Converting monsters from Dungeon Magazine

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Yeah, that sounds about right, since the text seemed to specifically state "this is not an outsider".
 

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some preliminary stats for the "demon":

The Creature ("Demon")
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 14d8+X (X hp)
Initiative: +X
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 22 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee (2d6+5)
Full Attack: 2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: major magic use, poisonous saliva, acidic sweat
Special Qualities: damage reduction X/X, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, spell resistance X
Saves: Fort +X, Ref +X, Will +X
Abilities: Str 21, Dex X, Con X, Int X, Wis X, Cha X
Skills: X Climb
Feats: 5

Environment: X
Organization: Solitary
Challenge Rating: X
Treasure: X
Alignment: Neutral evil
Advancement: ---
Level Adjustment: ---

The creature is 6 feet tall and weighs about X pounds.

COMBAT
 

Rereading the text, it seems that the creature isn't particularly intelligent, but is extremely cunning. I'd imagine with its vast arrays of spell-like abilities it would have a decent Charisma, and it probably has a high Con score based on its resilience.

Comparing it to demons and devils of similar HD...

Str 21, Dex 10-14, Con 23-30, Int 12-22, Wis 14-22, Cha 18-20

...I'm thinking...

Str 21, Dex 11, Con 26, Int 13, Wis 19, Cha 20
 

just remember - it's not a demon or a devil. :p

but those ablity scores seem fine for something so tough. maybe the Con is a bit high though.
 

Yeah, yeah...it's not the mushrooms talkin' this time. I just figured they were the most comparable creatures. :D

Knock the Con down to 23-24 if you'd prefer.
 


Cool.

When it exerts itself, it sweats; after its climb, its body glistens with moisture. This perspiration is strongly acidic, doing 1-4 hp damge to flesh that comes in contact with it. The creature's sweat has a bitter reek, which might be the first warning the PCs have of its presence.

Do we want to define "exertion", or simply have it always laced in sweat?

Like its sweat, the creature's saliva is acidic and highly toxic. A victim of its bite must save vs. poison or take an additional 3-24 hp damage.

Acidic Saliva (Ex): The "demon"'s bite is extremely acidic and highly toxic. Anyone bitten by the "demon" must make a DC X Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.

The creature's thoughts are so alien that ESP or telepathy have only a limited chance of contacting the creature's mind (taking into account its magic resistance and saving throws). However, a successful connection opens the caster's mind to such a welter of alien thoughts and emotions that he is confused for 2-9 rounds (save vs. spells for half duration).

I'm pretty sure there are other creatures with a similar ability...

The creature's senses are supernaturally acute; it can hear noise (as the thief ability) on a 7 or 8 chance, has infra- and ultravision of 120' range, and can automatically detect invisible objects and characters. Even if blinded (by a darkness spell, for example), its other senses compensate enough so that its penalty in combat is only -1 (rather than the normal -4).

Racial bonus on Listen checks? Blind-Fight as bonus feat? Blindsight, blindsense, or see invisibility?
 

Shade said:
Do we want to define "exertion", or simply have it always laced in sweat?

You know, maybe the basic idea behind this ability helps (the underlined portions might apply to this creature):
Stench (Ex): A XXX that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, exudes a horrid stench in a 30 foot radius. Anyone within the radius of the stench, except the XXX itself, must make a Fortitude save (DC 10 + 1/2 the XXX's racial HD [usually +2] + the XXX's Constitution modifier [usually +3]), or be nauseated for 2d4 rounds. The stench usually lingers for the duration of the stressful activity, and for a number of rounds equal to the XXX's Constitution modifier after the activity ended, but strong winds can disperse it earlier. A character that successfully saves against the stench is immune to that particular XXX's stench for 24 hours.
 



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