Converting Monsters from Polyhedron Magazine

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Just a guess at stats: Str 12, Dex 15, Con -, Int 14, Wis 11, Cha 20? It's going to need the high Cha for the SLAs. I could see increasing Str or swapping with Dex -- I put Dex higher to account for some of the AC, and I think a lot of the damage might be fire damage rather than normal slam damage. 7 HD.
 

I'd raise the Dex higher than that, personally. A lot of the SLAs are ranged touch spells, so a high Dex would be useful. Also, Weapon Finesse.
 

You're probably right. Dex 21? That still leaves +3 natural armor. Let's look at the SLAs, too.

The scorched one also possesses formidable spell-like abilities. The creature has the power to cast the following spells as special abilities once per day, at 14th level: continual light, sol's searing orb, and sunray. In addition, the following spell-like special abilities can be used twice per day, at 14th level: light, sunscorch, and insatiable thirst.

continual light -> continual flame?
sol's searing orb -> searing light??
sunray -> sunbeam
light -> light
sunscorch -> sunburst??
insatiable thirst -> ??
Any ideas on these?
They are immune to fire- and sun-based spells (even ones that specifically do more harm to undead), ...
Immunity to fire and immunity to spells with the light descriptor?
 

Continual light is indeed equal to continual flame.

Descriptions of unfamiliar spells, from the 2e Spell Compendiums:

Sunscorch (wizard)

(Evocation)
(Province: Flame) (this spell was originally from Al-Qadim)

Level 3
Range: 5 yds./level
Components: V,S
Casting Time: 3
Duration: Instantaneous
Area of Effect: 1 creature
Saving Throw: 1/2

When a wizard casts this spell, an intense blast of heat emanates from his hand, forming a narrow beam that curves around obstacles and moves to follow its target, striking as unerringly as a magic missle.
The beam bakes the target with 6d4 points of heat damage -- plus an additional 2d4 if the creature is wearing armor or physically touching any metal weapon or item larger than a sword, including a shield.
The sunscorch spell does not require sun, heat, or even warm surroundings to work. However, a wizard cannot cast it underwater or through water, including rain or fog.
The magical heat of this spell affects living flesh only. Undead or nonliving objects are immune, even if they're highly flammable or vulnerable to sunlight. Thus a warrior carrying a skin of goat's milk can be cooked to death while the milk remains cool and unspoiled.


Sol's Searing is a cleric spell from the 2e Tome of Magic
(Invocation)
Sphere: Sum
Level 6
Range: 30 yds.
Components: V, S. M
Casting Time: 6
Duration: Instantaneous
Area of effect: 1 gem
Saving Throw: Special

This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. The acts of casting and throwing occur in the same round. It is not possible for the priest to give the stone to another character to throw.
The stone can be hurled up to 30 yards. The priest must roll normally to hit, with a +3 bonus to the attack roll and no penalty for nonproficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures only hit by magical weapons, for example). There is no damage bonus, however.
When it hits, the gem bursts with a brilliant searing flash that causes 6d6 points of fire damage to the target creature and blinds it for d6 rounds. The creature is allowed a saving throw vs. spell. If successful, only half damage is sustained and the creature is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if they fail. They receive 6d6 points of damage and are blinded for d6 rounds if the saving throw is successful.
If the gem misses its target, it explodes immediately causing 3d6 points of damage (or 6d6 against undead) to all creatures within a 3-foot radius. It blinds them for d3 rounds (d6 rounds vs. undead). All subjects are allowed a saving throw vs. spell, with success indicating half damage with no blindness. The grenade-like missle table in the DMG is used to determine where the stone hits.
The material component is a topaz gemstone worth at least 500 gp.

Insatiable Thirst is a wizard spell from Tome of Magic.

(Enchantment/Charm)
(Water)

Level 2
Range: 5 yds./level
Components: V,S
Casting Time: 2
Duration: 1 rd./level
Area of effect: 1 creature
Saving Throw: Neg.

This spell instills in the subject an uncontrollable desire to drink. The creature is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a creature might not realize that a liquid is poisonous. The creature will not consume a liquid known to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creaturecan do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending on their nature) may be willing to kill for drinkable fluids.
 

Those immunities sound good, but should accomodate for searing light (which is, ironically, not a Light spell).

The SLA conversions would go better if we had access to Sandstorm, but we don't. I'm guessing through context that sunscorch is one of the weaker of its spells, so just fireball may suffice. The insatiable thirst we should probably write up as a unique SLA (nonlethal damage plus fatigue, fatigue can only be cured by drinking water?).
 

demiurge1138 said:
Those immunities sound good, but should accomodate for searing light (which is, ironically, not a Light spell).
Huh, strange but true. Ok, let's add immunity specifically to searing light, as well.

The SLA conversions would go better if we had access to Sandstorm, but we don't. I'm guessing through context that sunscorch is one of the weaker of its spells, so just fireball may suffice. The insatiable thirst we should probably write up as a unique SLA (nonlethal damage plus fatigue, fatigue can only be cured by drinking water?).

From GrayLinnorm's post (thanks, GL!), I'd almost say that sunscorch -> scorching ray. It's just a little more powerful, which we can maybe make up by adjusting CL. Sol's searing orb seems to be the acorn version of fire seeds but with some of the damage traded off for blinding. I agree that insatiable thirst should probably be a new SU ability.

Ok, here's a tentative list of SLAs:
Spell-like Abilities (Sp): 2/day - light, scorching ray; 1/day - fire seeds (acorn only), continual flame, sunbeam. CL 14?.
We could trade sunbeam for searing light if sunbeam is too powerful.
 

Sunbeam is powerful... you get a bunch of rays... but it's better for PCs than NPCs because it does more damage to the undead, oozes, etc. Especially with the fire seeds at CL 14th. This is going to be fairly high CR... we might want to adjust the AC and HD to match.
 

We can also adjust the CL down to tone down fire seeds and trade sunbeam for searing light. If Shade's back tomorrow, let's see what he thinks. Anyone else have an opinion?
 

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