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Converting Monsters from Dungeon Magazine
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<blockquote data-quote="Cleon" data-source="post: 5057729" data-attributes="member: 57383"><p>Since the original specifically states it's filled with flaming oil, how about basing it on the 3E equivalent of Alchemist's Fire, with the damage boosted one dice size for the greater quantity?</p><p style="margin-left: 20px"><strong>Flaming Death Throes (Ex):</strong> When a sleepwalker is destroyed it sprays alchemist's fire from its death wound. All creatures within a 5 foot burst of the golem take 1d3 points of fire damage, except the opponent who struck the final blow who takes 1d8 fire damage (assuming they didn't destroy the golem from outside the 5 foot range of its Death Throes). On the round following the golem's destruction, the attacker who destroyed the golem takes an additional 1d8 points of fire damage. If desired, the golem's destroyer can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC X Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. The save DC is X-based. </p> <p style="margin-left: 20px"></p><p></p><p>I was thinking fire resistance 15, since 3.5 generally has weedier resistance numbers than 3.0, but demiurge's fire resistance 20 works as well for me.</p><p></p><p></p><p></p><p>Intimidate?</p><p></p><p>They seem too dumb and clumsy for the usual Stealth and Perception skills.</p><p></p><p></p><p></p><p>Some weapon-related feats would seem to make most sense.</p><p></p><p>Improved Sunder, Power Attack, Weapon Focus (falchion) ?</p></blockquote><p></p>
[QUOTE="Cleon, post: 5057729, member: 57383"] Since the original specifically states it's filled with flaming oil, how about basing it on the 3E equivalent of Alchemist's Fire, with the damage boosted one dice size for the greater quantity? [INDENT][B]Flaming Death Throes (Ex):[/B] When a sleepwalker is destroyed it sprays alchemist's fire from its death wound. All creatures within a 5 foot burst of the golem take 1d3 points of fire damage, except the opponent who struck the final blow who takes 1d8 fire damage (assuming they didn't destroy the golem from outside the 5 foot range of its Death Throes). On the round following the golem's destruction, the attacker who destroyed the golem takes an additional 1d8 points of fire damage. If desired, the golem's destroyer can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC X Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. The save DC is X-based. [/INDENT] I was thinking fire resistance 15, since 3.5 generally has weedier resistance numbers than 3.0, but demiurge's fire resistance 20 works as well for me. Intimidate? They seem too dumb and clumsy for the usual Stealth and Perception skills. Some weapon-related feats would seem to make most sense. Improved Sunder, Power Attack, Weapon Focus (falchion) ? [/QUOTE]
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