Converting monsters from Dragon magazine (Part Two)

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Light worm
Created by Willie Callison
FREQUENCY: Very rare
NO. APPEARING: 1 (75%) or 1-3
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 4
% IN LAIR: 40%
TREASURE TYPE: I, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75% (see below)
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L (7’-10’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are usually found singly in dungeons and similar subterranean settings. The light worm’s principal weapon is a very poisonous bite. Victims must make a saving throw vs. poison (at +1 on first bite, then -2 for each additional bite, cumulative) or die in 1-8 minutes. There is no known antidote for this poison, although Slow Poison and Neutralize Poison spells are effective.

The bite, however, isn’t the creature’s most potent weapon. There is a 35% chance per round that the light worm will create a sphere of colored lights around its victims. The diameter of this hypnotic sphere is 20 feet, and the monster can cast it at a range of 120 feet. During the first three rounds of its use, all in the affected area are dizzy (-2 “to hit” per round, cumulative). In rounds 4 and 5, the victims will have become so dizzy that no forms of attack are possible, and it will be a struggle merely to keep their feet. After six rounds of continuous exposure to the lights, those affected will fall unconscious for 11-20 minutes, during which the light worm will devour its prey if left undisturbed.

A saving throw vs. spells at -2 is allowed during the first round of the worm’s mental attack; those who make the save will suffer only the dizzying effects of the first three rounds, with the corresponding penalties “to hit.” After three rounds, they will shake off the hypnotic effects of the sphere and will be able to attack normally. Dispel Illusion, Mind Blank, and True Seeing stop the effects of the light pattern, as does the use of a Helm of Telepathy.

Once the creature begins to use its colored-light attack, there is only a 5% chance per round thereafter that it will discontinue that form of attack. The creature has the ability to maintain the pattern despite all attacks directed at it, or any damage it takes short of death. If the lights are negated by some means or the worm ceases to maintain the sphere, the monster will immediately return to biting or it will disengage. It generates a sphere of light once every 12 hours.

If more than one light worm is encountered, and more than one uses the colored-light attack, victims must make saving throws against each sphere of lights.If a victim is affected by more than one sphere, each at full strength, the effects are cumulative.

Light worms are immune to Sleep, Charm, Hold, and Illusion spells of any strength or form. Snakes to Sticks will stun the creature for 1-3 rounds, cancelling the light pattern in use at the time. Cold- and heat-based attacks do double damage if the creature fails a saving throw, normal damage otherwise. The worm’s magic resistance does not apply to cold- and heat-based spells, or to spells which negate the light pattern.

The light worm looks very much like a giant snake, but there are several distinguishing features, The worm’s coloring is black on the underside and alternating bands of violet and light blue on top. The head is that of a normal snake, except for two small bumps above the eyes that may have been or may yet evolve into horns. Along the beast’s underside are two rows of small stubs which are apparently the vestiges of some sort of “feet.”

Originally appeared in Dragon Magazine #61 (1982).
 

Hm. Do we want to convert the light orb straight, or replace it with a similar existing spell, like rainbow pattern or scintillating pattern? Actually, looking at the scintillating pattern spell, tweaking that might be a good idea.
 

I agree that the effects of scintillating pattern on 6HD or less creatures is roughly right, though sort of reverse order. I'd maybe go dazzled 1d4 rounds, dazed 1d4 rounds (or possibly stunned), unconscious 2d10+Con modifier (the worm's) minutes. What do you think?
 

Either way could work.

Let's figure out the basics.

I'm assuming Large Magical Beast.

A Large viper has Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Semi-intelligence converts to 2-4.

Cha should be decent as the scintillating effect would likely be Cha-based.
 

Con should also be ok for the poison. How about Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 15?
 

Added.

I retained the climb speed of a Large viper. Do we want a swim speed as well? Most snakes have 'em.

Light worms are immune to Sleep, Charm, Hold, and Illusion spells of any strength or form.

Immunity to mind-influecing effects?

Snakes to Sticks will stun the creature for 1-3 rounds, cancelling the light pattern in use at the time.

Since it's no longer a core spell, ignore that bit?

Cold- and heat-based attacks do double damage if the creature fails a saving throw, normal damage otherwise. The worm’s magic resistance does not apply to cold- and heat-based spells, or to spells which negate the light pattern.

Will vulnerability to cold and fire cover it?
 

I'm ambivalent on swim.
Immunity to mind-affecting is good.
Unless you can think of a thematically appropriate spell, I'm for ignoring that.
Yeah, I think vulnerability is ok.
 


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