Converting monsters from First Edition modules

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:D sometimes it just takes a little thought, but with enough discussion we usually get things right around here…

as far as accidentally attacking engulfed allies… I’m sure I must have seen rules for something similar to that before. At the very least, I think I wrote something like that into one of our recent conversions (the shiere eladrin).

As for raising the Dex to 19, part of the reason I did that is so that when the monster is sated, we can set the Dex to 10. since the AC drop was by 4 before, that would be an equal drop now without having to change the natural AC or anything. :)

more thoughts on my last 2 or 3 posts?
 

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Vampiric mists automatically sense the presence of any warm-blooded creature within 50 feet.
Detect Living (Sp): Vampiric mists continuously use detect living, as the detect undead spell, except that instead of undead creatures, it reveals living creatures (caster level Xth).

Hungry mists take the shortest route possible to the victim, navigating by touch, flowing easily over water or through narrow cracks. Their path can be blocked by nonporous obstacles, but vampiric mists are intelligent and if any reasonable path exists they will find it.
Flavor text or as part of gaseous form or similar ability?

Healthy vampire mists have maximum hit points (8 per die), but are almost never encountered in this state. A 'mist loses 1 hp for each 12 hours without feeding, and is thus always hungry when encountered wandering. It regains hit points by enveloping its victim with its gaseous tendrils, and draining the victim's fluids, turning a pink hue after feeding. The 'mist regains I hit point for each 2 points of blood drained, but this is not regeneration.
Since blood drain grants temporary hit points, just have them start with a number of temporary hit points, and have them disappear at the normal rate.

Normally, a vampiric mist is damaged only by magical weapons or by spells that effect air. Lightning bolt and magic missile are also effective. However, immediately after reaching maximum hit points a vampiric mist takes on substance.
Maybe make them vulnerable to force effects, electricity, and spells with the Air descriptor?

BOZ said:
Envelop (Ex): A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist’s space with a successful Escape Artist or grapple check (DC X?). So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round.
Looking' good.
 

Shade said:
Detect Living (Sp): Vampiric mists continuously use detect living, as the detect undead spell, except that instead of undead creatures, it reveals living creatures (caster level Xth).

hmm, not sure about that. I think it should be spelled out. And I think it would definitely be warm-blood they’re looking for. Reptiles and plant-creatures, while living, just won’t do.
 

That could be tough to do, considering the "bloodedness" of most creatures is not known. I suppose you could rule out plants and creatures with the Reptilian subtype, as well as the usual non-living undead and constructs.
 

and elementals.

i think that's something we can leave up to the DM. it's sort of like how sharks can smell fresh blood, only these guys can sense it even inside of living creatures.
 

God, completely forgot this from the phiuhl:

Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.

Should we also make it immune to flanking?

Maybe make them vulnerable to force effects, electricity, and spells with the Air descriptor?

we could say something to the effect of: Vampire mists are immune to physical damage from all spells and magical effects, except for force effects, electricity, and any spells intended to effect air.

Since blood drain grants temporary hit points, just have them start with a number of temporary hit points, and have them disappear at the normal rate.

hmm, how about some of these…
A vampire mist loses 1 hit point for every 12 hours it spends without feeding. When a vampire mist has 16 or fewer hit points, it becomes ravenously hungry and begins searching for a victim to drain.
A vampire mist reaches satiation when it has a total of 27 hit points, and can never have more than 27.
At the beginning of any encounter, a vampire mist is likely to have 1d4 fewer hit points than listed above.
A vampiric mist that reaches 0 hit points due to starvation dies immediately.
A vampiric mist that loses hit points from damage suffered must regain those hit points through healing and cannot regain them from draining blood.
 

BOZ said:
Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.
Looks good.

BOZ said:
Should we also make it immune to flanking?
I don't see any precedence for it to be, do you?

BOZ said:
we could say something to the effect of: Vampire mists are immune to physical damage from all spells and magical effects, except for force effects, electricity, and any spells intended to effect air.
That should cover it.

BOZ said:
hmm, how about some of these…
A vampire mist loses 1 hit point for every 12 hours it spends without feeding. When a vampire mist has 16 or fewer hit points, it becomes ravenously hungry and begins searching for a victim to drain.
A vampire mist reaches satiation when it has a total of 27 hit points, and can never have more than 27.
At the beginning of any encounter, a vampire mist is likely to have 1d4 fewer hit points than listed above.
A vampiric mist that reaches 0 hit points due to starvation dies immediately.
A vampiric mist that loses hit points from damage suffered must regain those hit points through healing and cannot regain them from draining blood.
Are these actual hit points or temporary hit points?
 

i'm not sure about the whole flanking thing. i was going with the whole "no clear front or back" idea. elementals and oozes are immune to flanking, so that's where i was coming from.

as far as temporary hit points... well, how exactly do those work? is there a set forumla we can emulate instead of making up our own?
 

i'm not sure about the whole flanking thing. i was going with the whole "no clear front or back" idea. elementals and oozes are immune to flanking, so that's where i was coming from.
It makes sense to me, because it's gaseous, and you should spell it out so DMs don't have to wrangle with their PCs over it :cool:

as far as temporary hit points... well, how exactly do those work? is there a set forumla we can emulate instead of making up our own?
What's wrong with giving the mist the maximum hit points to start with, and then (as BOZ suggested) just roll 1D6, 1D8, or even 1D10 for hit points missing at the start of the encounter? Personally, I'll always decide for myself based on the circumstances, but the die roll would be less headache for DMs using it on the fly...that seems less 'messy' than keeping track of temporary hit points IMHO.

I would Definitely go with the immunity stuff a la the phiul...

we could say something to the effect of: Vampire mists are immune to physical damage from all spells and magical effects, except for force effects, electricity, and any spells intended to effect air.
Sounds good to me. But the devil in me has to ask, will this make it too powerful for a CR3 creature - or are you considering bumping its CR up?

It's looking cool, guys! :cool:

thom
 

I don’t consider bumping the CR to be a problem if it’s worthy. As it is, I might have to with all the abilities it has now. :)
 

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