Converting monsters from Dragon magazine

Shade

Monster Junkie
The Metal Master in Lost Empires of Faerûn has some magnetism-based powers, if we decided to include any:

Detect Metal (Ex): A metalmaster automatically sense the presence of any metal (minimum 1 pound) within 60 feet. The exact location is not revealed, but the metalmaster can take a move action to note the direction in which the metal lies. When it comes within 5 feet of metal, the creature knows its location.

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.

Metal Storm (Su): A metalmaster can turn the shards of metal clinging to its body into a whirling storm of razors. This effect reduces its natural armor bonus by 4, but each other creature within 20 feet takes 4d6 points of slashing damage (Reflex DC 20 half). This effect lasts for 12 rounds.

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.
 

Cleon

Adventurer
Hmm, tricky.

Neither Outsider or Construct feel quite right to me.

Aberration (Extraplanar)?

I'd give it Detect Metal, but none of Metal Master's other abilities fit with the described abilities.

Some kind of life-sensing ability is indicated by "The two feelers are sensors which detect the magnetic auras of living creatures", but I'd probably just treat that as Blindsight.

Maybe make it Blind since there's no mention of eyes?

It can ingest metal objects, which suggests some kind of "Eat Metal" power.

The attacks appear to be a Whirlwind Attack like 10 ft. radius circle with its buzz-discs and some kind of slam/crush with its rear cylinder.
 

Shade

Monster Junkie
Blind and blindsight make sense.

They remind me quite a bit of anaxims from the ELH, which are constructs.
 

Cleon

Adventurer
Blind and blindsight make sense.

They remind me quite a bit of anaxims from the ELH, which are constructs.
Well if we do make them Constructs they should certainly be Living Constructs.

While they could be Constructs I can see them being Aberrations, Outsiders or even Elementals just as easily.

They're just too ill-defined for me to get a handle on.

If they just had an intelligence score given it'd help narrow it down!
 

Shade

Monster Junkie
On further thought, I think outsider is the best fit. They remind me a bit of xorn, and are "from another universe"...which could just as easily be "from another plane".

I think they should have some Intelligence. We could base their scores between an average and elder xorn (where they fit HD-wise).
 

Shade

Monster Junkie
Here's a mockup to determine feasability...

Harrow
Large Outsider (Extraplanar, Earth?)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.?
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+18
Attack: Razor-disc +13 melee (3d4+5)
Full Attack: Razor-disc +13 melee (3d4+5) and slam +8 melee (4d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: "Eat metal", "whirlwind attack"
Special Qualities: Blind, blindsight 60 ft., detect metal, darkvision 60 ft., immunity to paralysis and mind-influencing spells and ability, resistance to cold x, spell resistance CR+11
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 10, Con 17, Int 10, Wis 11, Cha 10
Skills: 8 at 12 ranks
Feats: 4
Environment: Elemental Plane of Earth?
Organization: Solitary or x
Challenge Rating: x
Treasure: None
Alignment: Usually neutral
Advancement: x
Level Adjustment: x
 

Cleon

Adventurer
On further thought, I think outsider is the best fit. They remind me a bit of xorn, and are "from another universe"...which could just as easily be "from another plane".

I think they should have some Intelligence. We could base their scores between an average and elder xorn (where they fit HD-wise).
That's a bit too smart for me, I was thinking more Semi- to Low intelligence (i.e. Int 2-7). There isn't anything to indicate they're sapient language-using creatures.
 

Shade

Monster Junkie
That's a bit too smart for me, I was thinking more Semi- to Low intelligence (i.e. Int 2-7). There isn't anything to indicate they're sapient language-using creatures.
There isn't anything to indicate they aren't! B-)

That's the problem with these tiny, single-encounter stat blocks...not much to go on. Of course, it lets our imagination run wild, so that's a plus. :)

I'm fine lowering the Int a bit to differentiate the xorn. How about the middle of your range (Int 5)?
 

Cleon

Adventurer
There isn't anything to indicate they aren't! B-)

That's the problem with these tiny, single-encounter stat blocks...not much to go on. Of course, it lets our imagination run wild, so that's a plus. :)

I'm fine lowering the Int a bit to differentiate the xorn. How about the middle of your range (Int 5)?
I'll meet you partway with Int 6.:)
 

Shade

Monster Junkie
Deal! Added to Homebrews.

It feeds by absorbing the magnetic auras of dying creatures and by ingesting iron and steel directly into its central body.
The former sounds a lot like death knell, which adds temporary hit points and a +2 bonus to Strength. Perhaps we should have the metal consumption add something different? Maybe a short-term boost to natural armor and actual healing?
 
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Cleon

Adventurer
Deal! Added to Homebrews.

The former sounds a lot like death knell, which adds temporary hit points and a +2 bonus to Strength. Perhaps we should have the metal consumption add something different? Maybe a short-term boost to natural armor and actual healing?
I suspect this is how it feeds off creatures from its own ferromagnetic universe. Do creatures on the regular Prime Material have "magnetic auras" worth feeding on?

Similarly, their ability to eat/absorb metal does not seem to be usable in combat - maybe it takes too long?
 

freyar

Extradimensional Explorer
Good idea on death knell. Rather than actual healing, I could see a temporary boost to Con, and the temporary NA boost can work as well.
 

Shade

Monster Junkie
I suspect this is how it feeds off creatures from its own ferromagnetic universe. Do creatures on the regular Prime Material have "magnetic auras" worth feeding on?
I'd like to keep it. That's what justifies its blindsense as well. We could change it to "ferrous metals in the bloodstream" if you'd prefer.

Similarly, their ability to eat/absorb metal does not seem to be usable in combat - maybe it takes too long?
That could be fine, although it still might be fun to give them a benefit for post-meal battles. :)

Good idea on death knell. Rather than actual healing, I could see a temporary boost to Con, and the temporary NA boost can work as well.
I'm on-board with that.
 

RavinRay

Explorer
I'd like to keep it. That's what justifies its blindsense as well. We could change it to "ferrous metals in the bloodstream" if you'd prefer.
That conjures up visions of Magneto levitating the guard via the excess iron in his blood and then extracting it through his body, killing him. Imagine if this creature were capable of that.
 

Shade

Monster Junkie
That conjures up visions of Magneto levitating the guard via the excess iron in his blood and then extracting it through his body, killing him. Imagine if this creature were capable of that.
That sounds...harrowing. :p
 

Cleon

Adventurer
I'd like to keep it. That's what justifies its blindsense as well. We could change it to "ferrous metals in the bloodstream" if you'd prefer.
Ah, but then most invertebrates would be immune.

That could be fine, although it still might be fun to give them a benefit for post-meal battles. :)
We could give its saw attack the ability to ignore the hardness of metal objects?

Maybe just ignore metals with hardness less than mithral?

Then if we want a "weapon eating" version we just give it Improved Sunder.
 

Shade

Monster Junkie
Ah, but then most invertebrates would be immune.
I can live with that. D&D has enough effects/abilities that affect blood to make me comfortable using a blood-based ability.

We could give its saw attack the ability to ignore the hardness of metal objects?

Maybe just ignore metals with hardness less than mithral?

Then if we want a "weapon eating" version we just give it Improved Sunder.
That could work. Perhaps even one of the magnetic powers listed upthread from another creature.
 

Cleon

Adventurer
I can live with that. D&D has enough effects/abilities that affect blood to make me comfortable using a blood-based ability.
I suspect you misunderstood me. Invertebrates have blood, what they don't have is ferrous metal based blood. The oxygen-carrying compound is based on copper, not iron.

That could work. Perhaps even one of the magnetic powers listed upthread from another creature.
I would have no great objection to giving it a limited form of the Metalmaster's attraction power.

How's this:

Attract Metal (Ex): As a standard action, a harrow can generate a magnetic force to pull at a single metal object within 60 ft. This ability functions like a bull rush (check modifier +X), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the harrow instead of away from it. The harrow does not move if it loses the opposed Strength check.

Metal Eating (Ex): A harrow's razor-disc attack can slice through steel like cheese. It ignores the hardness of any metal object with a hardness less than 15.
 

Shade

Monster Junkie
I suspect you misunderstood me. Invertebrates have blood, what they don't have is ferrous metal based blood. The oxygen-carrying compound is based on copper, not iron.
Apparently I did indeed. Still, I'd hate to throw the baby out with the bathwater. Could we simplify it to metal creatures and "vertebrate creatures"?

The other abilities look fun.
 

RavinRay

Explorer
Apparently I did indeed. Still, I'd hate to throw the baby out with the bathwater. Could we simplify it to metal creatures and "vertebrate creatures"?
Basically we exclude all vermin; for gaming purposes I think we can also exclude invertebrate animals and magical beasts (like the kraken). In-game I'd call them either "boneless" or "invertebrate", as long as the meaning is understood.
 

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