Converting monsters from the second edition Monstrous Compendiums

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"The few sages who know of the sea hermit and araneas have tried to find a link between their abilities. This has been unsuccessful because the sea hermit's ability is far more advanced, as it can quickly assume the form of any intelligent creature, not just a single humanoid."

quite right! this also supports my previous post further.
 

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That's still sounding like change shape to me, albeit with the ability score caveat. Perhaps it is time for a whole new ability?
 

check out the MM glossary. alternate form and change shape are spelled out in detail; the change in natural armor and ability scores is one of the few differences between the two.
 

Maybe I'm getting overly caught up on the "one or more specific alternate forms" part of the alternate form description. I dunno. :confused:
 

Change Shape also says "specific creature or type of creature". what creatures do we have out there that can change into basically anything?
 

I found one...

Alternate Form (Su): A phasm can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.

...and I hereby concede any argument against using alternate form in this manner. :o
 

good deal.

now, back to the limb severing issue. i would love to keep that, except that as you point out there is no limb severing mechanic in 3.5... :( i don't know that i would want to go with vorpal to replace that though.

definitely, we need improved critical at least, and possibly augmented criticals.
 

Augmented Critical (Ex): The sea hermit's claws threaten a critical hit on a natural attack roll of X–20, dealing triple damage on a successful critical hit.
 


Spells: A sea hermit casts spells as a 16th-level sorcerer.

Typical Sorcerer Spells Known (6/7/7/7/7/6/6/5/3; save DC 14 + spell level): 0—9; 1st—5; 2nd—5; 3rd—4; 4th—4; 5th—4; 6th—3; 7th—2; 8th—1.
 

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