Converting monsters from Imagine Magazine

Both forms of this demon can also emit a great roar once per turn, which causes fear as the spell unless the appropriate saving throw is made.

Great Roar (Su): Once per X rounds/minutes, an agta can emit a frightful roar. All creatures that can hear the agta must succeed on a DC X Will save or be panicked for X rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.
 

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Looks good. Filling in the X's, the DC is 14 if we stick with the original 8HD. Cause fear is 1d4 rounds as a 1st level spell, so we should bump this up, I guess. 1d8 rounds? Or 1d12? Need to use d12s more. ;) I'd say once per minute.
 

The fear spell (as opposed to the lower-level cause fear) is 1 round/level. Since this is based off the fear spell, perhaps 1 round/HD (8 rounds)? Or if you want to randomize it, we can go with 1d8 rounds.
 

Excellent, I need to learn my spells better. Let's go with 8 rounds and allow it to roar every minute. That way, there is a little recovery time.
 

freyar said:
Excellent, I need to learn my spells better. Let's go with 8 rounds and allow it to roar every minute. That way, there is a little recovery time.

Sounds good, and don't feel bad...no one uses fear spells! ;)
 

Well, the thing is, the spell descriptions are the one part of the PHB I just can't get myself to read. That, and the fact that I haven't had any PCs or NPCs of sufficient level to cast fear in my games yet! ;)
 

freyar said:
Well, the thing is, the spell descriptions are the one part of the PHB I just can't get myself to read. That, and the fact that I haven't had any PCs or NPCs of sufficient level to cast fear in my games yet! ;)

The casters in the campaign I DM and the one I play in use almost no enchantment or illusion spells. They just rarely work, or are less "flashy" that spells of other schools. :)

Slam damage?

Damage reduction x/cold iron?

All Filipino demons can become invisible at will, and each has a personal charm or jewel which is the source of its strength. If this can be won from the demon by wit or force, it will give the bearer the same strength (typically in the region of 18/01-23 -- the DM may select according to the power of the demon or roll on d6). Bright sunlight banishes them.

Invisibility as an at-will SLA?

Talisman: An agta bears a talisman that is the source of its power. If taken or otherwise obtained from the agta, the bearer gains (a +x enhancement bonus to Strength/or a Strength score equal to that of the agta?) Does the agta then lose equivalent Strength if it still lives? Is the talisman permanent?

What should we do about the "sunlight banishes them" bit?

While the DM might rule that Filipino demons should be turnable on the "Special" line of the clerics vs. undead matrix, they do not seem to be deterred by holy symbols, and some actually delight in collecting numbers of them from frightened villagers.

Since demons and devils are no longer turned by default, I'd suggest we drop this.

Skills: 66
Feats: 3

Filipino demons seem to be creatures of a highly magical nature rather than inhabitants of another plane. Many of them live in large trees, and they are rarely pernicious or evil, content for the most part to frighten away those who intrude on their territories or fail to treat them with due respect, and only killing when greatly enraged. They are great pranksters.

From the Wikipedia entry RavinRay posted...

Wikipedia said:
Kapres are not necessarily considered to be evil, unlike the manananggal. Kapres may make contact with people to offer friendship, or if it is attracted to a woman. If a kapre befriends any human, especially because of love, the kapre will consistently follow its "love interest" throughout life.

Kapres are also said to play pranks on people, frequently making travelers become disoriented and lose their way in the mountains or in the woods. It is also believe to have the ability to confuse people even at their own familiar surroundings; for instance, someone who forgets that they are in their own garden or home are said to be have been tricked by a kapre. Reports of experiencing kapre enchantment include that of witnessing rustling tree branches even if the wind is not strong. Another example would be hearing loud laughter or voice coming from an unseen being; witnessing lots of smoke from the top of a tree; seeing big fiery eyes during night time from a tree; as well as actually seeing a kapre walking by in forested areas. It is also believed that abundant fireflies in woody areas are the embers from the kapre's lit tobacco.

This would seem to imply ranks in Bluff, Diplomacy, Intimidate, Sense Motive, and maybe Sleight of Hand and Survival.

Environment: Any forests?
 

Slam damage: start with 1d4 at tiny and increase as appropriate by the size tables?

DR 10/cold iron, I'd think.

Yes on invisibility at will.

Not sure on the STR bonus yet. Maybe this should be equivalent to gauntlets of ogre power or something.

Some sort of sunlight vulnerability: maybe they are dazzled in sunlight and cannot use any special abilities? Should the daylight spell count?

Those skills sound good, as does the environment.
 

I would also think that ranks in Hide and Move Silently would be in order.

Personally I'm also leery of the talisman; it's great in folklore but potentially problematic in an RPG. Plus, I really can't think of anything equivalent (maybe a redcap's tooth, but that is a much more limited item) to base it off of. However, if the agta's treasure values equals out to some equivalent strength boosting magic item, I would say go for it, but that would its only treasure.
 

Another thing on skills, since they are arboreal, shouldn't they have a climb speed and thus the +8 bonus to a Climb skill?

Also, I agree with freyar about the daylight vulnerability being a good substitute.
 

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