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<blockquote data-quote="BOZ" data-source="post: 1687095" data-attributes="member: 1241"><p><span style="font-size: 9px">moved andargor's spider-demon conversions to <a href="https://www.enworld.org/index.php?threads/96524/" target="_blank">this thread</a></span></p><p></p><p>Ok, this will be the first time I have really put any work into this creature. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>What the heck; we will switch it to the Dragon type. It’s the popular choice, and admittedly, makes the most sense. This gives us a few changes off the bat:</p><p></p><p>Huge Dragon</p><p>Hit Dice: 15d12+75 (172 hp)</p><p>Base Attack/Grapple: +12/+28</p><p>Saves: Fort +13, Ref +8, Will +9</p><p>Skills: 54 ranks</p><p>Feats: 6</p><p></p><p></p><p></p><p>Note the description from MCA3: “…it has a stout draconian torso with sturdy hind legs, long forearms each ending in four feathery talons (each talon being some four feet long and fully prehensile), a long sinuous neck ending in an enormous head, a pair of elegant wings, and a long thin tail.”</p><p></p><p>The weird thing is that the stat block only gives it one attack – a bite (3d10 damage). I’m in favor of giving it whatever standard dragon melee attacks are appropriate to the above description (which, if I’m not mistaken, are all of them). The current “flurry of blows” ability makes little sense in current game terms, and actually seems to inhibit the creature a bit:</p><p></p><p></p><p></p><p>Now, let’s have a further look at its other abilities from the same source:</p><p></p><p></p><p></p><p>right, OK, knight pointed this out already. Just give it the dragon’s keen senses?</p><p></p><p></p><p></p><p>here is the current entry for burble:</p><p></p><p>“Burble (Su): A jabberwock constantly mutters or burbles to itself—a low, rumbling bubbling sound that carries up to 200 feet. Anyone who hears this sound must make a Will save (DC 20) or be affected as by confusion cast by a 15th-level sorcerer. Affected creatures will remain confused until removed from the area of effect. Creatures making a successful saving throw, must roll new saves each round they are in the area of effect.</p><p> </p><p> The burble also acts as a sort of reversed tongues spell; the victim’s words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any spellcaster trying to cast a spell with a verbal component while under the effects of the burbling must make a Concentration check (DC 20) or the spell will fail.”</p><p></p><p>Some ideas on reworking it: replace “constantly” with “as a free action” or “continuously” or both. Add “This is a sonic, mind-affecting effect.” The save DC should be Charisma-based, I think. The text mentions a –4 penalty – this could be Ability Focus and/or a racial bonus to the DC. Also, this part was missed:</p><p></p><p>“in addition, it distorts perception, causing hallucinations and strangely skewed judgment of distance: objects, or parts of objects, may appear much closer or further away than they actually are (this translates into a -3 penalty on the attack roll of anyone suffering from this confused warping of depth perception).”</p><p></p><p>Also, remove the reference to the tongues spell as this is confusing since 3E no longer makes use of “reversed” spells. I would much rather rewrite parts of the current tongues description, plus add in some bits from the 2E version of babble: “The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.”</p><p></p><p></p><p></p><p> Paralysis Gaze (Su): Paralyzed for 1d6+2 minutes, 50 feet, Fortitude save (DC 20).</p><p></p><p>Does that work? Gaze attacks are usually Charisma-based.</p><p></p><p></p><p></p><p>now that’s easy:</p><p></p><p>Frightful Presence (Ex): A jabberwock can unsettle foes with its mere presence. This ability takes effect whenever the jabberwock (… attacks, charges, or flies overhead…). Creatures within a 200-foot radius are subject to the effect if they have fewer than 15 HD. A potentially affected creature must succeed on a DC X Will save to remain immune to that jabberwock’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Jabberwocks ignore the frightful presence of other jabberwocks.</p><p></p><p></p><p></p><p>ahh… Snatch feat? This was originally converted as Improved Grab – which one works better?</p><p></p><p></p><p></p><p>aha! All I had to do is read ahead a bit…</p><p></p><p></p><p></p><p>been doing some thinking about this one (the name is up for change)…</p><p></p><p>Resistance to Weapon Damage (Ex): A jabberwock treats damage from bludgeoning, slashing, and piercing weapons as nonlethal damage. A vorpal weapon can kill a jabberwock if the wielder successfully cuts off its head.</p><p></p><p>Also, given this ability, I’m wondering how necessary Damage Reduction is? Of course, that might just keep down the nonlethal damage… <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 1687095, member: 1241"] [SIZE=1]moved andargor's spider-demon conversions to [URL="https://www.enworld.org/index.php?threads/96524/"]this thread[/URL][/SIZE] Ok, this will be the first time I have really put any work into this creature. :D What the heck; we will switch it to the Dragon type. It’s the popular choice, and admittedly, makes the most sense. This gives us a few changes off the bat: Huge Dragon Hit Dice: 15d12+75 (172 hp) Base Attack/Grapple: +12/+28 Saves: Fort +13, Ref +8, Will +9 Skills: 54 ranks Feats: 6 Note the description from MCA3: “…it has a stout draconian torso with sturdy hind legs, long forearms each ending in four feathery talons (each talon being some four feet long and fully prehensile), a long sinuous neck ending in an enormous head, a pair of elegant wings, and a long thin tail.” The weird thing is that the stat block only gives it one attack – a bite (3d10 damage). I’m in favor of giving it whatever standard dragon melee attacks are appropriate to the above description (which, if I’m not mistaken, are all of them). The current “flurry of blows” ability makes little sense in current game terms, and actually seems to inhibit the creature a bit: Now, let’s have a further look at its other abilities from the same source: right, OK, knight pointed this out already. Just give it the dragon’s keen senses? here is the current entry for burble: “Burble (Su): A jabberwock constantly mutters or burbles to itself—a low, rumbling bubbling sound that carries up to 200 feet. Anyone who hears this sound must make a Will save (DC 20) or be affected as by confusion cast by a 15th-level sorcerer. Affected creatures will remain confused until removed from the area of effect. Creatures making a successful saving throw, must roll new saves each round they are in the area of effect. The burble also acts as a sort of reversed tongues spell; the victim’s words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any spellcaster trying to cast a spell with a verbal component while under the effects of the burbling must make a Concentration check (DC 20) or the spell will fail.” Some ideas on reworking it: replace “constantly” with “as a free action” or “continuously” or both. Add “This is a sonic, mind-affecting effect.” The save DC should be Charisma-based, I think. The text mentions a –4 penalty – this could be Ability Focus and/or a racial bonus to the DC. Also, this part was missed: “in addition, it distorts perception, causing hallucinations and strangely skewed judgment of distance: objects, or parts of objects, may appear much closer or further away than they actually are (this translates into a -3 penalty on the attack roll of anyone suffering from this confused warping of depth perception).” Also, remove the reference to the tongues spell as this is confusing since 3E no longer makes use of “reversed” spells. I would much rather rewrite parts of the current tongues description, plus add in some bits from the 2E version of babble: “The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.” Paralysis Gaze (Su): Paralyzed for 1d6+2 minutes, 50 feet, Fortitude save (DC 20). Does that work? Gaze attacks are usually Charisma-based. now that’s easy: Frightful Presence (Ex): A jabberwock can unsettle foes with its mere presence. This ability takes effect whenever the jabberwock (… attacks, charges, or flies overhead…). Creatures within a 200-foot radius are subject to the effect if they have fewer than 15 HD. A potentially affected creature must succeed on a DC X Will save to remain immune to that jabberwock’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Jabberwocks ignore the frightful presence of other jabberwocks. ahh… Snatch feat? This was originally converted as Improved Grab – which one works better? aha! All I had to do is read ahead a bit… been doing some thinking about this one (the name is up for change)… Resistance to Weapon Damage (Ex): A jabberwock treats damage from bludgeoning, slashing, and piercing weapons as nonlethal damage. A vorpal weapon can kill a jabberwock if the wielder successfully cuts off its head. Also, given this ability, I’m wondering how necessary Damage Reduction is? Of course, that might just keep down the nonlethal damage… ;) [/QUOTE]
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