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Converting monsters from Dragon magazine (Part Two)

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demiurge1138

Inventor of Super-Toast
Ooze with undead-like qualities. Give it a tomb tainted soul-like ability to heal from negative energy and harmed by positive energy.

Demiurge out.
 

freyar

Extradimensional Explorer
I definitely agree with ooze, but I'm not seeing much of a need for undead qualities (other than name). In some ways, with the magic immunity and special vulnerabilities, it reminds me more of a construct.
 

RavinRay

Explorer
Ooze. If it does have undead traits, there's a precedent of sorts in the teratomorph in MM II which, while not having the chaotic subtype, attacks rather like a chaos beast.
 

Shade

Monster Junkie
OK, we've got an exceptionally-intelligent ooze. Fun!

So...Int is 15-16.

Physical ability scores of similarly-sized oozes:

Toxic Ooze: Str 14, Dex 5, Con 23
Gray Ooze: Str 12, Dex 1, Con 21
Summoning Ooze: Str 14, Dex 10, Con 16
Reason Stealer: Str 14, Dex 1, Con 16
Snowflake Ooze: Str 20, Dex 1, Con 20
Assassin Jelly: Str 15, Dex 15, Con 20

Considering that its AC converts to 17, and oozes tend to lack natural armor, I'm thinking that Dex should be closer to the assassin jelly.

For the others, it looks like Str 12-15 and Con 16-20. I could see the low end for both of these, since it will have decent mental stats.

Mabye Str 12, Dex 15, Con 17, Int 16, Wis 11, Cha 14?
 

freyar

Extradimensional Explorer
Those look like a good set of stats.

Because of its liquid state, lich’s blood is immune to all weapon-based attacks. Thanks to its magic-draining nature, all spells cast on it are absorbed harmlessly. The only way to kill a lich’s blood is to use nonmagical acid, fire, or the deprivation of magic. A dispel magic spell cast on lich’s blood causes 1d6 hp damage per level of the caster; an anti-magic shell cast on one destroys the creature immediately.
Do we want true weapon immunity or DR more like a normal ooze? As for the magic stuff, I'd say we more or less cut & paste from a golem, using dispel magic and anti-magic field.
 

demiurge1138

Inventor of Super-Toast
Give it a high level of DR/-. Maybe acid vulnerability. And I agree that we can steal a golem's magic immunity.
 

freyar

Extradimensional Explorer
How about DR 10/- and Regeneration 5 (fire and acid do normal damage)?

Immunity to Magic (Ex): A lich's blood is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Dispel magic cast on a lich's blood does 1d6 hp of damage per caster level, and antimagic field destroys a lich's blood (on a failed Fort save).
 

demiurge1138

Inventor of Super-Toast
freyar said:
How about DR 10/- and Regeneration 5 (fire and acid do normal damage)?
Sounds good, but sweet Vecna is this thing tough. It's going to have quite the CR.

Demiurge out.
 

freyar

Extradimensional Explorer
Yeah. We could cut back the DR some, but the original text is pretty nasty. Seems like about the only way to kill it is with a lot of indirect damage kind of spells and just stumbling on dispel or antimagic.

Let's start working on the wizard coating bit (we'll need to work on the name :p). The way I'm writing this, we need improved grab.

The One that Coats is the Only One You Need (Su): On a successful grapple check against an arcane spellcaster, a lich's blood streams into its victims orifices, coating its nostrils and lungs and making it impossible to breathe (see the DMG for suffocation rules). Each round, the victim must make a DC X Will save or lose its highest level prepared spell or spell slot. When the victim has no remaining spells or spell slots, the lich's blood remains for five more rounds, dealing a negative level each round on a failed save (if the victim is still alive). Once a lich's blood has coated a spellcaster, only its death can remove it.

We could also put in a dependency on magic, unless you think that should be flavor:

Magic Dependency (Su): A lich's blood survives by eating magic. It can gain constant nutrition by coating a permanent magic item and feeding off the constant magic emanations, but lich's bloods prefer arcane spellcasters to all other forms of food. A lich's blood that does not feed on magic for X days dies.
 

demiurge1138

Inventor of Super-Toast
I think there should be ways to remove a coated lich's blood. Casting freedom of movement or dispel evil on the poor unfortunate mage, that sort of thing. On the other hand, I think that attacks made on the lich's blood should also damage who it's coating.

Demiurge out.
 

freyar

Extradimensional Explorer
Good ideas. Probably not dispel evil, though, since these are neutral. What if we say any lethal damage causes it to let go? And if freedom of movement works, so should a grapple check. Revising:


Immunity to Magic (Ex): A lich's blood is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Dispel magic or greater dispel magic cast on a lich's blood does 1d6 hp of normal damage per caster level, and antimagic field destroys a lich's blood (on a failed Fort save).

The One that Coats is the Only One You Need (Su): On a successful grapple check against an arcane spellcaster, a lich's blood streams into its victims orifices, coating its nostrils and lungs and making it impossible to breathe (see the DMG for suffocation rules). Each round, the victim must make a DC X Will save or lose its highest level prepared spell or spell slot. When the victim has no remaining spells or spell slots, the lich's blood remains for five more rounds, dealing a negative level each round on a failed save (if the victim is still alive).

Once a lich's blood has coated a spellcaster, the victim may escape by making two successful grapple or Escape Artist checks (as if to escape a pin). A freedom of movement spell cast on the victim also immediately causes the lich's blood to retract. In addition, if the lich's blood takes X hit points of normal damage, it will retract. Any weapon attacks directed at the lich's blood while it is coating a victim deal 1/2 of their damage to the victim instead.
 

demiurge1138

Inventor of Super-Toast
I agree with the grappling as if to escape a pin. I don't think there should be a set amount of lethal damage needed that'll make it automatically let go; it's smart enough to be able to make tactical decisions, after all.

And I think these guys should be evil. They're smart enough to, and their tactics are pretty sadistic.

Demiurge out.
 

Shade

Monster Junkie
Added to Homebrews.

I agree that they seem evil. Perhaps "usually neutral evil" for the alignment?

As for the other abilities, they look good, although "The One that Coats is the Only One You Need" has to be renamed. ;)

So how does the thing initiate the grapple check? Should we give it a (weak) slam attack and improved grab like many oozes?
 

demiurge1138

Inventor of Super-Toast
Slam + improved grab makes sense. As does NE alignment.

I think "engulf" is a pretty good name for the ability, but it works much differently than the usual engulfing.

Demiurge out.
 

freyar

Extradimensional Explorer
Fair enough on alignment. I also like slam + imp grab. Not sure of any particular name for this ability. I agree that engulf works, but I'd prefer something else because there is a standard for engulf. We can add dispel evil to the ways to end the "engulf" ability; if you also want to get rid of the fixed hp damage to drive it off, that's fine.
 

Shade

Monster Junkie
Slam damage 1d6 like similarly-sized gray ooze? Or downgrade it to 1d4 since it's not the main method of killing prey?

Improved Grab (Ex): To use this ability, a lich's blood must hit 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 can "engulf".

Maybe "coat" for the "engulf" ability? Or "spell-stealing suffocation"?
 

freyar

Extradimensional Explorer
Let's go with 1d4 slam, since it probably shouldn't really even have one. ;)

Let's call it "spell-stealing suffocation." That has such a nice ring to it! ;)
 


Shade

Monster Junkie
Updated.

Should we give it some ability to actually detect arcane magic so it knows on whom to feed?

Also, I think it needs a climb speed. 10 feet like its land speed?

Skills: 35 (7 max ranks)
Hide, Knowledge (arcana), Move Silently, Spellcraft, Spot, Survival?

Racial bonus on Climb (as result of climb speed) and Disguise checks made to impersonate a puddle of blood?

Feats: 2
Stealthy, Track?

Challenge Rating: x

Advancement: x

Lich's blood is x feet in diameter and weighs x pounds.

A lich's blood that does not feed on magic for X days dies.
 

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