Converting monsters from Second Edition Monstrous Compendiums


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Yeah, and as an incorporeal undead swarm, they're going to be real tough to damage, so I think we should go for the high end of the HD, at least 10.

We could additionally do a "cluster" of 10 at 1HD, but we'd need to justify removing at least the swarm immunities.
 

Fine Undead (Incorporeal, Swarm)?

Crimson death has Str -, Dex 21, Con -, Int 17, Wis 15, Cha 14

These things are only Int 2-4.

Maybe slightly higher Dex, average Wis and Cha?
 


Added to Homebrews with those scores.

I went with 10 HD since a swarm of fine creatures contains more than 100 individuals, and 100 was the max listed in the original writeup.

Here are the crimson death's abilities that we may wish to port over:

Blood Drain (Ex): A crimson death drains blood, dealing 1d4 points of Constitution damage immediately upon seizing an opponent with a tendril. Each round thereafter that the opponent remains seized, the creature automatically deals an additional 1d4 points of Constitution damage. The crimson death craves blood, so it usually presses its attack until it can deal at least 12 points of Constitution damage.

Seize (Ex): When a crimson death makes a successful incorporeal touch attack, one of its tendrils wraps around the opponent. The two creatures are not considered grappled, but the opponent can break free with a successful Escape Artist or grapple check (grapple bonus +11). Upon seizing an opponent, the crimson death begins draining blood.

Lift (Sp): As a free action, a crimson death can telekinetically lift another creature or an object weighing up to 300 pounds. This ability works like the telekinesis spell (sustained force version, caster level 12th), except that it works only on an opponent already seized by a tendril of the crimson death. Against a struggling opponent, use of this ability requires a successful grapple check (grapple bonus +11).

Skills: *A crimson death's misty form makes it difficult to spot in fog. Before feeding, the creature receives a +8 bonus on Hide checks in smoky or foggy areas. After it has fed, the bonus drops to +4 because of its red coloration.
 

You know, all the stuff about reproduction almost makes these things sound alive rather than undead. Might want to refluff that somehow.

Maybe the swarm damage should be blood drain. I don't think seize is quite right for these. We could do something to make it hard to escape once you're surrounded by a scarlet dancer swarm, though (maybe you drag them with you if you leave their space?).
 

Sounds good. Here's how some other swarms handle blood drain...

Blood Drain (Ex): Any living creature damaged by a leech swarm also takes 1 point of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leeches from its body.

Blood Drain (Ex): A bloodmote cloud drains blood and deals 1d3 points of damage and 1d2 points of Constitution damage to any creature whose space it occupies at the end of its move.

Blood Drain (Ex): In addition to swarm damage, a dread blossom swarm deals 1d6 points of Constitution damage to any paralyzed or otherwise immobilized living creature whose space it occupies at the end of its turn.
 

I think I like the bloodmote cloud version, though the main difference is just in the numbers. What CR do you want to aim for? I think that makes the biggest difference. I'm going to expect fairly close to 10 due to all the immunities. What do you think?
 


Sounds good to me. ;) What about 1d6 swarm damage plus 1d4 Con?

We should also write some sort of "clinging mist" or something to represent the swarm version of seize, but I'm not sure how to do it. Since these are incorporeal, the leech swarm version doesn't seem quite right.
 

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