Converting Maztica and Horde monsters

Sounds good. I guess we need to tackle the breath weapon next, but I'm afraid I'm too wiped to think about that till the morning. :heh:
 

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I definitely want to use the name "breathweird"...pure awesome.

I'm thinking we should stat it up within the breath entry, and not rely on the 3e conversions of the water weird (or lesser water weird from Dragon).
 

I'd agree. Let's make the breathweird a 3HD elemental (water) with Con 12-13. Maybe take abilities from the small water elemental, but advance to 3HD. Small or Medium?

Breath Weapon (Su): Three times per day, an ahuitzotl may breath a 15 foot line of water as a standard action. This deals 1d6 hp of bludgeoning damage to any creature it hits (DC X Ref save halves the damage). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area.
 

Combining the ideas above with some abilities of the similar aballin...

Breath Weapon (Su): Three times per day, an ahuitzotl may breath a 15-foot line of water as a standard action. This deals 1d6 points of bludgeoning damage (DC X Ref half). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area. An ahuitzotl may have more than one breathweird present at a time. Advanced ahuitzotls have more powerful breathweirds (breathweird Hit Dice equal to 1/3 ahuitzotl's Hit Dice).

Breathweird
Small Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Speed: 30 ft. (6 squares), swim 90 ft.
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
BAB/Grapple: +2/+0
Full Attack: Slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drown
Special Qualities: Darkvision 60 ft., elemental traits, resistance to fire X, vulnerability to cold and water effects
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3, Swim +10
Feats: Power Attack, 1 more

Drown (Ex): To use this ability, a breathweird must hit an opponent of Medium size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and draws the victim into its fluid body. The victim is at risk of drowning (see Water Dangers in the DMG for the risks and effects of drowning). A trapped victim can attack the breathweird or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack the breathweird while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the aballin. While holding a victim, the breathweird continues to attack with its pseudopods, dealing slam damage to other characters.

Vulnerability to Cold and Water Effects (Ex): A transmute water to dust spell forces a breathweird to make a Fortitude save or perish. A lower water spell forces a breathweird to release a trapped character if it fails a Fortitude save. An attack that deals cold damage slows a breathweird (as the slow spell) for 3 rounds, with no saving throw.

Skills: Breathweirds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.
 

Looks like a good start. Resistance to fire 5? I think we should also add DR 5/bludgeoning. You also have an "aballin" in the 2nd to last line of the Drown ability.
 


In the breathweird vulnerability entry, we should also change "transmute water to dust" to purify water -- there is no transmute water to dust in the SRD (that I can find), and purify is listed in the original, also.

For the other feat, is there something we could add to improve its grapple? Otherwise, maybe Combat Reflexes to give it more chances?
 

freyar said:
In the breathweird vulnerability entry, we should also change "transmute water to dust" to purify water -- there is no transmute water to dust in the SRD (that I can find), and purify is listed in the original, also.

Hmmm...oddly, nor is purify water! Only purify food and drink, and I don't think a 0-level spell should have a shot at killing it. ;)

freyar said:
For the other feat, is there something we could add to improve its grapple? Otherwise, maybe Combat Reflexes to give it more chances?

Improved Grapple, but it requires Improved Unarmed Strike as a prereq. Maybe just a racial bonus?

Combat Reflexes probably won't help, since it doesn't have exceptional reach.
 

That's why I couldn't find Improved Grapple, it was hiding under Improved Unarmed Strike! I like the racial bonus, though.

I was thinking Combat Reflexes just to get in as many AoOs as possible, even with normal reach.

Let's get rid of a spell that kills the breathweird, then. Edit: Lower water should become control water.
 
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