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Converting monsters from Dragon magazine (Part Two)

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Attempted revision...

Create Avalanche (Su): x times per day, an ice mummy can let crack nearby snow and ice to create an avalanche. This avalanche originates within x feet of the ice mummy and must take place on terrain that has both snow or ice cover 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 x Reflex half). The save DC is Charisma-based.
 


Let's just add the lines "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." right after the Ref save for half.

Originates within 30 ft of the ice mummy? Once per day?
 

Like so?

Create Avalanche (Su): Once per day, an ice mummy can crack nearby snow and ice to create an avalanche. This avalanche originates within 30 feet of the ice mummy and must take place on terrain that has both snow or ice cover 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 x Reflex half). 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 save DC is Charisma-based.

It seems like the origination point could be further than 30 feet, though. How about 120 feet?
 


Updated.

Call Blizzard
(Conjuration/Alteration)
Level 3
Range: 0
Components: S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell can be cast only on a glacier or a similarly vast expanse of ice, such as a huge iceberg. Call blizzard allows the caster to use the unique micro-climate of the glacier to attack its enemies. Even in summer, it is possible to have wintery conditions on mountain glaciers and similar terrain. This spell generates high winds that drive frozen precipitation in a blinding storm that makes travel virtually impossible. Windchill effects make the temperatures seem even lower than they already are, and the powerful gusts make walking difficult.

After the spell is cast, the blizzard arrives in 1d6 hours. The spell can be interrupted only during the actual casting period, not between the casting and the blizzards arrival. Signs of the ensuing change in the weather are visible any time after the first hour. Once summoned, the blizzard cannot be dispelled by anything less than a control weather or wish spell. The blizzard affects the entire area of the glacier.

In warmer seasons, the blizzard is composed of sleet lasting 1d4+1 hours, soaking the clothing of travelers and coating the glacier in a sheath of slippery, wet ice. The soaking effect of the sleet ruins the insulative effect of the victim’s clothing, bringing on hypothermia if a fire and dry clothing are not found within two hours. Hypothermia causes a loss of coordination represented by a loss of 1d4+1 points of Dexterity and requires a successful Constitution check each turn until warmth and shelter are found for the victim to remain conscious. Once unconscious, a victim dies within a number of hours equal to half the victim’s Constitution (rounded up).

In fall and spring, there is a 50% chance of sleet and a 50% chance of a true snow blizzard, either of which lasts 1d6+6 hours. In winter, the spell always causes a snow blizzard that lasts for 2d10+4 hours. Vision is reduced to 10’, and victims must make a successful Intelligence check each round to stay on course when traveling. Movement is reduced to one-third normal, and after four hours, each character in the blizzard must make a successful Constitution check to avoid hypothermia, as described above.

Exhaustion caused by walking through the powerful blizzard winds sets in after four hours of travel. Afterward, characters must make a successful Constitution check each with a cumulative -1 penalty per hour. Thus, on the fifth hour of travel, the check is at -2, on the sixth -4, and so on. Once exhausted, characters cannot erect a shelter or build a fire.

The high wind-chill factor during a blizzard adds another peril: frostbite. This freezes exposed skin and extremities, so noses and ears are especially vulnerable as well as fingers and toes. Frostbite may occur after one hour of trying to move about in the blizzard. Roll 1d4 to determine whether a character suffers frostbite. A roll of “1” indicates that superficial frostbite has occurred. If the victim is not informed by a companion that his skin is beginning to turn pale, there is a 50% chance that he notices the frostbite himself. If not treated, superficial frostbite becomes serious in one hour. If not treated for a second hour, serious frostbite turns to extreme frostbite.

Superficial frostbite heals in 1d4 weeks. It is painful and causes unpleasant hardening and breaking of the affected skin, but it causes no damage. A cure light wounds spell eases the ‘discomfort and heals the visible damage.

Serious frostbite takes 1d4 weeks to heal naturally, and it is more painful and unpleasant-looking than superficial frostbite. Victims suffer a temporary loss of 1d2+1 points of Charisma until the condition is healed naturally or by a cure serious wounds or more powerful healing spell.

Extreme frostbite has the above effects and has penetrated far enough to cause the loss of the affected portion of the body. At the DM’s discretion, the victim may lose one or more toes and or fingers, one or both ears, or even his nose. Frost-bitten fingers cannot, of course, perform fine tasks such as untying knots or making spell gestures. Only a regeneration or more powerful healing spell can cure extreme frostbite.

The material component for call blizzard is the mummy’s talisman or tattoo.

We discussed upthread making this a 1/week SLA that is a limited version of the control weather spell. How's this?

Call Blizzard (Sp): Once per week, an ice mummy can create a blizzard. This works exactly like the control weather spell (CL xth), except that it may only be used to create a blizzard. This is the equivalent of a 3rd-level spell.
 
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