Converting monsters from Imagine Magazine


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Shade

Monster Junkie
Here's your reminder. ;)

The Taumet
FREQUENCY: Unique
No APPEARING: 1
ARMOUR CLASS: Variable
MOVE: 3"/18"
HIT DICE: Variable
% IN LAIR: Nil
TREASURE TYPE: Nil
No OF ATTACKS: 3
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Breath weapon, spells
SPECIAL DEFENCES: Variable
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Variable Evil
SIZE: S-L
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil/Nil
LEVEL/XP VALUE: X/18750+25hp

The Taumet is a magically-created dragon construct, made from five relics whose origins are lost in the mists of time according to the instructions in a book of unknown authorship called the Taumet Codex.

Once the process of creating the Taumet has begun, it takes 13 melee rounds to develop into the complete Taumet. During this time, the wearer of the relics is used as the basis of the Taumet's body, dying in the process. The Taumet takes some of the wearer's memories and alignment during its growth, always remaining evil, but taking the Lawful, Neutral or Chaotic attitude of its 'parent'. While the transformation takes place, the Taumet can attack and be attacked, as it grows in power and size:

Round, AC, HD, Damage, SA/SD
1&2, 5, 1, 1-4/1-4/1-6, Immune to attacks causing less than 4 points of damage
3&4, 3, 3, 1-6/1-6/1-8, Immune to 1st level spells, +1 or better weapons to hit
5&6, 1, 5, 1-6/1-6/2-12, Non-edged weapons cause half damage
7, 0, 7, 1-6/1-6/2-16, Breath weapon usable, +2 or better weapons to hit
8, -1, 9, 1-6/1-6/3-18, Immune to 2nd level spells and attacks causing less than 8 point of damage
9, -2, 11, 1-8/1-8/3-24, +3 or better weapons to hit
10, -3, 13, 1-8/1-8/3-30, Immuned to 3rd level spells
11, -4, 15, 1-10/1-10/3-36, Spell use, immune to attacks causing less than 12 points of damage
12, -5, 17, 1-10/1-10/4-40, Immune to 4th level spells and damage from non-edged weapons
13, -6, 18, 1-12/1-12/5-50, +4 or better weapons to hit

If the Taumet suffers more than 40 points of damage in a single round during this period of growth, the process will be halted for that round, and in the early stages this will be sufficient to cause the Taumet to disassociate into its component relics.

Like all normal dragons, the Taumet has a set number of hit points per hit dice, but this depends on the original wearer of the relics:

Wearer; hp/HD
MU or Illusionist; 4hp
Thief, assassin; 6hp
Cleric, monk, druid; 8hp
Fighter, ranger, paladin; 10hp

The Taumet can breath 3 times per day, but can choose what form this takes; either as a black, blue, green, red or white dragon. Once it has the use of spells, it can cast, once per day, those spells that the relics knew at the time of the transformation or 5 x 1st, 5 x 2nd, 5 x 3rd, 4 x 4th, 4 x 5th and 2 x 6th level spells as though it were a 13th level magic user.

If the Taumet is reduced to zero hit points, it will not be killed, but forced to disassociate into its component relics and the withered remains of the original wearer. The relics cannot be destroyed except by the application of earth-shattering magic (depending upon individual DM's campaigns), but they can be kept separate to prevent the Taumet reforming around another wearer.
 

freyar

Extradimensional Explorer
Ok, I think we should stat this out and then work on the transformation.

I believe we wanted to go with SLAs rather than casting. Work from the relics' SLAs?
 


freyar

Extradimensional Explorer
How about just using all the SLAs from the relics, including set powers? That should be a pretty decent list already. We can think about adding more, increasing frequency, etc.

Disassembly (Su): The Taumet cannot be destroyed completely. Instead, when it is reduced to zero hit points (or fails a save against the Wyrmhorn, see below), it falls apart into the set of Taumet relics.

Want to have the relics teleport to random places in the campaign world, too?
 


freyar

Extradimensional Explorer
Ok, then:

Disassembly (Su): The Taumet cannot be destroyed completely. Instead, when it is reduced to zero hit points (or fails a save against the Wyrmhorn, see below), it falls apart into the set of Taumet relics, which individually teleport to random places on the plane.
 

Shade

Monster Junkie
Looks good!

Since the Taumet is a variant drolem/ironwyrm golem, shall we simply borrow the similar abilities?

Breath Weapon (Su): 60 ft. cone, every 1d4 rounds, 20d10 fire, Reflex DC 30 half. The breath weapon type remains the same regardless of the dragon spirit contained within. (In the Taumet's case, I'd say it can choose between the five chromatic breath weapons).

Immunity to Magic (Ex): An ironwyrm golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A cold effect slows it (as the slow spell) for 3 rounds, with no saving throw.

(Since the white dragon is part of its components, perhaps replace this wtih sonic effects, based on the wyrmhorn?)

A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an ironwyrm golem hit by a delayed blast fireball cast by a 15th-level wizard that would normally deal 52 points of damage instead gains back 17 hit points. The golem gets no saving throw against fire effects.

(We could really go overboard and change it to an "acid, cold, electricity, or fire effect" to account for the component dragons). :devil:

Immunity to Rust (Ex): An ironwyrm golem is immune to any rust attacks, whether magical or not.

Unlike the drolem/ironwyrm, the Taumet can apparently fly:

MOVE: 3"/18"

Retain the fly speed? If so, poor or clumsy manueverability?
 

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