Converting monsters from the second edition Monstrous Compendiums

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Skills: 108 points

Standard linnorm skills are :- Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Listen, Search, Sense Motive, Spellcraft, Spot, Swim

If we add one more skill (survival?) that works out to 9 skill ranks in each. Does that work?

Feats: Flyby Attack, Multiattack, Snatch

plus Quicken spell-like ability (summon monster XX)?

What range do we have for Natural Armor amongst the other linnorms?

Regards
Mortis
 

Mortis said:
Skills: 108 points

Standard linnorm skills are :- Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Listen, Search, Sense Motive, Spellcraft, Spot, Swim

If we add one more skill (survival?) that works out to 9 skill ranks in each. Does that work?

Spot-checking some of the others, it looks like Bluff, Concentration, Knowledge (arcana), Listen, Sense Motive, and Spot often get max ranks.

Intimidate and Spellcraft sometimes get varying ranks, sometimes only synergy.

Search and Swim get decent ranks, but not max.

Diplomacy only gets synergy.

Mortis said:
Feats: Flyby Attack, Multiattack, Snatch

plus Quicken spell-like ability (summon monster XX)?

Those look good, but I'd rather go with lightning bolt for the quickened SLA.

Mortis said:
What range do we have for Natural Armor amongst the other linnorms?

+19 to +36.
 

Shade said:
Spot-checking some of the others, it looks like Bluff, Concentration, Knowledge (arcana), Listen, Sense Motive, and Spot often get max ranks.

Intimidate and Spellcraft sometimes get varying ranks, sometimes only synergy.

Search and Swim get decent ranks, but not max.

Diplomacy only gets synergy.
OK, then Bluff, Concentration, Knowledge (arcana), Listen, Sense Motive, and Spot get 13 ranks each for a total of 78.

This leaves us with 30 ranks to spend, so...

Search and Swim 10 ranks each?
Intimidate and Spell craft 5 ranks each?


but I'd rather go with lightning bolt for the quickened SLA.
That works too.

+19 to +36.
+26?

Regards
Mortis
 

Updated in Homebrews.

Fill in the blanks...

Spells: A rain linnorm can cast divine spells as a 14th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells.

Typical Druid Spells Prepared (6/6/6/5/4/3/3/2; save DC 13 + spell level): 0 -- x; 1 -- x; 2 -- x; 3 -- x; 4 -- x; 5 -- x; 6 -- x; 7 -- x.
 

Shade said:
Typical Druid Spells Prepared
How about these?

0: Create Water, Detect Magic, Flare, Know Direction, Purify Food and Drink, Resistance
1: Endure Elements, Entangle, Faerie Fire, Longstrider, Obscuring Mist, Pass without Trace
2: Barkskin, Bull's Strength, Chill Metal, Flaming Sphere, Fog Cloud, Lesser Restoration,
3: Call Lightning, Greater Magic Fang, Poison, Protection from Energy, Sleet Storm
4: Blight, Control Water, Flame Strike, Ice Storm,
5: Death Ward, Insect Plague, Stoneskin
6: Greater Dispel Magic, Find the Path, Summon Nature's Ally VI
7: Creeping Doom, Heal

Regards
Mortis
 
Last edited:



Updated.

Here's what still needs to be addressed....

damage reduction x/magic

Environment: Any (non-arid?) land

Breath Weapon...

summon monster xx (water elementals only);
 


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