Converting Monsters from Polyhedron Magazine

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GrayLinnorm's right about the cure spells. I could go either way on reduced cure/inflict.
 

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I'm fine with dropping that altogether. It was just a brainstorm...nothing I was really attached to. :)

How's this?

Rejuvenation (Su): In most cases, it’s difficult to destroy a scorched one through simple combat: The “destroyed” scorched one will reform in 24 hours. Even the most powerful spells are usually only temporary solutions. A scorched one that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + scorched one's HD) against DC x. The only way to completely destroy a scorched one is total immersion in water. Beheading a scorched one (either with a vorpal weapon or decapitation once it has been reduced to 0 hit points) renders it helpless until the next sunrise.

Do we need to retain the bolded bit?


For the vulnerability to water, we can modify this...

Vulnerability to Water and Wind (Ex): Ash mephits are particularly vulnerable to air effects and strong winds. An ash mephit takes half again as much (+50%) damage from spells or effects with the air descriptor, and are treated as if in gaseous form for purposes of wind effects. Additionally, ash mephits are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

...to something like this...

Vulnerability to Water (Ex): Scorched ones are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

Look OK?
 

I like both of those, and I'm unsure about the bolded bit. My first inclination is to drop it, but these things probably aren't quite powerful enough to warrant an auto-resurrection. How about a lower DC, like 15?
 


demiurge1138 said:
I like the level checks, ala ghosts. After all, ghosts can be quite weak and still get the auto-rez.
I think we're agreed here. ;) And I just looked at the ghost; DC is 16 for ghosts, which sounds fine to me. So let's just copy from ghosts for that.
 

Updated.

How do we want to handle dehydration? If we don't want to go the Sandstorm route, we could work something up from the horrid wilting spell:

"This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8)."
 

Well, I'm not familiar with what Sandstorm says, but I like the horrid wilting treatment (maybe at a 1d6 or 1d8 for water creatures) for dehydration. It's got more kick than insatiable thirst in terms of direct damage but not the compulsion. I like the variety.
 

Like so?

Dehydrating Touch (Su): The scorched one's touch drains moisture from the body of living creatures, dealing 1d6 points of damage. This drain is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage.

We could also add the following to more closely mimic its original ability:

The victim is also exposed to the scorched one's insatiable thirst ability (which does not count toward the scorched one's daily uses of insatiable thirst).

Thoughts?
 



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