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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 6851065" data-attributes="member: 57383"><p>I'd better update the Working Draft with what we've agreed so far…</p><p></p><p>The official <em>Fiendish Codex</em> Nupperibo has claws as its natural weapons and a halberd as its weapon of choice, so I used that in the Working draft. I also added that version of the Nupperibo's feat sele</p><p></p><p></p><p></p><p>I'm still tempted to give it Fast Healing as well as Regeneration, although if we go that route we should probably reduce the regeneration rate from 3.</p><p></p><p>Still, for the time being let's stick to Regeneration 3.</p><p></p><p>As for the other SA, the original creature has immunity to cold, fire and electricity plus 15% Magic Resistance, so it needs at least that.</p><p></p><p>We should also consider whether to give it any of the standard Devil abilities, particularly <em>See In Darkness</em>, immunity to poison, resistance to acid 10, and telepathy.</p><p></p><p>The <em>Fiendish Codex</em> Nupperibo is also immune to mind-affecting spells and abilities. Do we want to give it that ability too? That Nupperibo has Int 4, so it doesn't have that SQ due to it being mindless.</p><p></p><p>Additionally, the <em>FC</em> Nupperibo has the following special qualities:</p><p></p><p style="margin-left: 20px"><strong>Blindsight (Ex)</strong> A nupperibo can sense all foes within 30 feet as a sighted creature would. Beyond that range, it treats all targets as having total concealment. A nupperibo is susceptible to scent-based attacks, however, and is affected normally by overpowering odors (such as a <em>stinking cloud</em> or incense-heavy air). Negating a nupperibo’s sense of smell effectively blinds it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Fear Aura (Su)</strong> At the end of each of a nupperibo’s turns, creatures within 10 feet of it must succeed on a DC 11 Will saving throw or be panicked for 5 rounds. The save is Charisma-based.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A creature that successfully saves cannot be affected again by that same nupperibo’s aura for 24 hours. Baatezu are immune to the aura.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Deaf (Ex)</strong> A nupperibo takes a –4 penalty on initiative checks and automatically fails Listen checks.</p><p></p><p>The Maturing Baatorian <em>probably</em> isn't deaf like a regular Nupperibo since it can mewl in pain and frustration (which'd be pointless if other Baatorians couldn't hear it), so I'd cut that last quality.</p><p></p><p>I'd be fine giving it the Fiendish Codex version's Blindsight and Fear Aura abilities, although the Blindsight ought to be the standard version since Baatorians can see unlike the sightless Nupperibos.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6851065, member: 57383"] I'd better update the Working Draft with what we've agreed so far… The official [I]Fiendish Codex[/I] Nupperibo has claws as its natural weapons and a halberd as its weapon of choice, so I used that in the Working draft. I also added that version of the Nupperibo's feat sele I'm still tempted to give it Fast Healing as well as Regeneration, although if we go that route we should probably reduce the regeneration rate from 3. Still, for the time being let's stick to Regeneration 3. As for the other SA, the original creature has immunity to cold, fire and electricity plus 15% Magic Resistance, so it needs at least that. We should also consider whether to give it any of the standard Devil abilities, particularly [I]See In Darkness[/I], immunity to poison, resistance to acid 10, and telepathy. The [I]Fiendish Codex[/I] Nupperibo is also immune to mind-affecting spells and abilities. Do we want to give it that ability too? That Nupperibo has Int 4, so it doesn't have that SQ due to it being mindless. Additionally, the [I]FC[/I] Nupperibo has the following special qualities: [INDENT][B]Blindsight (Ex)[/B] A nupperibo can sense all foes within 30 feet as a sighted creature would. Beyond that range, it treats all targets as having total concealment. A nupperibo is susceptible to scent-based attacks, however, and is affected normally by overpowering odors (such as a [I]stinking cloud[/I] or incense-heavy air). Negating a nupperibo’s sense of smell effectively blinds it. [B]Fear Aura (Su)[/B] At the end of each of a nupperibo’s turns, creatures within 10 feet of it must succeed on a DC 11 Will saving throw or be panicked for 5 rounds. The save is Charisma-based. A creature that successfully saves cannot be affected again by that same nupperibo’s aura for 24 hours. Baatezu are immune to the aura. [B]Deaf (Ex)[/B] A nupperibo takes a –4 penalty on initiative checks and automatically fails Listen checks.[/INDENT] The Maturing Baatorian [I]probably[/I] isn't deaf like a regular Nupperibo since it can mewl in pain and frustration (which'd be pointless if other Baatorians couldn't hear it), so I'd cut that last quality. I'd be fine giving it the Fiendish Codex version's Blindsight and Fear Aura abilities, although the Blindsight ought to be the standard version since Baatorians can see unlike the sightless Nupperibos. [/QUOTE]
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