Converting Monsters from Dungeon Magazine

Why a Fort save to keep from falling?!? Isn't avoiding falling a bit synonomous with "reflex"? :confused:

Also, I can see where you got the idea for the Medium size or smaller, but I'm not convinced we need that limitation. What do you think, freyar?
 

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I suppose it would be weird if these could trip up a great wyrm. :p But I like the knocked prone going with the Ref save (yes, I know it was my idea to combine it with the Fort save for stunned). What about:

Searing Windblast (Su): Once every 1d4 rounds, a windigo may unleash a 20-foot-radius burst of searing wind. The windblast deals 5d6 points of fire damage to all creatures in the area and knocks Medium-sized or smaller creatures prone. A successful DC X Reflex save halves the damage, and avoids being knocked prone. Additionally, creatures within the area must succeed on a DC X Fortitude save or be stunned for 1 round. The save DCs are Charisma-based.
 
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Why a Fort save to keep from falling?!? Isn't avoiding falling a bit synonomous with "reflex"? :confused:

They fall over (a) because they're stunned and (b) the wind force overpowers them and blows them over. That's why the SRD section on Winds uses a Fort Save for the "Blown Away" effect of extremely powerful winds.
 

They fall over (a) because they're stunned and (b) the wind force overpowers them and blows them over. That's why the SRD section on Winds uses a Fort Save for the "Blown Away" effect of extremely powerful winds.

I can understand falling over if you're stunned.

Oh yeah, the wind check bit. Why being exceptionally healthy helps you fight back winds is beyond me. A Strength check would make much more sense, but since no Str-based saving throws exist, I guess we're stuck with Fort save vs. gale force winds. :.-(
 

I can understand falling over if you're stunned.

Oh yeah, the wind check bit. Why being exceptionally healthy helps you fight back winds is beyond me. A Strength check would make much more sense, but since no Str-based saving throws exist, I guess we're stuck with Fort save vs. gale force winds. :.-(

Well either it's a subtle reference to the classical Chinese term for life-force, Chi, which literally means "breath" or...

...Fort is the closest saving throw they could come up with. :)
 





The windigo has the grotesque ability to seamlessly wear the skins of victims over its noncorporeal body. While wearing a humanoid’s skin, the windigo is able to assume the voice of its “host”. For this reason, a windigo can only assume the form of a humanoid creature that it has personally killed. This magical ability is similar in effect to a polymorph other spell and is utterly convincing. Once the spell’s duration has expired, the skin begins to rip and fray, destroying the illusion.

Yes, something like that seems familiar. Tsochars from Lords of Madness can infiltrate a host's body, but that's more like dominate. Yakfolk, too. Maybe hellwasps?

SRD said:
Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
 

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