus’ hit dice.”

Is that too confusing?

Shade said:
10/cold iron would probably be more in line with their power level.
Sounds good to me :)

Shade said:
Yep, Improved Natural Attack would apply to any bite attack, which is nice in this case. :cool:

Improved Natural Attack (Bite) is definitely in, then :)

For its other 2, I vote for Great Fortitude and either Negotiator or Persuasive. Which skills are those for again? We got it backwards last time… ;)

For Skills:
Bluff, Diplomacy, Disguise, Intimidate, Sense Motive
Need 3 more.
 

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dhaga said:
Looks good!
For the "X HD or less" part, above, how about: X cannot be greater than twice the manggus' hit dice. For some reason, I am having trouble putting that idea into a nice text form.

“A manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s hit dice cannot exceed twice the manggus’ hit dice.”

Is that too confusing?

Nope, that looks good.


dhaga said:
Improved Natural Attack (Bite) is definitely in, then :)

For its other 2, I vote for Great Fortitude and either Negotiator or Persuasive. Which skills are those for again? We got it backwards last time… ;)

For Skills:
Bluff, Diplomacy, Disguise, Intimidate, Sense Motive
Need 3 more.

Negotiator = +2 bonus on all Diplomacy checks and Sense Motive checks.

Persuasive = +2 bonus on all Bluff checks and Intimidate checks.

So probably Persuasive in this case.

It probably can also use the usual Listen and Spot, possibly Knowledge (nature), and maybe Hide and Move Silently.
 

Feats look good: Improved Natural Attack (Bite), Great Fortitude, Persuasive

Skills: Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Listen, Spot, Hide, Move Silent would all be good.

I vote max ranks on the first 7, then split the remaining points between Hide and Move silent. (6 to Hide, 5 to Move Silent)

I believe that gives us: Bluff +15, Diplomacy +17, Disguise +13, Intimidate +17, Sense Motive +11, Listen +11, Spot +11, Hide +1, Move Silent +4

These totals include synergy bonuses.
 


Looks good.
Cleaning up some of our x's:

Hit Dice: 8d6+24 (52 hp)

In order to hit the target AC of 21, he'd have to have +23 Natural. That seems a bit much, to me.

Attack: Maul +8 melee (2d8+7/x3) or bite +8 melee (2d6+7)
Full Attack: Maul +8 melee (2d8+7/x3) and bite +3 melee (2d6+7)

Treasure: Standard?
Advancement: 9-12 HD (Large)

Cause Disease Fort DC is 16
Caster Level for SLAs: 8th?
 

dhaga said:
In order to hit the target AC of 21, he'd have to have +23 Natural. That seems a bit much, to me.

We can borrow/modify one of these...

Sylvan Warrior (Su): A banshrae applies its Charisma bonus as a deflection bonus to its Armor Class. It doesn't lose its Dexterity bonus to AC when flat-footed.

Unearthly Grace (Su): The creature adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

dhaga said:
Cause Disease Fort DC is 16
Caster Level for SLAs: 8th?

I rolled Cause Disease into the other SLAs (as contagion), as it seems to mimic that spell perfectly.

I'll whip up some flavor text and we'll see where we're at.

CL 8th sounds good.
 


dhaga said:
In order to hit the target AC of 21, he'd have to have +23 Natural. That seems a bit much, to me.
Don't forget the base score of 10 - which isn't natural armor. IIRC I saw somewhere that is akin to always rolling a '10' on a defensive roll if attacking was contested roll. So he would 'only' need +13.

Still, Shade's idea has merit - I prefer the second option.

Regards
Mortis
 

Mortis said:
Don't forget the base score of 10 - which isn't natural armor. IIRC I saw somewhere that is akin to always rolling a '10' on a defensive roll if attacking was contested roll. So he would 'only' need +13.

Still, Shade's idea has merit - I prefer the second option.

So...

Unearthly Grace (Su): A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Armor Class: 21 (-1 size, -1 Dex, +11 natural, +2 deflection), touch 10, flat-footed 21
Saves: Fort +9, Ref +7, Will +8
 

Mortis said:
Don't forget the base score of 10
Oh yeah! Duh! ;)

Shade said:
Unearthly Grace (Su): A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Armor Class: 21 (-1 size, -1 Dex, +11 natural, +2 deflection), touch 10, flat-footed 21
Saves: Fort +9, Ref +7, Will +8

Awesome! Looks good to me!

Full Attack: Maul +8 melee (2d8+7/x3) and bite +8 melee (2d6+7)
Shouldn't the bite be at +3 melee, as a secondary attack?

Regardless of its form, a manggus fights fiercely in the first few rounds of combat and
That "and" should be removed.

Otherwise, it looks really great! I really like this creature; very creepy!

If no other issues are found, looks like we need CR, LA, and a weight.
 
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