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Converting monsters from Imagine Magazine
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<blockquote data-quote="Shade" data-source="post: 3853737" data-attributes="member: 287"><p>Let's apply the template to a sample creature and see how it plays out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Rock Totem Polar Bear</p><p>Large Construct</p><p>Hit Dice: 8d10+30 (74 hp)</p><p>Initiative: +1</p><p>Speed: 40 ft. (8 squares), swim 30 ft.</p><p>Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18</p><p>Base Attack/Grapple: +6/+18</p><p>Attack: Claw +13 (2d6+8)</p><p>Full Attack: 2 claws +13 melee (2d6+8) and bite +8 melee (3d6+4)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Damage reduction 10/magic, darkvision 60 ft., detect poison, immunity to magic, low-light vision, scent, spell-like abilities, telepathic link</p><p>Saves: Fort +10, Ref +7, Will +3</p><p>Abilities: Str 27, Dex 13, Con -, Int 9, Wis 12, Cha 6</p><p>Skills: Hide –2*, Listen +5, Spot +7, Swim +16</p><p>Feats: Endurance, Improved Natural Attack (bite, claw)(B), Run, Track</p><p>Environment: Cold plains</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9–12 HD (Large)</p><p>Level Adjustment: --</p><p> </p><p>This sample rock totem uses a polar bear as the base creature.</p><p></p><p>Rock totem polar bears speak Common and Druidic.</p><p></p><p>Combat</p><p></p><p>A rock totem polar bear attacks mainly by tearing at opponents with its claws.</p><p></p><p>Detect Poison (Su): A rock totem continually detects poison (as the spell), to a range of 60 feet.</p><p></p><p>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.</p><p></p><p>Passwall and transmute rock to mud destroy rock totems (no save?).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Spell-Like Abilities: 1/week - neutralize poison (DC 12). Caster level 8th.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>*A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.</p></blockquote><p></p>
[QUOTE="Shade, post: 3853737, member: 287"] 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. [/QUOTE]
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