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Converting Planescape monsters
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<blockquote data-quote="Cleon" data-source="post: 7039887" data-attributes="member: 57383"><p>I'll start a Working Draft then.</p><p></p><p></p><p></p><p>The 3E version of a Nishruu is an swarm with the <em>gaseous form</em> ability. Oh, and it's an Outsider, not an Ooze. That doesn't really work for our conversion.</p><p></p><p>There are a number of creatures with special attacks that allow them to surround victims with their bodies and attack them producing a grapple effect, such as the Smoke Claws attack of a Belker or Smoke Paraelemental:</p><p></p><p><span style="color: #00FFFF"><strong>Smoke Claws (Ex):</strong> A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.</span></p><p><span style="color: #00FFFF"></span></p><p><span style="color: #00FFFF"><strong>Smoke Claws (Ex):</strong> A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than it is without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing double the paraelemental’s claw damage automatically. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The save DC varies with the paraelemental’s size.</span></p><p></p><p>There's also the Vampiric Mist conversion in the CC:</p><p></p><p><span style="color: #00FFFF"><strong>Envelop (Ex):</strong> A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist’s space with a successful Escape Artist or grapple check. So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round.</span></p><p><span style="color: #00FFFF"></span></p><p><span style="color: #00FFFF">While engulfing a victim, the vampire mist cannot attack other creatures with its tendrils or envelop another character. An engulfed victim can attack the vampire mist normally with physical attacks. If other characters use edged weapons to attack the vampire mist while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the vampire mist.</span></p><p></p><p>Neither of those are quite what we're after.</p><p></p><p>However, I found a far better fit in the CC's conversion of the Spectral Cloud:</p><p></p><p><span style="color: #00FFFF"><strong>Engulfing Fog (Ex):</strong> While in its cloudform, a spectral cloud can simply move over Large or smaller creatures as a standard action. It cannot make a chilling touch attack during a round in which it engulfs. The spectral cloud merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spectral cloud, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spectral cloud moves forward. Engulfed creatures are not considered to be grappled, but moving through the spectral cloud's space is similar to the effects of a <em>solid fog</em> spell. Each round a creature remains engulfed, it suffers 2d8 points of cold damage. The save DC is Strength-based and includes a +3 racial bonus.</span></p><p></p><p>That's a pretty good match. It just needs some tweaking - change the name to "Engulfing Steam", scale the damage with size and have its interior work like a <em>fog cloud</em> rather than <em>solid fog</em>. Regarding the damage, I'm inclined to tie it to a "Scald" special attack that also adds to its slam damage as well as harming things that contact the elemental, like the Burn special attack of a Fire Elemental.</p><p></p><p>We also need to give it some sort of "Steamy Form" ability to allow it to "pass through the smallest of openings or cracks in solid objects" and account for its "inability to manipulate objects" and being "virtually impossible to detect" in misty areas.</p><p></p><p>Although I suppose we could split the latter up into more than one SQ.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7039887, member: 57383"] I'll start a Working Draft then. The 3E version of a Nishruu is an swarm with the [I]gaseous form[/I] ability. Oh, and it's an Outsider, not an Ooze. That doesn't really work for our conversion. There are a number of creatures with special attacks that allow them to surround victims with their bodies and attack them producing a grapple effect, such as the Smoke Claws attack of a Belker or Smoke Paraelemental: [COLOR="#00FFFF"][B]Smoke Claws (Ex):[/B] A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. [B]Smoke Claws (Ex):[/B] A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than it is without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing double the paraelemental’s claw damage automatically. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The save DC varies with the paraelemental’s size.[/COLOR] There's also the Vampiric Mist conversion in the CC: [COLOR="#00FFFF"][B]Envelop (Ex):[/B] A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist’s space with a successful Escape Artist or grapple check. So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round. While engulfing a victim, the vampire mist cannot attack other creatures with its tendrils or envelop another character. An engulfed victim can attack the vampire mist normally with physical attacks. If other characters use edged weapons to attack the vampire mist while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the vampire mist.[/COLOR] Neither of those are quite what we're after. However, I found a far better fit in the CC's conversion of the Spectral Cloud: [COLOR="#00FFFF"][B]Engulfing Fog (Ex):[/B] While in its cloudform, a spectral cloud can simply move over Large or smaller creatures as a standard action. It cannot make a chilling touch attack during a round in which it engulfs. The spectral cloud merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spectral cloud, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spectral cloud moves forward. Engulfed creatures are not considered to be grappled, but moving through the spectral cloud's space is similar to the effects of a [I]solid fog[/I] spell. Each round a creature remains engulfed, it suffers 2d8 points of cold damage. The save DC is Strength-based and includes a +3 racial bonus.[/COLOR] That's a pretty good match. It just needs some tweaking - change the name to "Engulfing Steam", scale the damage with size and have its interior work like a [I]fog cloud[/I] rather than [I]solid fog[/I]. Regarding the damage, I'm inclined to tie it to a "Scald" special attack that also adds to its slam damage as well as harming things that contact the elemental, like the Burn special attack of a Fire Elemental. We also need to give it some sort of "Steamy Form" ability to allow it to "pass through the smallest of openings or cracks in solid objects" and account for its "inability to manipulate objects" and being "virtually impossible to detect" in misty areas. Although I suppose we could split the latter up into more than one SQ. [/QUOTE]
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