Converting Monsters from Polyhedron Magazine

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freyar said:
Something like a dryad or similar fey? Or there are probably similarly bound undead. (Or is it the Divine Guardian Template in Advanced Bestiary?)

The bridge haunts in MMV come to mind.

Bridge Dependent (Su): Each bridge haunt is mystically bound to a single bridge and cannot stray more than 1,000 feet from it. If somehow forced to do so, a bridge haunt is instantly destroyed.

freyar said:
Since it has invisibility, how about the ability to select how much is invisible? So her hair, say, could be visible? Though that doesn't really work for the animal forms. Could just do alternate form.

I like the partial invisibility. Perhaps its concealment is reduced when it chooses to do so?

I think a fear aura. Maybe duplicating the fear spell?

Sure. We can borrow from this...

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
 

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The bridge haunts in MMV come to mind.

Bridge Dependent (Su): Each bridge haunt is mystically bound to a single bridge and cannot stray more than 1,000 feet from it. If somehow forced to do so, a bridge haunt is instantly destroyed.
I see you did something like this for the birch spirit, too. Want to stick to 1000 ft for this one? (The original text gave 100 yards.)

I like the partial invisibility. Perhaps its concealment is reduced when it chooses to do so?
Sure, maybe just concealment (20% miss chance) vs total concealment? Also, to do the animals, we could give them silent or minor image as an at will SLA.

Sure. We can borrow from this...

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Sounds good, just change the numbers (CL 10, I guess, maybe 10 ft range?).
 

I see you did something like this for the birch spirit, too. Want to stick to 1000 ft for this one? (The original text gave 100 yards.)

Sure, sounds good.

Sure, maybe just concealment (20% miss chance) vs total concealment? Also, to do the animals, we could give them silent or minor image as an at will SLA.

Good suggestions.

Sounds good, just change the numbers (CL 10, I guess, maybe 10 ft range?).

Let's go with CL 10, but keep the 20 foot radius.
 

Sounds good to me.

For the touch attack, maybe 1d6+Cha holy/sacred/exalted/whatever-it's-called damage?

Skills are 6 at 13 ranks: Bluff, Concentration, Diplomacy, Intimidate, Knowledge (local), Knowledge (religion)?
 

Many undead don't even specify the damage type of the incorporeal touch, so we probably needn't worry.

Here's an attempt at the invisibility:

Natural Invisibility (Su): This ability is constant, allowing an avenging spirit to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. An avenging spirit can choose to become fully visible or even partially invisible (which provides only concealment), often making only its golden hair or disembodied eyes visible.
 


Its preferred method of destruction is the waterspout.

: control winds (specifically a waterspout, winds 55-72 mph)

Control winds doesn't have a particular "waterspout" function.

For that speed range, we get this:
"A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships."

Do we want to come up with something unique, or simply ditch the "waterspout" terminology?

Maybe there's something in Stormwrack regarding waterspouts?
 

Natural invisibility is just what I was going for.

Is control winds focused enough really to target and/or destroy a particular creature? If not, maybe we should go with a unique ability. From a read-through, I think it looks ok, so I'd say just leave control winds and drop the "waterspout."

For the SLAs: at will - silent image, calm animals, speak with animals, charm person; 3/day - minor image, entangle, plant growth; 1/day - confusion, heat metal, sunbeam, SNA IV ?
 

Here are a few spells I found that we might use for inspiration:

Water Burst (Drag 285)
Evocation
Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Stream of water
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A high-pressure stream of water shoots from your hand at one target. You must succeed at a ranged touch attack to hit your target. The water inflicts 1d6 points of damage per level of the caster (maximum 5d6). This spell can also be used to extinguish one flame of Small size or smaller (such as a campfire).

Waterspout (SC, SW, CD)
Conjuration (Creation)[Water]
Level: Drd 7, Ocean 7
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Cylinder (5-ft.-radius, 80 ft. high)
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

Water whirls into th eair, swirling upward with a thunderous noise like a tornado of fluid.

Waterspout causes water to rise up into a whirling, cylindrical column. You can direct the movement of the waterspout as a move action.

A waterspout moves at a speed of 30 feet. You can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing a waterspout's movement or changing its programmed movement is a move action for you. A waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell's range, it collapses and the spell ends.

A waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with it must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their saves are sucked into the spout and held suspended in its powerful currents taking 2d6 poitns of damage each round (no save). Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking 8d6 points of falling damage) 1d8x5 feet from the base of the waterspout.

Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.

Only the smallest of watercraft, such as canoes, kayaks, or coracles can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save if it so chooses to avoid being sucked up.
 

Well, waterspout as written seems a little too powerful. Frankly, neither of these seem really to have the right flavor (did she live near a body of water in the adventure?), but maybe I could be persuaded otherwise. ;)
 

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