Converting World of Greyhawk monsters

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Yup, that sounds sensibe to me. (And you hadn't missed that line about Killjoy's thirty subsumed minds. I don't think I've posted that before, since I only just stumbled on it in RtWPM.)
 

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Mossmutter

This will be the working post for Mossmutter.

Advancing to 17 HD... Still needs work on special abilities, text. I put an extra +1 Int at 16 HD. Also gave him exceptional reach since some of the original text suggests he's quite flexible.

Mossmutter, Advanced Elite Mold Wyrm false Keraptis
Gargantuan Plant
Hit Dice: 17d8+212 (288 hp)
Initiative: +2
Speed: 0 ft.
Armor Class: 14 (–4 size, +10 natural, -2 Dex), touch 4, flat-footed 14
Base Attack/Grapple: +12/+40
Attack: Bite +29 melee (4d6+24)
Full Attack: Bite +29 melee (4d6+24)
Space/Reach: 20 ft/15 ft (30 ft with bite)
Special Attacks: Improved grab, spore cough, swallow whole, spell-like abilities, hierarchical mind, partial imprint
Special Qualities: Immunity to mind-affecting spells and abilities, insubstantial anatomy, low-light vision, plant traits, telepathy 100 ft, fast healing 5, spell resistance 27
Saves: Fort +26, Ref +10, Will +12
Abilities: Str 43, Dex 6, Con 32, Int 17, Wis 10, Cha 19
Skills: Concentration +36, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (the planes) +28, Spellcraft +28
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative (B), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-like Ability (magic missile)
Environment: White Plume Mountain, Basin of Boundless Life.
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: —

Before you is a huge mold-covered, gray-scaled worm. Its circular, toothy maw is formed of stones, but no eyes or other sensory organs are visible. Somehow, though, it conveys a sense of intelligence and danger.

Like other mold wyrms, Mossmutter began life due to magical leakage from the Basin of Boundless Life; however, Mossmutter actually entered the basin and gained greater power and intelligence than other mold wyrms (effectively gaining the elite ability score array and advancing to 17 HD). Due to his strong attachment to the Basin of Boundless Life, Mossmutter is rooted to the ground nearby. Mossmutter does not need to assume passive form, but the positive energy from the Basin has granted it fast healing.

One day, Mossmutter managed to devour a gnome wizard false Keraptis, who managed to reseat his Hierarchical Mind within the mold wyrm itself! In the process, some of the wizard's prepared spells became spell-like abilities for Mossmutter, who therefore has more spell-like abilities than the usual false Keraptis. Mossmutter has also retained some of the wizard's knowledge, but its Hierarchical Mind has become tied to its mold wyrm form.

Mossmutter's memories of life as Keraptis are jumbled, chaotic, and vague. Obviously, though, its current form is the result of some brilliant magical experiment.

Mossmutter understands Common, Undercommon, Draconic, Abyssal, and Gnome but cannot speak except through telepathy.

Mossmutter's abilities were Str 13, Dex 8, Con 12, Int 15, Wis 10, Cha 14 before racial, size, HD, and template modifiers.

Combat
Due to limited mobility, Mossmutter is forced to rely heavily on Skinpuppet minions, as well as his gnome servant Saprophis, in battle. Mossmutter has at least 6 Skinpuppets nearby at any time, with more present if Mossmutter knows of foes. During battle, Mossmutter alternately channels spell-like-abilities through Skinpuppets, breathes spores, and bites opponents who get too close.

Hierarchical Mind (Su): Mossmutter's consciousness spreads throughout its Subsumed Minds. Mossmutter has access to all the perceptions of all of its Subsumed Minds on the same plane of existence, and it cannot be flanked unless all its Subsumed Minds within line of sight are flanked. Mossmutter may direct the actions of one of its Subsumed Minds as a swift action, three as a move action, five as a standard action, or ten as a full-round action. Instead of directing the Subsumed Minds, Mossmutter may channel its spell-like abilities through the Subsumed Minds; these take effect as if the Subsumed Mind had used them using the Mossmutter's statistics. Mossmutter may channel as many spell-like abilities as it can use during a round, but each must originate from a different Subsumed Mind.

For each 10 Subsumed Minds in the Hierarchical Mind, Mossmutter gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 Subsumed Minds, Mossmutter gains one additional daily use of a single spell-like ability granted by the template and the caster level for all spell-like abilities increases by 1. Mossmutter has 51 Subsumed Minds. The resulting bonus to Intelligence and positive levels are reflected in the above statistics. Any ability checks or unlisted skill checks also receive a +5 bonus from positive levels.

Mossmutter's Hierarchical Mind is now inherently tied to the mold wyrm body. Therefore, when Mossmutter dies, the Hierarchical Mind is destroyed. In that case, all Mossmutter's Skinpuppets also die, becoming normal mold wyrms.

Partial Imprint (Su): Mossmutter's partial imprint ability is tied to its spores. Unlike other mold wyrms, creatures that die from Mossmutter's spore blight become Subsumed Minds, acquiring the Skinpuppet template (see spore cough below).

Spell-like Abilities: 1/day - dimension door, fireball, wall of force, mage hand, read magic, charm person, mirror image, slow, polymorph, black tentacles, knock, stoneskin, wind wall; 2/day - acid arrow*, lightning bolt*, cone of cold*, circle of death*; 3/day - magic missile*
Caster level 17. Save DC 22. *Mossmutter has one extra use per day of these due to his Subsumed Minds. As he loses Subsumed Minds, he loses one use per day of each of these SLAs.

Improved Grab (Ex): To use this ability, a mold wyrm must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.

Insubstantial Anatomy (Ex): Since a mold wyrm is essentially a mass of separated plant matter held together by positive energy, it is difficult to know where to attack the creature. Any melee or ranged attack directed at a mold wyrm has a 50% miss chance. The blow or missile may pass through the creature\'s body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.

Spore Cough (Su): Once every 1d4 rounds, Mossmutter can release a cloud of greenish-gray spores. This spore cough is treated as a 30-foot-cone breath weapon. Creatures in the area must make a Fortitude save each round for 4 rounds (DC 27, +1 per previous check) or spend that round choking and coughing (they can take no actions, though they defend themselves normall). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. In addition, any creature within the area must make a single DC 27 Fortitude save or contract Keraptis spore blight (see below). The save DCs are Constitution-based.

Keraptis Spore Blight: Inhaled DC 27, incubation 1 minute, 1d6 Con. Victims that die from Keraptis spore blight transform into Mossmutter's Subsumed Minds and acquire the Skinpuppet template upon their death. This is a supernatural disease; successful saves do not allow the character to recover. Only magical healing can save the character.

Swallow Whole (Ex): A mold wyrm can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent takes 4d4 points of bludgeoning damage and must succeed on a DC 27 Fortitude save or be exposed to Mossmutter's spores. A new save is required each round inside the plant. The save DC is Constitution-based.

A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the mold wyrm's interior (AC 13). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out.

Mossmutter's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.
 
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I just noticed that Mossmutter has 17 HD and regular mold wyrms have 12 HD. We could argue that he should be advanced, but I think perhaps that should really be accounted for with positive levels due to his Subsumed Minds. What do you think?
 

Yeah, I think that it makes sense to assume that the 17HD is result of the Subsumed Minds, rather than advance Mossmutter even further.
 

Went ahead and added positive levels.

We should next compare the original Mossmutter's SLAs to our false K template and choose what Mossmutter should get. I notice that the Mossmutter has a CL of 17 for his SLAs, so perhaps we should add to the false K hierarchical mind ability that the CL increases by 1 per 10 Subsumed Minds. (Positive levels seem to do nothing for SLAs.)
 

Ok, here's the original Mossmutter:
Spell-like Abilities (at 17th level): 1/day--cloudkill, death fog, Evard's black tentacles, fireball, knock, mirror image, prismatic wall, reverse gravity, Serten's spell immunity, slow, stoneskin, true seeing, wind wall; 2/day--charm person, death spell, finger of death, polymorph other; 3/day--acid arrow, cone of cold, lightning bolt, magic missile.

From our false K template, it looks like we should start with (before adding the 51 Subsumed Minds):
all false K: dimension door, fireball, magic missile, wall of force
0th level - mage hand, read magic
1st - charm person, magic missile*
2nd - acid arrow*, mirror image
3rd - lightning bolt*, slow
4th - polymorph
5th - cone of cold*
6th - circle of death*

It seems like our false K template has more lower-level SLAs and just not as many. We could revisit that or just leave it as it is. When I've been forced to choose between SLAs, I've gone for the one that the original Mossmutter could use more. I suggest that we put the extra uses due to the 51 Subsumed minds on the ones marked with *. What do you think?
 

I notice that the Mossmutter has a CL of 17 for his SLAs, so perhaps we should add to the false K hierarchical mind ability that the CL increases by 1 per 10 Subsumed Minds. (Positive levels seem to do nothing for SLAs.)
Agreed with that approach. (And I'm vaguely surprised to learn that positive levels don't boost SLAs)

It seems like our false K template has more lower-level SLAs and just not as many. We could revisit that or just leave it as it is. When I've been forced to choose between SLAs, I've gone for the one that the original Mossmutter could use more. I suggest that we put the extra uses due to the 51 Subsumed minds on the ones marked with *. What do you think?
I've just taken another look at the original False Keraptis "template" and it doesn't seem as if the original Mossmutter follows that at all :hmm:.

I suppose that Mossmutter's alternative spells could be a result of its origins as a gnomish wizard though, since the original FK "template" says that available choices of spells "include spells from the character's own spellbook or priest sphere (if applicable), plus the following list [...]".

So while I think your list of SLAs is fine, I don't think we should be scared to change some of them to match the original Mossmutter more closely if those SLAs seem appropriate. Possibly in that case we might want to add a note to the FK template conversion that there is often some variation in the FK's SLAs.
 

Well, positive levels add spell slots and effective HD whenever HD is used to determine something, but since the false K template has a "static" CL of 12, they wouldn't necessarily increase CL. Let's make a note to add that to the Hierarchical Mind.

Regarding SLA's, here's another idea. Normally, a gnome wizard false K would also have wizard casting. So why don't we note that Mossmutter is nonstandard and some of the gnome's prepared spells were converted to SLAs during the imprinting process? Mossmutter is already a bit wonky. In that case, I propose we add black tentacles, knock, stoneskin, and wind wall 1/day each. These are already on the false K list and probably not overpowering. Sound ok?
 


Ok, I've edited in the special abilities and descriptive text. If you like the adapted Hierarchical Mind, Partial Imprint, Spores, and description, we can finish up with skills and tactics. We could also reconsider Mossmutter's feats.

(I also realized that save DCs increased due to the positive levels' adding effective HD.)
 

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