Converting original D&D and Mystara monsters

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Shade

Monster Junkie
Looking at lesser globe of invulnerability, most of the text isn't relevant since the hydrax's invulnerability is personal, rather than a sphere. How's this?

Minor Spell Invulnerability (Ex): A hydrax is immune to all spell effects of 2nd level or lower.
 

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Shade

Monster Junkie
For transmute dust to water, we can look to these for inspiration...

Transmute Mud to Rock (PHB)
Transmutation [Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.

Transmute Rock to Mud (PHB)
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No

This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
 

Shade

Monster Junkie
How about...

Transmute Dust to Water (Sp): Three times per day, a hydrax can transform up to 18 ten-foot cubes of normal dust (or similar matter) into water permanently. Any creature caught in the area is allowed a DC X Reflex save to escape before the area is transformed into water. Caster level 9th.

I think we should also add freezing sphere 3/day to its SLAs based on this:

Companion Set said:
and water to ice 3 times per day (all as if a 9th level magic-user).
 

Mortis

First Post
Shade said:
How about...

Transmute Dust to Water (Sp): Three times per day, a hydrax can transform up to 18 ten-foot cubes of normal dust (or similar matter) into water permanently. Any creature caught in the area is allowed a DC X Reflex save to escape before the area is transformed into water. Caster level 9th.
Looks good

I think we should also add freezing sphere 3/day to its SLAs based on this:
Agreed.

Regards
Mortis
 

Shade

Monster Junkie
Updated Homebrews.

Habitat/Society: Hydraxes are solitary creatures who, though lawful in behavior, tend to align with the forces of evil. They spend much of their time creating complex cities and devices of great beauty with tools made of ice. They seldom work together on such efforts, however. Each hydrax instead waits its turn to add to their strange group efforts.

Max ranks in Craft (sculpting)? If so, that leaves 12 ranks. Suggestions?

Feats? It gets two. Ice paraelementals have Combat Reflexes, Dodge, Mobility, Weapon Finesse. Water elementals have Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack.

Challenge Rating: x
Treasure: x
Advancement: x (should we follow the standard up to twice HD at same size, up to thrice HD at one size larger, or follow progressions more similar to elementals?)

Any languages other than Aquan? Maybe Infernal?
 

Mortis

First Post
Shade said:
Feats? It gets two. Ice paraelementals have Combat Reflexes, Dodge, Mobility, Weapon Finesse. Water elementals have Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack.
Two completely different sets there one set all about mobility the other about power. We could be boring and merge the two - Combat Reflexes and Power Attack?

Advancement: x (should we follow the standard up to twice HD at same size, up to thrice HD at one size larger, or follow progressions more similar to elementals?)
Not really sure - probably standard progression.

Any languages other than Aquan? Maybe Infernal?
What do Ice paraelementals get?

Regards
Mortis
 

Shade

Monster Junkie
Mortis said:
Two completely different sets there one set all about mobility the other about power. We could be boring and merge the two - Combat Reflexes and Power Attack?

Not bad.

Mortis said:
What do Ice paraelementals get?

Aquan and Auran.
 



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