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Converting monsters from Dragon magazine (Part Two)

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Shade

Monster Junkie
Updated.

Did we ever decide what to do with its "cold arrows"?

Also, any suggestions for flavor text for the "ice mummy’s talisman or tattoo" suggested upthread?
 
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freyar

Extradimensional Explorer
Suggested the following upthread:

Frosty Bow (Su): Any bow or crossbow carried by an ice mummy functions as a frost weapon, so projectiles fired by it deal an extra 1d6 cold damage on a successful hit. This is a supernatural ability of the ice mummy, not the bow.

Barbed arrows: Barbed arrows function as normal arrows, but they remain stuck in the wound. A creature can pull a barbed arrow from a wound with two hands. This takes a full-round action to do so, but it deals damage to the victim equal to the initial piercing damage the arrow dealt. A character who succeeds on a DC 15 Heal check can remove a barbed arrow without further damage.
 


freyar

Extradimensional Explorer
I don't know about the talisman or tattoo. (Though it should probably be a focus for the spell.) It doesn't show up in the original text except for the spells. We could say that it holds the key to the mummy's Blizzard and Avalanche abilities; perhaps someone who steals a talisman can use those abilities for 2 weeks? Or we could just drop it.
 

demiurge1138

Inventor of Super-Toast
Ditch talisman, give them the tattoo, which only works for the mummy. We could say, however, than they favor magical amulets as treasure.
 

freyar

Extradimensional Explorer
We might as well drop the tattoo then, also, since I don't see anything to really do with it. I like the treasure idea.
 

Shade

Monster Junkie
OK, we'll drop the tattoo. Suggested replacement material component for slippery slope? Maybe a drop of white dragon blood?

I like the treasure suggestion as well.

Skills: 6 at 12 ranks
Mummy has Hide, Listen, Move Silently, Spot

Feats: 4
Mummy has Alertness, Great Fortitude, Toughness

Environment: Any cold?

Treasure: Standard coins standard goods, double items?

Alignment: Usually chaotic evil?

Advancement: 10–16 HD (Medium); 17–24 HD (Large) or by character class[This follows mummy progression, but adds class advancement for additional sorcerer levels]
 

demiurge1138

Inventor of Super-Toast
Power Attack, Improved Sunder, Point Blank Shot, Precise Shot

Full ranks in Hide, Move Silently, Listen, Spot, Concentration, Spellcraft
 

Shade

Monster Junkie
Updated.

Combat: The ice mummy is intelligent as well as cunning. It creates false trails to lead travelers onto fragile snow bridges over crevasses. The only warning of its attack may be the brief glimpse of a figure traveling through the fog on a glacier. When the figure staggers and falls, travelers may go to its aid, only to stumble into its ambush.

Maybe pilfer a few ranks for Survival and Craft (trapmaking)?

Furthermore, ice mummies can never use spells that involve fire as a weapon. Thus, an ice mummy can cast affect normal fires to reduce the campfire lit by a group of travelers, but the monster cannot cast a fireball spell to attack them. Ice mummies are known to use the following unique spells as well as those commonly employed by human wizards: slippery slope, ice shatter, and call blizzard.

Sorcerer Spells Known (6/7/6/4, save DC 14 + spell level):
0—7;
1st—4;
2nd—2;
3rd—slippery slope.
 

demiurge1138

Inventor of Super-Toast
Survival and Craft (trapmaking) are both good. And Spellcraft isn't very necessary.

2nd- minor image, pyrotechnics

1st- alarm, feather fall, mage armor, ray of enfeeblement
 

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