Converting monsters from Dragon magazine (Part Two)

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Shade

Monster Junkie
Revising the breath weapon...

Breath Weapon (Su): Once every 1d4 rounds, as a standard action, a murdakus can breathe either with one head or with both heads simultaneously. The breath weapon is a 120-foot line of intense heat that deals 12d8 points of fire damage (Reflex DC x half). Each beam must be directed in a different trajectory, no greater than 90 degrees apart due to the structure of the heads. The save DC is Constitution-based.

Here's a stab at the severing ability...

Sever Limb (Ex): The tail blade of a murdakus is extremely sharp, capable of severing limbs on a successful critical hit. Randomly determine which limb is severed based on the creature's number of limbs (thus, a d4 for a typical humanoid, with a 1 and 2 severing an arm and 3 and 4 severing a leg, for example). A severed leg imposes a -x penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -x penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left).

Do we want to stick to limbs or expand it to vorpal/head as well? I also think we should give them augmented critical with the tail. Thoughts?

The murdakus is immune to mind-affecting attacks and suffer half damage from poisons that do not slay outright. Fire attacks heal damage on a point-for-point basis. Although resistant to natural cold, it suffers normal damage from magical cold.

Should we simplify the first part to immunity to poison, or change it to a racial bonus on saves vs. poison?

For the cold part, do we want to give it a cold tolerance type of ability for surviving in cold weather?
 
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Shade

Monster Junkie
Revising...

Sever Limb (Ex): The tail blade of a murdakus is extremely sharp, capable of severing limbs or heads on a successful critical hit. Randomly determine which extremity is severed based on the creature's number of limbs and heads (for example, a d6 for a typical humanoid, with a 1 and 2 severing an arm, a 3 and 4 severing a leg, a 5 beheading the opponent, and reroll a 6). A severed leg imposes a -x penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -x penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A severed head kills most creatures instantly. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.
 

freyar

Extradimensional Explorer
All looking good. If we don't have a value for the penalties for missing limbs from another conversion, probably the -4 demiurge mentioned above is appropriate.
 

Shade

Monster Junkie
Sounds good.

Updated.

Thoughts on augmented critical for the tail? At the very least, I'd suggest Improved Critical for one of its feats.

How should we handle this?

Habitat/Society: Murdakus are ravenous; just one of them can depopulate all life within 2 square miles in less than a day. Luckily, they have terribly inefficent metabolisms. After 1d3 days of activity, a murdakus must rest for 2d4 weeks. Until it rests, it suffers a +4 penalty to its AC, a -4 penalty to its THAC0, and a 50% reduction to its movement. A very hot fire (like dragon breath or a fireball) revitalizes a murdakus for 1d3 days.
 

GrayLinnorm

Explorer
How about this:

Inefficient Metabolism (Ex): The inefficient metabolism of a murdakus limits its activity. After 1d3 days of activity, the murdakus is exhausted until it can rest for 2d4 weeks. Any fire based attack dealing more than 20(?) points of damage negates the exhausted condition for 1d3 days.
 


freyar

Extradimensional Explorer
This is really shaping up! I like it all so far.

Definitely a yes on augmented crit for the tail as far as I'm concerned.

Whorls of fire and shimmering radiance play over the body of a regenerating murdakus; anyone touching a regenerating murdakus must make a successful saving throw vs. breath weapon or suffer 1d4 points of heat-based damage.

We might want to put fire damage (I know it says 1d4, but 1d6 might be more appropriate) in the attacks, as well as something like this:

Heat Aura (Su): During any round that the murdakus may regenerate (that is, any round in which it may use its breath weapon), any creature that touches the murdakus, including with a touch or natural weapon attack, must make a DC X Reflex save or take X points of fire damage. Any creature grappled by the murdakus automatically takes X points of damage per round with no save. The save DC is Constitution-based.
 

Shade

Monster Junkie
How about 2d8 fire like an elder fire elemental?

How's this?

Augmented Critical (Ex): A murdakus's tail-blade threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit and possibly severing a limb or head (see sever limb, below).
 

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