Converting Monsters from Polyhedron Magazine

Status
Not open for further replies.
I think water burst is closer to the spirit of the original (kill her foes with water).

I also found this:

Water Jet (Sp): As a standard action, a water grue can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 11 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 5 + damage dealt) or be knocked prone by the force of the blast. This is the equivalent of a 2nd-level spell.
 

log in or register to remove this ad

Pretty similar to water burst, I think. Let's adapt the water jet, since it seems pretty reasonable. I'd be fine with just replacing water grue -> avenging spirit and changing to the correct Ref DC. Maybe the Balance check should be 10+damage, but this seems good to me.
 

Like so?

Water Jet (Sp): As a standard action, an avenging spirit can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 16 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 10 + damage dealt) or be knocked prone by the force of the blast. This is the equivalent of a 2nd-level spell.

Or should we change it to a Su ability, and make it Cha-based (increasing the DC to 19 in the process)?
 


Sure.

Spells: An avenging spirit can cast divine spells as a 10th-level cleric. An avenging spirit has access to two domains from its deity's list. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/4+1/4+1/3+1/3+1/2+1; save DC 14 + spell level): 0--x; 1st--x; 2nd--x; 3rd--daylight; 4th--control water, discern lies; 5th--x.
*Domain spell. Domains: Good, Law.
 

0th - Mending, Guidance, Cure Minor Wounds x2, Resistance x2
1st - Command, Divine Favor, Doom, Remove Fear; Protection from Evil
...
 

Building on that...

0th - cure minor wounds x2, guidance, mending, resistance x2
1st - command, divine favor, doom, protection from evil*, remove fear
2nd - aid*, cure moderate wounds, eagle's splendor, hold person, silence
3rd - daylight, dispel magic, magic circle against chaos*, searing light
4th - control water, cure critical wounds, discern lies, holy smite*
5th - dispel evil*, flame strike, mark of justice
*Domain spell
 



Feats: Ability Focus (water jet), Negotiator, Spell Penetration, maybe Spell Focus (evocation or abjuration)?

Treasure: if we don't have a guideline from the original, maybe half standard? Seems like these may have been relatively defenseless and therefore not too rich.

Advancement: 11-20 HD (Medium)

speaks Common, Celestial, and any other languages known in life?
 

Status
Not open for further replies.
Remove ads

Top