Converting Monsters from Dungeon Magazine

Let's figure out ability scores so we can get a homebrews going.

As an incorporeal creature, it has no Str score. However, damage is +2, which suggests Str 14-15 while in its "environmental body".

AC is 0, and its manueverabilty is perfect, so I could see high Dex.

Int is 11-12. Wis and Cha are probably higher due to its cunning and persistence.

So perhaps...

Str -, Dex 19, Con 10, Int 12, Wis 15, Cha 17?
 

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Let's figure out ability scores so we can get a homebrews going.

As an incorporeal creature, it has no Str score. However, damage is +2, which suggests Str 14-15 while in its "environmental body".

Yes, Strength 14-15 when manifested/incorporated seems right.

AC is 0, and its manueverabilty is perfect, so I could see high Dex.

No, Armour Class was 0 to 5, depending on how tough the stuff it uses to build its "environmental body". It presumably won't have a Cha-based deflection bonus when incorporated, so the minimum AC of 5 could be all due to Dexterity, for Dex 20-21.

Int is 11-12. Wis and Cha are probably higher due to its cunning and persistence.

So perhaps...

Str -, Dex 19, Con 10, Int 12, Wis 15, Cha 17?

I'd be tempted to swap the Wisdom and Charisma or give them both the same bonus.

Str - [or 15], Dex 21, Con 10, Int 12, Wis 17, Cha 16?
 

Added to Homebrews.

Should we go with "always chaotic evil"? If so, we'll need the Chaotic and Evil subtypes, as well as the overcoming DR statement that goes along with it.
 

Yes to the C and E subtypes.

Ok, ready for the environmental body? Gains variable NA, 2 claw attacks, Str score. Loses incorporeal subtype. Anything else?
 

Yes to the C and E subtypes.

Ok, ready for the environmental body? Gains variable NA, 2 claw attacks, Str score. Loses incorporeal subtype. Anything else?

That sounds about right. How do we want to handle the variable NA? A simple die roll, some chart based on terrain type, DM's choice, or some combination of the three?
 

Added to Homebrews.

Should we go with "always chaotic evil"? If so, we'll need the Chaotic and Evil subtypes, as well as the overcoming DR statement that goes along with it.

They don't come from a Chaotic Evil plane, so don't need the subtypes to go with "Always chaotic evil". I wouldn't give it to them, since the closest similar creatures in the SRD (Undead such as the Winterwight) don't have the Chaotic or Evil subtypes.

Besides, it's already got quite a few subtypes! Air, Incorporeal, Native are enough for me.
 

That sounds about right. How do we want to handle the variable NA? A simple die roll, some chart based on terrain type, DM's choice, or some combination of the three?

I was thinking we'd have a standard "gritty body" made out of sand, gravel and earth with a set NA and add a note that the NA lowers if it can only find soft materials like snow or fallen leaves, but it increases with harder materials (shards of granite, lumps of iron). I'm also wondering whether it should get a damage shift up with sharper materials (obsidian, broken glass or steel arrowheads - the latter would also give it a good NA).

A little table wouldn't hurt, but we could just as easily have it based on the material's hardness. Hardness/2 (maximum +5) would be a good fit.
 

A default with a couple of shifts is a good idea, but I don't know that hardness will work. Sand, etc, don't have hardness listed.
 

They don't come from a Chaotic Evil plane, so don't need the subtypes to go with "Always chaotic evil". I wouldn't give it to them, since the closest similar creatures in the SRD (Undead such as the Winterwight) don't have the Chaotic or Evil subtypes.

Ahh, but those aren't Outsiders, which usually have subtypes.

Besides, it's already got quite a few subtypes! Air, Incorporeal, Native are enough for me.

You can never have too many subtypes! ;)

I was thinking we'd have a standard "gritty body" made out of sand, gravel and earth with a set NA and add a note that the NA lowers if it can only find soft materials like snow or fallen leaves, but it increases with harder materials (shards of granite, lumps of iron). I'm also wondering whether it should get a damage shift up with sharper materials (obsidian, broken glass or steel arrowheads - the latter would also give it a good NA).

A little table wouldn't hurt, but we could just as easily have it based on the material's hardness. Hardness/2 (maximum +5) would be a good fit.

A default with a couple of shifts is a good idea, but I don't know that hardness will work. Sand, etc, don't have hardness listed.

What he said. ;)

I do, however, think a simple table with suggested NA modifiers will work (just not base it on hardness).
 

A default with a couple of shifts is a good idea, but I don't know that hardness will work. Sand, etc, don't have hardness listed.

It's probably be about hardness 6, a table form might look something like this:

+0 NA Snow/Leaves
+1 NA Glass
+2 NA Wood
+3 NA Sand/Earth/Soil
+4 NA Stone
+5 NA Metal
 

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