Converting monsters from Second Edition Monstrous Compendiums

4d6 damage seems awfully low for the breath weapon of a creature of this CR.

The leg bone, I say we keep, although we should invent a little ritual that can only be done with one bone per kaluk, like bathing it in the heart's blood of the beast (incidentally, we could use that as an excuse to give the kaluk an enhancement bonus to its natural attack rolls). The tusks? Not so much; divining rods no longer exist in game. The cape? We could give kaluks in their treasure actual magical cloaks (like resistance +3, which is worth 9K).

Demiurge out.
 

log in or register to remove this ad

Feel free to up the damage! I didn't necessarily want to make it as strong as a dragon, so I kind of guessed at a number.

Agreed with the rest.
 

Here's the steam breath spell from Complete Arcane:

Level: Wu jen 3 (water)
Range: 30 ft.
Area: Cone
Saving Throw: Reflex half
Spell Resistance: Yes

You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after the damage is dealt.
 

GrayLinnorm said:
Here's the steam breath spell from Complete Arcane:

Level: Wu jen 3 (water)
Range: 30 ft.
Area: Cone
Saving Throw: Reflex half
Spell Resistance: Yes

You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after the damage is dealt.

Great! So we can just base damage off caster level. Assuming we use its HD for CL, it will deal the max 10d6 damage.
 


demiurge1138 said:
The leg bone, I say we keep, although we should invent a little ritual that can only be done with one bone per kaluk, like bathing it in the heart's blood of the beast (incidentally, we could use that as an excuse to give the kaluk an enhancement bonus to its natural attack rolls). The tusks? Not so much; divining rods no longer exist in game. The cape? We could give kaluks in their treasure actual magical cloaks (like resistance +3, which is worth 9K).

BTW, I really like this idea.

Check out the latest update and let me know if that covers it sufficiently.
 

That looks pretty good, I think!

Skills: Appraise, Bluff, Climb, Intimidate, Jump, Listen, Spot, Survival?
 

Skills sound good. If we're giving it Survival, we might as well make Track one of its feats. Other possibilities include Ability Focus (for either the breath weapon or the nauseating aura), Multiattack, Power Attack/Cleave, or Improved Initiative.

Oh, and it's "see invisibility" these days, not "detect invisibility".

Kind of late to the party here, but do we want to give them any mechanical benefit for their treasure-eating habits? Borrowing from a greed-themed yugoloth I once statted up gets us:

Monetary Healing (Su): Rapaxoloths heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the rapaxoloth heals 1d8 points of damage for every 5gp the consumed items are worth.

Although we might want to make more gp per hp healed. Art objects are worth a lot!

Demiurge out.
 

demiurge1138 said:
Monetary Healing (Su): Rapaxoloths heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the rapaxoloth heals 1d8 points of damage for every 5gp the consumed items are worth.

Although we might want to make more gp per hp healed. Art objects are worth a lot!

I like it! Mmmm....greed. :D
 

Yeah, I like that, too. Maybe 10gp per hp, at most 10 temporary hp above usual max?

For feats, I'd go with Multiattack, Ability Focus (breath weapon), Track, Power Attack. Trying to remember if this is the one I thought Track should be a bonus feat for...
 

Remove ads

Top