Spelljammer Converting Spelljammer creatures


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The "firetouch" should probably work like the fire elemental's burn ability.

Maybe adapt the following to flying vessels?

Ramming (Ex): As a standard action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.

Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.
 

The "firetouch" should probably work like the fire elemental's burn ability.

Maybe adapt the following to flying vessels?

Ramming (Ex): As a standard action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.

Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.

Burn seems very appropriate.

Not sure about Ramming since they don't seem to have much mass, still if Freyar likes it I won't object.

How about some kind of Engulf attack, since they're fluid?
 

Well, the original description gives them a ramming attack, but it just deals the burn damage. Since they have pretty low Str, I wouldn't give them a ramming attack like the chont. I'm not sure if it should be a "burning ram" attack or just some kind of "grapple" effect with ships after a slam.
 

I'm fine with that.

Another thought: when it makes a charge attack, it deals additional fire damage (to represent exposing the victim to more of its flaming surface).
 

I'm fine with that.

Another thought: when it makes a charge attack, it deals additional fire damage (to represent exposing the victim to more of its flaming surface).
I like that idea, actually! Nice and simple, but it captures the spirit of the original attack.
 

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