Converting monsters from Second Edition Monstrous Compendiums

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Dream Haunting (Su): Mullonga can visit the dreams of sleeping individuals currently shaken, frightened, or panicked by her terrify ability. To invade someone’s dreams, Mullonga can become incorporeal and enter the victim's body. The sleeper suffers from tormenting dreams and takes 1d3 points of Constitution drain upon awakening. After ending the dream haunting Mullonga gains a +1 bonus to her caster level for one hour for each full hour she spent haunting her victim's dreams. Furthermore, for the duration of this CL bonus the dream haunting victim always meets the requirements of Mullonga's frightful casting ability (as if the victim was a creature with a fear condition within 60 ft. of Mullonga). If the victim awakens while being dream haunted, Mullonga is automatically expelled, becomes corporeal, loses her CL bonus, and becomes shaken for 1d6 rounds. Mullonga does not have the inherent ability to become incorporeal except to haunt a victim's dreams.
 

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Updated.

DR 10/magic?

Skills: 11 at 16 ranks
Bluff 16, Concentration 16, Disguise 16, Hide 8, Intimidate 16, Knowledge (arcana) 16, Knowledge (the planes) 16, Listen 16, Move Silently 8, Spellcraft 16, Spot 16, Use Magic Device 16?

Feats: 5
Greater Spell Focus (Necromancy), Heighten Spell, Spell Focus (Necromancy)...
 

Maybe make it DR 10/good, since magic is probably pretty worthless at her power level. Skills seem good.

Maybe Quicken Spell? Or a couple of item crafting feats? Those might seem thematically appropriate.
 

Maybe make it DR 10/good, since magic is probably pretty worthless at her power level. Skills seem good.

Giving her 10/good is certainly a much better fit than /magic along, but I'd rather go for 10/good and magic.

Maybe Quicken Spell? Or a couple of item crafting feats? Those might seem thematically appropriate.

SF and maybe GSF (enchantment) would suit me better.

Besides, can't she can create stuff out of dreams or something? That suggests she might be able to use Item Creation feats as bonus feats.
 

DR 10/good and magic is ok.

So have two SF/GSF pairs? I guess that works.

As far as bonus crafting feats, I think we need to go back and look at her interaction with her dream web a bit more.
 


Maybe Quicken Spell? Or a couple of item crafting feats? Those might seem thematically appropriate.

By the way, Quicken Spell is superfluous - Mullonga already automatically quickens all spells she casts.

Spells: Mullonga casts spells as a 13th-level wizard. All spells Mullonga casts are automatically quickened and do not require somatic, material or verbal components. Since Mullonga draws her spellcasting power from an artifact called the dream web, Mullonga need only rest for 1 hour and make physical contact with this artifact to regain her entire spell selection.
 

By the way, Quicken Spell is superfluous - Mullonga already automatically quickens all spells she casts.
Forgot about automatic quickening. Thanks for the catch.

But isn't the bit about the dream web and the ghettoes something we should get into as a new ability?
Mullonga controls the Ghettoes in the City of Nod. The shifting streets of this roving neighborhood are an extension of the witch. See the rules book for more information.

In the Ghettoes, Mullonga has a number of workshops where she can conduct her arcane experiments. These experiments have seen the creation of the arcane heads and other terrors that now serve the witch. Of course, the Ghettoes are also haunted by things that did not turn out the way the witch had planned.
Definitely seems to imply crafting feats, but do those workshops and her connection to the region give her some bonus?
 
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But isn't the bit about the dream web and the ghettoes something we should get into as a new ability? Definitely seems to imply crafting feats, but do those workshops and her connection to the region give her some bonus?

I'm reluctant to do that since (a) it looks like something that'd be hard to quantify, (b) it's more like a set of resources possessed by Mullonga than a power, and (c) I suspect it'll work better as a "whatever the plot requires" asset.

So, I'm thinking we'd be better off with some flavour text based on a Plane with the divinely morphic trait:

SRD said:
Divinely Morphic
Specific unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on planes with this trait. Ordinary characters find these planes similar to alterable planes in that they may be affected by spells and physical effort. But the deities may cause these areas to change instantly and dramatically, creating great kingdoms for themselves.
 

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