Converting monsters from Dungeon Magazine

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Well, it works perfectly.

Caustic Sweat (Ex): A "demon" that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the "demon" with a natural attack or unarmed strike. The "demon" also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the "demon"'s Constitution modifier after the activity ended.

The creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the "demon" can be detected at triple normal range by creature's with the scent ability.
 

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i promise to respond eventually - i just overextended myself by starting too many at once. ;)
 

The creature has a daunting number of magical abilities, each similar to the spell of the same name and cast at the 25th level of ability. It can use the following spell-like powers once per round: feather fall, magic missle (13 missles), fumble, gust of wind, heat metal, slow, and shatter. It can use the following spell-like powers twice per turn: jump, fireball, delayed blast fireball, confusion, shocking grasp, and blindness. It can use the following spell-like powers once per day: fire storm, wall of ice, earthquake, tongues, suggestion, reverse gravity, and power word stun. All of these abilities can be used instantly with no casting time, preparation, or continued concentration required.

Spell-Like Abilities: At will--feather fall, gust of wind (DC 17), heat metal (DC 17), magic missle, shatter (DC 17), slow (DC 18); X/day--blindness/deafness (DC 17), confusion (DC 19), fireball (DC 18), delayed blast fireball (DC 22), jump, shocking grasp; 1/day--earthquake (DC 23), fire storm (DC 23), power word stun, reverse gravity (DC 22), suggestion (DC 18), tongues, wall of ice (DC 19). Caster level 25th. The save DCs are Charisma-based.

Fumble has no 3E counterpart. I converted it awhile back for the monsters from videogames thread. I'll see if I can dig it up.

Magic missle normally caps at 5 missles. Do we want to allow it more, or just stick with the spell as normal?

The creature is susceptible to falling damage and crushing damage from an avalanche (should it use its earthquake power), but it sustains only half normal damage in this event (save vs. wands for one-quarter damage).

Should this be a special ability?
 

Shade said:
Magic missle normally caps at 5 missles. Do we want to allow it more, or just stick with the spell as normal?

wasn't there a class or SA that did a "twin spell" effect? that would give him 10 at least...

Shade said:
Should this be a special ability?

would DR/bludgeoning handle that?
 

Twin Spell is a feat from Complete Arcane and some earlier sources. We could writeup magic missle as a separate ability and use some of its text, if necessary.

DR/bludgeoning should work elegantly. :cool:
 

Shade said:
DR/bludgeoning should work elegantly. :cool:
Mayhaps I'm thinking wardbacks again today, but DR/bludgeoning means it takes less damage from anything, except bludgeoning, while the text seems to imply it takes less damage from bludgeoning only...?
 

No, you are absolutely correct. It should be DR/slashing or piercing. D'oh! :o

While you're here, let me pick your brain...

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 swear I've seen a creature with a similar ability, but scouring Lords of Madness, all the Far Realms creatures I can find, and things like the keeper and chaos beast, I've had no luck. Any ideas what other critters might have this ability?
 




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