Converting monsters from Dragon magazine (Part Two)

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Yes on both counts.

Here are the rules for avalanches:

Avalanches (CR 7)
The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it’s also possible to have an avalanche of rock and soil.

An avalanche can be spotted from as far away as 1d10×500 feet downslope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).

A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

The typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width.

To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches of snow and ice advance at a speed of 500 feet per round, and rock avalanches travel at a speed of 250 feet per round.
 

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Hmmm, I'm not sure if causing an avalanche is a little too powerful for a 3rd level spell. Maybe a smaller or less deadly one? Any thoughts?
 

A spell that creates an avalanche also seems too powerful for 3rd level! I think we should give it a similar SLA to form them, rather than convert ice shatter.

With the ability to make blizzards and avalanches, these guys are really quite strong, aren't they?
 


The avalancher (MMIII) is a CR 5 creature that can cause avalanches. Most 5th level characters have access to 3rd level spells.
Good point, I didn't remember about the avalancher. I think I'm ok with the spell, at least if we restrict the conditions that the spell can cause an avalanche a little. Anyone else?
 

An avalanche is only a CR 7 hazard, so it's probably about right for a creature of this power, no?
 



After being away from this for a bit, I think I'd rather go the unique SLA route Demiurge suggested upthread rather than converting the spells.

Here's the avalancher's ability to use as a basis:

Cause Avalanche (Su): Three times per day, an avalancher can let loose a low, rumbling noise that causes avalanches. This avalanche originates within 30 feet of the avalancher and must take place on terrain that has both loose rock and a significant slope (DM's discretion). The avalanche moves down a 45-degree slope at a speed of 30 feet per round (slower on a gentler slope, faster on a steeper one). It spreads outward in a cone, dealing 2d6 points of damage to anyone caught in its path (DC 15 Reflex half). Creatures that fail this save must make a DC 20 Reflex save or become buried beneath the rocks. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage every minute thereafter until freed or dead.
 

This seems considerably tamer than a "garden variety" avalanche, just because it starts in a particular point. It also doesn't have a bury zone, and it's a lot slower. I'd say we adapt from the avalancher but simplify a little. For example, maybe remove the second save; you either make the first save and take 1d6 or fail it and take 2d6 and get buried. Or we can just simplfy more and say they act as normal avalanches but only have a slide zone. What do you think?
 

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