Converting monsters from Dragon magazine (Part Two)

Status
Not open for further replies.
Immune to Curses (Su): Averxes are not subject to any ill effects from curses, including the bestow curse spell, cursed items, supernatural diseases such as mummy rot, lycanthropy, hexes, or dying curses of certain creatures. ??
 

log in or register to remove this ad


Hexblade curses, yes. Hexblade spells, no. Warlock invocations? Unless they model a curse (like curse of despair), then no.
 

Yeah, I wasn't sure how to talk about hexblades and warlocks, exactly, but I guess we don't have to dance too carefully around those words.
 

Will this cover it?

Immune to Curses (Su): Averxes are not subject to any ill effects from curses. This includes the bestow curse spell, cursed items, supernatural diseases such as mummy rot, lycanthropy, hexes, dying curses of certain creatures, and any other effect or special ability with the word "curse" in the title.
 


Updated.

All averxes have infravision to 120', but light causes them no harm.

As fey, they get low-light vision. Should we give them darkvision 120 feet as well?

They set traps of fiendish design in the underground corridors leading to their most carefully guarded lairs and realms, using all manner of snares, pits, poisons, and the like.

Give 'em poison use?
 

Since they live underground, I say yes to darkvision. I think poison use makes good sense.
 


Speaking of skill points...

Skills: 40
Feats: 1

These miniature “dungeon demons” or “cave devils” enjoy hampering and stealing from adventurers or other beings unlucky enough to stumble across their path

Averxes avoid direct combat, preferring hit-and-run raids, traps, sabotage, misdirection, and bluffing.

In all combat situation, averxes are extremely clever, observant, and commanding. They set traps of fiendish design in the underground corridors leading to their most carefully guarded lairs and realms, using all manner of snares, pits, poisons, and the like.

Averxes prefer to live deep underground in the most beautiful natural areas imaginable, especially in vast, crystalline caverns. They enjoy lighting their homes in different ways to enhance the natural beauty, and they conduct elaborate rituals in honor of their homes at irregular intervals.

Bluff, Craft (trapfinding), Disable Device, Hide, Knowledge (dungeoneering), Listen, Open Lock, Move Silently, Search, Sleight of Hand, Spot, Tumble?

Also, this has been bugging me...

HIT DICE: 1+3 (leaders 2+1)
In addition to these spells, an averx leader can cast fear, silence 15’ radius, and warp wood once a day.

That's about it to differentiate leaders. I'd propose we make the base averx 2 HD (since they have such a wide range of abilities), and make the leaders the highest-level rogues. Thoughts?
 

Status
Not open for further replies.
Remove ads

Top