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.
 

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