Converting monsters from Dragon magazine

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They are pretty stupid. I'm okay with them not speaking Common, and I definitely don't want them speaking Draconic.
 

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I'll possibly go with Common, but I'm not convinced about Draconic. Plus, they aren't so smart, so I don't think they should pile up on the languages.

I was just throwing out some possibilities, just Abyssal and Common would do. Basically, there's mention of them negotiating for loot, and that may prove difficult if they only speak Demon!
 

Let's just stick with Abyssal. They can always negotiate through pantomime and the like. They certainly wouldn't be the first creature who can't speak Common but deal with those who do.

I'll fix the claw damage.
 

Asperim (from the Latin asper-rough, bitter, harsh, particularly in the sense of exasperation)
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 8”
HIT DICE: 10
% IN LAIR: 50%
TREASURE TYPE: U (no gems or jewelry)
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Magic only
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful Evil
S I Z E : S
PSIONIC ABILITY: Nil

Exasperation is the key word to describe the Asperim personality. The Asperim are a sort of super-imps. They take delight in annoying any creature near them, in frustrating others and torturing them mentally. They are not actively evil; whatever physical harm they do is usually accidental.

The Asperim are lesser devils who may be found in the outermost circles of Hell. Occasionally they break out to work their deviltry on other planes. The Asperim are 13 in number. They are solitary creatures, since not even another Asperim will willingly subject itself to the company of one of its kind.

The Asperim appear as squat, green humanoids with long, pointed ears. They look something like a cross between a dwarf and a giant frog. The Asperim have a particularly bizarre sense of humor, delighting in crude practical jokes and malicious pranks. They often speak in cryptic exclamations such as: “Aw, go peddle your papers!” or “Your mother wears army boots!”

The Asperim, if asked for information, will always direct the party along the worst possible path. They will not give the same answer twice in a row to the same question. The Asperim have all the spells normal to devils except Fear (since they do not want victims to run in panic). In addition, the Asperim have the following spells: Erase, Nystul’s Magic Aura, Shocking Grasp, Ventriloquism, Audible Glamer, Fools Gold, Forget, Invisibility, Mirror Image, Stinking Cloud, Dispel Magic, Explosive Runes, Slow, Confusion, Fumble, Polymorph Other, Feeblemind, Transmute Rock to Mud, Reverse Gravity, and Otto’s Irresistible Dance. All spells are cast as a l0th-level Magic-User.

The Asperim have no physical or psionic attacks and will teleport away if they cannot harm the party. The Asperim are highly magical in nature and are rumored to be powered by the souls of practical jokers. Asperim have a 70% chance of gating in 1-3 Imps, the only creatures who can stand to be in the company of the Asperim for any length of time.

Originally appeared in Dragon Magazine #42 (1980).

Here's the regular imp: Devil :: d20srd.org

Note that the Fiend Folio added the Filth, Euphoric, and Bloodbag Imps, all of which might help define this.
 

Well, the other imps mentioned have about 3 average, 2 slightly better, and 1 good score (though the last "average" score for the filth imp is actually pretty bad). Maybe for this one, since it has many more HD and seems to be larger, slightly above average physical stats, Int as described (good), average Wis, decent Cha? The exasperating personality suggests low Cha, but the SLAs and ability to torment people suggests higher. So I could go anywhere from Cha 14 to 20 probably.
 


Agreed to racial penalties on Diplomacy. However, I don't see anything to suggest high physical ability scores. These guys are casters and avoid direct combat (although I think we should give them a physical melee attack, since the original didn't have any).
 

Str 10, Dex 13, Con 16, Int 16, Wis 15, Cha 20?

AC is crap (14), and even the lowly filth imp has +3 natural armor.
 

That's plenty high enough by what I was thinking. And the Diplomacy/other skill penalties is great! Agreed to all that.

Edit: also, should these be Small rather than Tiny?
 


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