Converting Monsters from Dungeon Magazine


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Updated.

Did we ever decide what to do with this?

Windigos are claustrophobic. They grow agitated if they are stuck under a roof for only a few moments, and rarely do they venture into thick forests, as trees obstruct their vision to the heavens. If they move more than 20 yards from open sky, they are rendered powerless and, on the following round, are instantly destroyed. For this reason, they are never found below ground.

Something like the wraith's daylight powerlessness?
 



The description is a better match to a Vampire's Vulnerabilities. Indeed, it's pretty much like their vulnerability to sunlight, except in reverse.

Like so?

Extreme Claustrophobia (Ex): Exposing a windigo to an enclosed space (such as the interior of a building, a dense forest canopy, or underground) disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.
 

Like so?

Extreme Claustrophobia (Ex): Exposing a windigo to an enclosed space (such as the interior of a building, a dense forest canopy, or underground) disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Don't care for the "extreme", I'd go for something like Deadly/Lethal/Fatal to go with the way it kills the Windigo.

Also, a dense forest canopy is not really "enclosed" per se, I'd mention it's being unable to see the sky that does it.

Something like this...

Fatal Claustrophobia (Ex): Windigos are so extraordinarily claustrophobic they quickly die in any enclosed space. Entering an area cut off from the open sky (such as a building's interior, a cave, or even a dense forest canopy) disorients a windigo: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.
 

Nice revision. Updated.

Skills: 9 at 10 ranks
Bluff, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Spot, Survival, Tumble?

Feats: 3
Track, Weapon Finesse (to aid its' claw attacks in environmental body)...
 

Nice revision. Updated.

Skills: 9 at 10 ranks
Bluff, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Spot, Survival, Tumble?

Those look alright to me, although I'm not so sure about the Bluff. Maybe Escape Artist? If they can't survive enclosures, they probably don't like to be bound either.

Feats: 3
Track, Weapon Finesse (to aid its' claw attacks in environmental body)...

Run? Improved Initiative? Combat Expertise? [The latter would require a tweak to give them the prereqs - say, Int 13, Wis 16]
 

Those look alright to me, although I'm not so sure about the Bluff. Maybe Escape Artist? If they can't survive enclosures, they probably don't like to be bound either.

If it weren't incorporeal, and thus able to easily escape anyway, I'd agree. ;)

Run? Improved Initiative? Combat Expertise? [The latter would require a tweak to give them the prereqs - say, Int 13, Wis 16]

Of the three, I favor Improved Initiative. freyar?
 

If it weren't incorporeal, and thus able to easily escape anyway, I'd agree. ;)

Oh yes, there is that.

Obviously, it's to let them Escape Artist from being grappled by other incorporeal creatures. :p

Come to think of it, Tumble doesn't make that much sense for an Incorporeal creature either.

Apart from Intimidate, I can't think of any other skills they're likely to have much use of.

Anyhow, I'm not that much bothered one way or the other - Bluff, Intimidate, or Tumble - whichever two you two fancy.
 

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