Converting monsters from Dungeon Magazine

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i've got different plans for this guy... (when i can actually find the time to make them happen, that is!)

in the meantime, to assuage your curiousity, here is what i have so far...

Draknor
Gargantuan Aberration (Extraplanar, Fire)
Hit Dice: 22d8+110 (209 hp)
Initiative: +0
Speed: 0 ft
Armor Class: 27 (-4 size, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +15/+39
Attack: X
Full Attack: 2 claws +23 melee (3d6+12) and 4 tentacles +18 melee (2d4+6) or heat ray +13 melee (5d12 fire)
Space/Reach: 20 ft/20 ft (60 ft with tentacles)
Special Attacks: constrict, earthquake strike, heat ray, improved grab, swallow whole
Special Qualities: damage reduction 5/epic, darkvision 60 ft, fire healing, immoveable, immune to mind-affecting effects, immunity to electricity and poison, reflect mind blast, resistance to acid X, spell resistance X, tendrils, vulnerability to cold
Saves: Fort +12 Ref +7 Will +16
Abilities: Str 35, Dex 10, Con 21, Int 14, Wis 16, Cha 12
Skills: 100
Feats: 7

Environment: Elemental Plane of Earth or Elemental Plane of Fire
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Always neutral
Advancement: 23-32 HD (Gargantuan)
Level Adjustment: ---

A larval draknor is 55 feet wide, 40 feet long, and about 25 feet high, and weighs X tons.

COMBAT
An opponent can attack a draknor’s tentacles with a sunder attempt as if they were weapons. A draknor’s tentacles have 30 hit points each. If a draknor is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a draknor’s tentacles deals 15 points of damage to the creature. A draknor usually withdraws from combat if it loses (X) tentacles. The creature regrows severed limbs in (X) days.

Constrict (Ex): A draknor deals automatic tentacle damage with a successful grapple check.

Earthquake Strike (Ex): A draknor can cause a minor, localized earthquake from the end of any of its tendrils as a standard action, once per round. This can affect all creatures in a 30-foot radius directly above the tendril, on the ground level. These targets will be knocked prone if not secured, and must succeed on a DC 26 Fortitude save of be stunned for 1d4+1 rounds. The save DC is Constitution-based.

Heat Ray (Ex): A draknor may spew the heat it channels through its tendrils into a ruby-red ray. This ray comes from its mouth, and has a maximum range of 200 feet with no range increments. A draknor cannot be struck with its own heat ray.

Improved Grab (Ex): To use this ability, a draknor must hit with its claw or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict if grappling with a tentacle. If grappling with a claw or tentacle, the draknor can transfer the opponent to its mouth and attempt to swallow the foe in the following round.

Swallow Whole (Ex): A draknor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. The swallowed creature takes X points of crushing damage plus X points of acid damage and X points of fire damage per round from the draknor’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50? points of damage to the draknor’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Fire Healing (Su): Anything that would deal fire damage to a draknor instead heals 1 point of damage for each point of damage it would otherwise deal. If the amount of healing would cause the draknor to exceed its full normal hit points, it gains any excess as temporary hit points. A draknor gets no saving throw against fire effects.

Immoveable (Ex): A draknor anchors itself to the cave walls of its lair using 12 rock-hard extensions. This renders a draknor immune to bull rush and trip attacks.

Reflect Mind Blast (Su): If a draknor is hit by a mind blast ability, it can turn the mind blast back upon the creature attacking it. Instead of a 60-foot cone, this attack manifests as a line that strikes only the creature that attacked with the mind blast. The DC is the same as that of the creature that attacked with the mind blast.

Tendrils (Ex): A draknor has 30 tendrils that it uses to feed on heat sources. These tendrils move independently of the draknor’s body, at a speed of 40 feet per round, and burrow through solid rock at a speed of 30 feet per round. The ends of these tendrils can reach up to a mile away from the draknor’s main body. If one or more of a draknor’s tendrils tap into a source of continual heat (such as magma), the draknor heals 3 points of damage per round (as fast healing). A draknor does not benefit from its fast healing in any round in which it uses its heat ray.

An opponent can attack a draknor’s tendrils with a sunder attempt as if they were weapons. A draknor’s tendrils have 10 hit points each. Severing one of a draknor’s tendrils deals 5 points of damage to the creature. If 10 or more of its tentacles are severed, its fast healing is reduced to 2 points per round, and if 20 or more are severed, it is reduced to 1 point per round. These tendrils do not grow back without magical healing, and if all the tendrils are severed, the draknor will die of starvation in two weeks.

Originally found in Dungeon Magazine #24 (“Thunder Under Needlespire,” Jul/Aug 1990, James Jacobs).
 

Cool...thanks!

Shouldn't the heat ray be +11 ranged?

For attack line, I'd go with claw or tentacle or heat ray, as it will all depend on its adversary's distance at the time it makes the attack.

Suggested Skill Ranks: Knowledge (dungeoneering) 20, Knowledge (the planes) 20, Listen 15, Search 20, Sense Motive 10, Spot 15. (Since it is immobile and doesn't communicate with other creatures, it really can't benefit from most skills).

It should have 8 feats (it gets another at 21 HD). Some suggestions to select from:

Awesome Blow, Epic Prowess, Epic Toughness, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (heat ray).
 

Shade said:
Shouldn't the heat ray be +11 ranged?

…I think so. I must not have taken the change in Dex score into account. Although with Weapon Focus, +12 might be more like it. ;)

I liked your skills and feats. The following lines are now different:

Attack: Claw +24 melee (3d6+12/19-20) or tentacle +23 melee (2d4+6) or heat ray +12 melee (5d12 fire)
Full Attack: 2 claws +24 melee (3d6+12/19-20) and 4 tentacles +21 melee (2d4+6) or heat ray +12 melee (5d12 fire)
Saves: Fort +14 Ref +7 Will +16
Skills: Knowledge (dungeoneering) +22, Knowledge (the planes) +22, Listen +18, Search +22, Sense Motive +13, Spot +18
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (heat ray)
 

Cool. :)

Shouldn't the heat ray be a ranged attack rather than melee? ;)

Incorporating synergy bonuses and size modifiers...

Skills: Diplomacy +3, Hide -12, Knowledge (dungeoneering) +22, Knowledge (the planes) +22, Listen +18, Search +22, Sense Motive +13, Spot +18, Survival +3 (+5 on other planes or underground, +5 following tracks)

Resistance to acid 20?

Spell resistance equal to CR + 11 or 12?

CR 18?
 

Shade said:
Shouldn't the heat ray be a ranged attack rather than melee? ;)

NO.

Incorporating synergy bonuses and size modifiers...

D'oh! forgot that part...

well, here is the re-stat block...

Draknor
Gargantuan Aberration (Extraplanar, Fire)
Hit Dice: 22d8+110 (209 hp)
Initiative: +0
Speed: 0 ft
Armor Class: 27 (-4 size, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +15/+39
Attack: Claw +24 melee (3d6+12/19-20) or tentacle +23 melee (2d4+6) or heat ray +12 ranged (5d12 fire)
Full Attack: 2 claws +24 melee (3d6+12/19-20) and 4 tentacles +21 melee (2d4+6) or heat ray +12 ranged (5d12 fire)
Space/Reach: 20 ft/20 ft (60 ft with tentacles)
Special Attacks: Constrict 2d4+18, earthquake strike, heat ray, improved grab, swallow whole
Special Qualities: Damage reduction 5/epic, darkvision 60 ft, fire healing, immoveable, immune to mind-affecting effects, immunity to electricity and poison, reflect mind blast, resistance to acid 20, spell resistance 30, tendrils, vulnerability to cold
Saves: Fort +14 Ref +7 Will +16
Abilities: Str 35, Dex 10, Con 21, Int 14, Wis 16, Cha 12
Skills: Diplomacy +3, Hide -12, Knowledge (dungeoneering) +22, Knowledge (the planes) +22, Listen +18, Search +22, Sense Motive +13, Spot +18, Survival +3 (+5 on other planes or underground, +5 following tracks)
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (heat ray)

Environment: Elemental Plane of Earth or Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 23-32 HD (Gargantuan)
Level Adjustment: ---
 

BOZ said:

Huh?

It's looking good otherwise.

Filling in the X's:

A draknor usually withdraws from combat if it loses (2?) tentacles. The creature regrows severed limbs in (1d6?) days.

Swallow Whole (Ex): A draknor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. The swallowed creature takes (2d8?) points of crushing damage plus (2d8?) points of acid damage and (2d8?) points of fire damage per round from the draknor’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal (50?) points of damage to the draknor’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
 


Shade said:

deadpan sarcasm, to cover my embarrassment over my mistake. ;)

Shade said:
A draknor usually withdraws from combat if it loses (2?) tentacles. The creature regrows severed limbs in (1d6?) days.

should we keep the “withdraws from combat” line anyway? If it’s immobile, where would it go? ;)

1d6 days is fine – this fellow should heal pretty well with a high Con and its ability to draw sustenance and heal from flames.

Shade said:
Swallow Whole (Ex): A draknor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. The swallowed creature takes (2d8?) points of crushing damage plus (2d8?) points of acid damage and (2d8?) points of fire damage per round from the draknor’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal (50?) points of damage to the draknor’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

here’s the line from the original text: “Swallowed PCs take 10-100 hp damage per round due to both acid and heat, and can escape only by doing 50 hp damage to the draknor's interior, which is AC 2.”

The minimum of 10 shouldn’t be a problem. I would like to be able to achieve 100 points total with the crushing, acid, and fire.

For the tarrasque, crushing bonus damage is ½ Str bonus, so if we use that here it would be 6. given your current values, the crushing would do a maximum of 22, and the acid and fire would have a max of 16 each. That gets us about halfway there. So there should be higher die ranges, and/or damage bonuses on each.

50 points of damage to get out is fine, as that was in the original text anyway.

Knight Otu said:
Fun with heat rays! Shouldn't the heat ray be ranged touch? :p

heh, well… probably, yeah. Now get to the other thread, you! ;)
 


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