Converting monsters from Dungeon Magazine

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Technically, it would be "extraplanar", since it is from another Material Plane, rather than another Material Plane world.

I'm thinking outsider, rather than magical beast, solely because it reforms on its plane, thus indicating it being a part of its plane. Thoughts?
 

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Shade said:
I'm thinking outsider, rather than magical beast, solely because it reforms on its plane, thus indicating it being a part of its plane. Thoughts?

Depends, I guess. Does it reform on its plane due to its intrinsic powers or because it is summoned by servants of Kahzak? Is it unique? I guess I could see going either way depending on how we want to answer these questions. Also, if we go outsider, maybe we should drop the native subtype.
 

I think it is definitely an outsider given this comment: "Since the spirit leopard is a creature of a Prime Material plane, it cannot be turned by clerics." Could cleric turn outsiders in 1e or 2e (I can't remember if this issue was 1st or 2nd edition).
 


Yep. Outsider it is, then.

Since it is "larger than a cave bear", which in 3e is a dire bear, then it is bigger than this:

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.

Increasing a leopard to Large yields the following stats:

Str 24, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Full Attack: Bite (1d8+7) and 2 claws (1d4+3)
+3 natural armor

The bite damage obviously must be improved, and its mental stats need to be improved, since it is intelligent and uses spell-like abilities. Maybe...

Str 24, Dex 17, Con 19, Int 14, Wis 15, Cha 17?

AC translates to 22, so natural armor should probably be increased, and Dex could be increased if we want.
 

Well, I could see +7 natural armor (same as dire bear) and Dex 21, or, since it's an Outsider, we could go for something funky like +5 natural armor, Dex 19, and deflection equal to Cha bonus (call it Otherworldly Grace or something). What do you think?
 

Added to Homebrews.

I picked the increase Dex and natural armor option for simplicity's sake, as this critter is already ability-heavy.

Speaking of abilities, retain all this?

Improved Grab (Ex): To use this ability, a leopard must hit with its bite 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 rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.
 

Improved Grab may, in fact, be the best way to deal with this:
The spirit leopard's most deadly attack is its bite. On a natural to-hit roll of 18 or 19, the bite does double damage, and the opponent will be held fast in the mouth. The spirit leopard automatically does normal bite damage to the held victim every round thereafter. On a natural to-hit roll of 20, all of the above occurs, and the victim is drained of one level of experience in the first round of biting.

But then I guess I would drop Rake and give whatever ability lets a critter chew someone it's got grabbed. Not sure about the level drain.

I'd say Pounce is good, as are the skill bonuses.
 

Let's keep the rake since it is a leopard after all. How's this?

Augmented Critical (Ex): The spirit leopard's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. On a natural attack roll of 20 with its bite attack, the spirit leopard may also use its energy drain attack.

Energy Drain (Su): On a natural attack roll of 20 with its bite attack, the spirit leopard's bite also bestows one negative level. The DC is X for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spirt leopard gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, a spirit leopard must hit with its bite 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 rake. Additionally, it deals automatic bite damage each round it maintains the hold.
 

Looks good.

SLAs: Darkness, Dispel Magic, and Fear (or is the wand closer to Cause Fear?) at will.
 

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