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Converting monsters from Dragon magazine (Part Two)

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Shade

Monster Junkie
Here are the scores for a "downsized" elephant:

Str 22, Dex 12, Con 17, Int 2, Wis 13, Cha 7
 

freyar

Extradimensional Explorer
Those look pretty good. Want to bump Wis a little to help with the "only surprised on 1" bit or just give them a lot of Spot & Listen along with Alertness?
 



Shade

Monster Junkie
Added to Homebrews.

It isn't clear what type of attack they have besides the telekinesis. The infants head butt, which we could retain for the adults. Take the gore attack from an elephant and we have a slam and two stamps.
 


freyar

Extradimensional Explorer
The original also seems to have stamps, so let's go with the headbutt and 2 stamps for the adults (maybe drop the stamps if we write up the infants).
 

Shade

Monster Junkie
Getting back to the telekinetic powers, here are some sources of inspiration:

http://www.d20srd.org/srd/psionic/powers/telekineticForce.htm
http://www.d20srd.org/srd/psionic/powers/telekineticManeuver.htm

Telekinesis (Su): A metalmaster can affect one creature within 60 feet as if using a telekinesis spell (DC 14). Its effective Strength is 25 (+7 bonus) for the purpose of any opposed checks required in conjunction with this ability. If the metalmaster chooses the violent thrust function of the telekinesis spell, the effects are resolved immediately and do not last beyond its turn.

The metalmaster's magnetism ability could also provide some possible ideas for the "catching missiles":

Magnetism (Su): A metalmaster can create magical fields of magnetic energy. Once per round as a free action, it can create one of the following effects (caster level 12th). The save DCs for these abilities are Charisma-based, and its magnetism has an effective Strength score of 25.

A metalmaster's magnetism affects only metallic creatures, creatures wearing metal armor, or creatures carrying metal weapons or shields. Creatures carrying metal objects can simply drop them to avoid the effect. The metalmaster's magnetism affects the dropped objects just as it would any other unattended items.

Each of these abilities functions continuously until the metalmaster's next turn unless otherwise noted. Any creature that enters the area of the magnetism is subject to its effects.

Attraction (Su): All metallic creatures and objects within 60 feet of the metalmaster are entangled and dragged closer to it. This ability functions like a bull rush (check modifier +11), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the metalmaster instead of away from it. The metalmaster does not move if it loses the opposed Strength check.

Repelling Aura (Su): All metallic creatures and objects within 60 feet of the metalmaster are pushed backward. This ability functions like attraction (see above), except that the affected creatures are not entangled, and they move away from the metalmaster rather than toward it. While using this ability, the metalmaster gains a +8 deflection bonus to AC against attacks by weapons that have metal components.
 

freyar

Extradimensional Explorer
How about something like this?

Telekinetics (Su): A tolwar can, as a full-round action, generate any two of the following effects:

Toss: A tolwar can throw a 25lb object (within a range of 10 ft) a distance of 20 ft. The tolwar can throw this object toward another creature with a ranged touch attack. If successful, the attack does 1d6 hp of damage.

Catch: A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc).
 


freyar

Extradimensional Explorer
Something more like this?

Catch: A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc). These objects can be caught at any time in the full round.

Want to add telekinetic special maneuvers, too? Not strictly in the original, but they would seem appropriate.
 



freyar

Extradimensional Explorer
If we took this from the telekinesis spell, it'd be a serious downgrade for the tolwar, since they'd have to use Cha instead of Str for the bonus on the maneuvers (and probably should lose their size bonus as well). So I'd decrease the range but keep Str, as follows:

Combat Maneuver: A tolwar can perform a single bull rush, disarm, grapple (including pin), or trip attempt on any creature within 30 ft. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity and that a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. The tolwar uses its usual base attack bonus, Str bonus, and size modifier. To maintain a grapple, a tolwar must use this option every round.

It occurs to me that we should add a range to catch. Maybe 10 ft?

Catch[\i]: A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc). These objects can be caught at any time in the full round but must be within 10 ft of the tolwar when they are caught.
 


freyar

Extradimensional Explorer
Just to continue on here, is 1d6+ Str reasonable for the headbutt? 1d8 for the stamps? We may need to give these a slam or use the headbutt damage for trample.
 


freyar

Extradimensional Explorer
So trample would be 1d8 +X then, I guess.

Concentration for the skill (I think Su abilities need Concentration, am I right?)? For feats, maybe Multiattack, Endurance, Iron Will?
 

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