Converting monsters from Imagine Magazine

Shade

Monster Junkie
freyar said:
+4 might be good here, or maybe even +6. The original AC is 2 (or 18 in 3e); what's the usual natural armor bonus for animals?

It varies quite a bit, from +0 for bats to +12 for dire hippopotami.

Looking at similar templates...

Earth element creature improves by +3.
Mineral warrior improves by +3.

Revived fossil is based on size:
Tiny, Diminutive, Fine +6
Small +9
Medium +12
Large +15
Huge +18
Gargantuan +24
Colossal +30
 

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Shade

Monster Junkie
Added to Homebrews.

Construction definitely remains.

Also:

"These totems are slightly unusual in the fact that they are intelligent, and can think for themselves and are capable of speech."

"Totems communicate in both common and druidic tongue."
 

dhaga

First Post
Shade said:
"These totems are slightly unusual in the fact that they are intelligent, and can think for themselves and are capable of speech."

"Totems communicate in both common and druidic tongue."

We did state the Int increases to 9. We can add that the animal gains the ability to speak both the common and druidic languages (but will only speak druidic to druids, to maintain the secrecy of the language?)
 


Shade

Monster Junkie
freyar said:
CR +3? Just a guess.

Let's apply the template to a sample creature and see how it plays out. :)

Rock Totem Polar Bear
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Claw +13 (2d6+8)
Full Attack: 2 claws +13 melee (2d6+8) and bite +8 melee (3d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., detect poison, immunity to magic, low-light vision, scent, spell-like abilities, telepathic link
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con -, Int 9, Wis 12, Cha 6
Skills: Hide –2*, Listen +5, Spot +7, Swim +16
Feats: Endurance, Improved Natural Attack (bite, claw)(B), Run, Track
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large)
Level Adjustment: --

This sample rock totem uses a polar bear as the base creature.

Rock totem polar bears speak Common and Druidic.

Combat

A rock totem polar bear attacks mainly by tearing at opponents with its claws.

Detect Poison (Su): A rock totem continually detects poison (as the spell), to a range of 60 feet.

Immunity to Magic (Su): A rock totem 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.

Passwall and transmute rock to mud destroy rock totems (no save?).

Stone to flesh reduces the natural armor bonus of the rock totem to that of the base creature (on a failed save). This reduction to natural armor is permanent unless reversed by a flesh to stone effect.

Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: 1/week - neutralize poison (DC 12). Caster level 8th.

Telepathic Link (Su): By concentrating as a standard action, the druid creator can see through the eyes of his or her rock totems if they are within 20 ft.

Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.
 


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