Help me with my next project!

BOZ

Creature Cataloguer
Hello! :)
If you do not know what this is about, don’t ask; just go with the flow. ;) All will be revealed in time. When I did my last project, it took most of my time away from the Creature Catalog forums, leading them to be somewhat inactive. This time, I’m both trying to involve you all and get help on some things in a way that I unable to before.
This thread is about making sure a large series of monsters is in proper 3.5 format. I do not plan on spending a lot of time on each of them, and I will only be asking about things that I am not entirely sure of myself (which makes this very different from other “converting” threads).
I will not be intentionally revealing the identity of each monster, thus the name will be replaced with a generic term such as THING or MONSTER, etc. If you are able to guess what it is and where it came from, good for you! Keep it to yourself though – I will neither confirm nor deny such guesses, and I’d prefer if you didn’t try to tip people off. In fact, if you do, I will probably edit your post.
Each monster may have more than one issue that I ask asking about; I may ask for each issue in a separate query or combine them if it would not make sense to ask about them separately. Some monsters may have several queries – I will not be saying if each query belongs to the same monster.
I will be posting each query by number (Query #1, #2, #3, etc) to keep things straight. When responding to a particular query, it would help if you listed which number you are referring to. If you see something you can give input to, jump right in and speak up.
Most of these queries will involve rules accuracy, language consistency, or both. Many of these creatures were originally in 3.0 format and need to be in 3.5 format now. For some, I will describe the creature and ask you to help me come up with a new name. Don’t feel you have to solve a problem; giving me just a little hint may unblock whatever my mind needs to figure it out myself. If you need a little bit of information (type, size, ability scores, skills, feats, etc.) to help understand what I am looking for, ask and I may give it to you. Please do point out bad grammar, typos and other spelling mistakes, etc.


Edit:
I have been deleting posts in this thread because I don’t want it to get cluttered up like the virtually unmanageable “Converting…” threads. I will delete posts pertaining only to questions that have been satisfactorily answered. This should help people keep up with current discussion.
 
Last edited:

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Knight Otu said:
General Query LA: Soldarin's system should still be a useful guideline, but is by now outdated. I don't know if he's still around. Upper_Krust's CR pdf can also be useful for LAs. The attached Excel file is a primitive automated version.


Hi! I know I have been a slackjaw about not updating threads but my time has been rather short and torn between lots and lots of projects!

I use a combo of Sol's and the SAvage species method. Sol's is rather low, SS is rather high, a combo of the middle ground is great. UK/Grim Tales version helps out allot but once you go that route you nacker up the whole system and gotta covert it for all from that point fotward.
 



OK, I’m quickly running out of time (actually, I ran out of time a few weeks ago, but the goodwill being extended to me is just about used up), so things will be hurried along. For this book, I will finish up the existing queries. For remaining sources, queries will be limited to little more than adding feats, fixing psionics, and maybe a few other things.

Here is what remains for this book (I will be posting some more feat-related queries soon):


#95
these psionics need a 3.5 update:
Psionics (Sp): A THING can use the following psionic powers at will: animal trance, color spray, detect evil, hypnotic pattern, and invisibility. These abilities function as if cast by a 10th-level sorcerer.


Query#97
Poison Spines (Ex): Anyone attacking the THING in melee combat must make a Reflex save DC 15 or suffer 1d4 points of damage from contact with the creature's spines. To make matters worse, the spines are poisoned. Victims must make a Fort save DC 23 or take 1d4 points of temporary Dexterity score damage. After 1 minute the victim must make a second save or take an additional 1d4 points of temporary Dexterity damage. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines.

Simple rewrite, looks good?:
Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Spines (Ex): Anyone attacking a THING in melee combat must succeed on a DC 18 Reflex save or suffer 1d4 points of damage from contact with the creature's spines, in addition to being poisoned by the spines. Weapons with reach can attack the creature from a distance and do not subject the wielder to damage from the spines. The save DC is Dexterity-based.


Query#100
Check out this ability:
Whirlpool (Su): The THING can magically generate fierce undercurrents within a 30-foot burst range to drag its prey down into the water. The THING is not affected by the undercurrent, and can use this ability as a free action.
Those caught in the whirlpool suffer 1d4 points of subdual damage each round, and must make a Swim check (DC15) or be dragged under the surface and begin to drown as per the standard D20 System drowning rules.
Boats caught in the whirlpool take 2d6 points of damage each round, though Hardness subtracts from this damage as usual; wooden boats usually have a Hardness of 5.


Query#101
Check out these powers. it has damage reduction 10/+5 listed in the SQ line – thing is, this is only a 10-HD critter!
Alternate Form (Su): THING can shapechange into the form of any Small or Medium-size humanoid race. This ability functions as the spell cast by an 18th-level sorcerer.
Damage Reduction (Ex): The THING ignores 5 hit points from most weapons and natural attacks. A +5 weapon or better deals normal damage.
Tremorsense (Ex): THING can sense the location of any submerged creature or object within 60 feet by detecting perturbations in water currents.

And psionics:
Psionics (Sp): At will—charm person, detect thoughts, invisibility, mind blank, non-detection, and suggestion. These abilities are as the spells cast by an 18th-level sorcerer (save DC 15 + spell level).
 

Need feats only for these monsters (numbering them 1-8 to keep them straight):

#1
Huge Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+21
Attack: Bite +10 melee (1d8+10)
Full Attack: Bite +10 melee (1d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, gaze, improved grab
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 25, Dex 17,Con 13, Int 1, Wis 12, Cha 4
Skills: Balance +12, Climb +15, Hide +6, Listen +7, Spot +7, Swim +15
Feats: Alertness (PLUS 1)

Environment: Any marsh and aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: —

Lurking in misty jungles and along dark riverbanks, the THING is a vile serpent that can cause death and pestilence with but a gaze. A THING is a constrictor snake 20 to 30 feet long with dark scales interspersed with pale green and yellow daubs of color to help it blend in with its surroundings on the forest floor. The eyes of a THING are large and reddish in color.


#2
Large Monstrous Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Disease, improved grab, rend 2d6+7
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 20, Dex 11, Con 18, Int 5, Wis 12, Cha 9
Skills: Listen +5, Spot +5
Feats: Power Attack (PLUS ONE)

Environment: Temperate and warm marsh
Organization: Solitary or pack (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —

The THING is a large, shaggy, fur-covered, vaguely humanoid creature that makes its home in bogs and swamps. It has two large upright tusks of pale white protruding from its mouth. Its hands sport sharp claws with filthy nails. Its eyes are dull brown in color and its fur is brownish-yellow. The THING stands over 9 feet tall and weighs around 1,100 pounds. It makes its lair amid overgrown swamplands and attacks just about any creature that travels too close to its lair.


#3
Huge Aberration
Hit Dice: 16d8+80 (152 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)
Armor Class: 16 (-2 size, +l Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Tentacle +14 melee (1d6+4)
Full Attack: 4 tentacles +14 melee (1d6+4) and tongue +12 melee (1d6+2) and bite +12 melee (4d6+2)
Space/Reach: 15 ft./l5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., electrical resistance, resistance to fire 10
Saves: Fort +10, Ref +6, Will +11
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11
Skills: Hide -2*,Listen +10, Spot +10, Swim +12
Feats: Alertness, Cleave, Multiattack, Power Attack (PLUS TWO)

Environment: Temperate and warm marsh
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: —

The THING is a weird aberration that swells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs; a 10-foot long tongue; and a single, retractable eyestalk on top of its head. Its underbelly is yellow, its body green, and its tentacles and upper legs are mottled green.


#4
Medium Animal (Aquatic)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frenzy
Special Qualities: Keen scent, low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 12, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +4, Spot +4, Swim +9
Feat: Weapon Finesse (PLUS ONE)

Environment: Any aquatic
Organization: School (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —

The THING is a rare form of giant saltwater piranha. They are pale bluish-green in color and about 6 feet long, though larger specimens have been encountered.


#5
Gargantuan Animal (Aquatic)
Hit Dice: 10d8+70 (115 hp)
Initiative: -2
Speed: 10 ft. (2 squares), swim 20 ft. (4 squares)
Armor Class: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +7/+30
Attack: Bite +14 melee (2d8+16)
Full Attack: Bite +14 melee (2d8+16)
Face/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +14, Ref +5, Will +2
Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Swim +32
Feats: 4

Environment: Any aquatic
Organization: Solitary or band (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Gargantuan); 21-30 HD (Colossal)
Level Adjustment: —

THINGs are very large and very aggressive versions of their smaller cousins. They are found in large lakes, rivers, and inland seas. The average THING is 40 feet in diameter, but they can grow to a diameter of 75 feet.


#6
Huge Plant (Aquatic)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+22
Attack: Frond +12 melee (1d6+8)
Full Attack: 6 fronds +12 melee (1d6+8)
Face/Reach: 15 ft./10 ft.
Special Attacks: Charm, improved grab
Special Qualities: Blindsight 30 ft., immunity to bludgeoning weapons, immunity to electricity, plant traits, resistance to fire 10, underwater concealment
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10
Skills: Hide +3*, Swim +16
Feats: 3

Environment: Temperate and warm aquatic and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

THINGs are believed to have been subjected to vile and evil experiments that placed them in their current state. To the casual observer, the THING resembles a large colony of slow moving seaweed about 20 feet in diameter. A closer look reveals six 10-foot long pseudopods extending from its body.


#7
Medium Undead (Aquatic)
Hit Dice: 6d12+3 (42 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 19 (-1 Dex, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the deep, despair, improved grab
Special Qualities: Control water, darkvision 60 ft., damage reduction 5/+1, resistance to fire 10, resistant to blows, undead traits
Saves: Fort +2, Ref + 1, Will +7
Abilities: Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15
Skills: Listen +6, Move Silently +5, Spot +6, Swim +17
Feats: Alertness, Toughness (PLUS ONE)

Environment: Any aquatic
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium)
Level Adjustment: —

A THING is an undead creature that lairs in the depths of the sea. It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a THING. A THING appears as a bloated, desiccated humanoid wrapped in torn and waterlogged bandages.


#8
Medium Outsider (Native, Shapechanger)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+7
Attack: Slam +7 melee (1d6+1)
Full Attack: 2 slams +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Transpose damage
Special Qualities: Change self, darkvision 60 ft.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 8, Wis 12, Cha 11
Skills: Bluff +6, Disguise +7*, Listen +5, Spot +5 (63 skill points total)
Feat: Dodge (2 MORE)

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: ??

The THING appears as a featureless humanoid creature whose arms end in large sucker-like membranes. The THING is thought to be of an alien culture; how it came to the Material Plane remains a mystery to sages.




Some non-feat issues:
Query #103
Check these out:
Note that it had DR 5/+1 before, not sure how to reconcile this with the resistant to blows idea?
Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.
Create Spawn (Su): Any humanoid that dies from bog rot becomes a THING in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). Spawn are under the command of the THING that created them and remain enslaved until their death. They do not possess any of the abilities they had in life.
Despair (Su): At the mere sight of a THING, the viewer must succeed at a Will save (DC 16) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that THING's despair ability for one day.
Resistant to Blows (Ex): Physical attacks deal only half damage to THINGs. Apply this effect before damage reduction.
Marsh Move (Ex): THINGs can move at their normal movement speed through mud, marshes, and swamp with no penalty.


Query #104
Also, need to change the name of this to avoid confusion, and possibly change the effect.
Electrical Resistance (Ex): The THING takes no damage from electrical effects, but is instead slowed for one round.


Query #105
Is this still good?
Underwater Concealment (Ex): The main body of the THING remains submerged even when attacking. This grants the THING three-quarters concealment against all attacks (30% miss chance).


Query #106
Check these out:
Despair (Su): At the sight of a THING, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that THING's despair ability for one day.
Improved Grab (Ex): To use this ability, the THING must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it can use its curse of the deep ability. A THING has a grapple bonus of+6.
Curse of the Deep (Su): On a successful grapple check (grapple bonus +6) against a Large or smaller creature, a THING presses its lips against its opponent's and causes the victim's lungs to fill with water if the opponent fails a Fortitude save (DC 15). A failed save deals 1d4 points of damage per round until the victim dies. Holding one's breath does not prevent drowning damage (water is already in the lungs). A remove curse or heal spell halts the damage if applied before the victim dies.
Control Water (Su): Once per day, as control water cast by an 8th-level sorcerer.
Resistant to Blows (Ex): Physical attacks deal half damage to THINGs. This effect is applied before damage reduction.
(note that it also had DR 5/+1)
 

#95

Don't think there are many fitting powers to these spells.
Psionics (Sp): At will: animal trance (DC 12+Cha), color spray (DC 11+Cha), detect evil, hypnotic pattern (DC 12+Cha), and invisibility. These powers work as the spells fo the same name. Manifester level 10th. The save Dcs are Charisma-based.

Query#97
Rewrites sound good.

Query#100
Check out this ability:
Whirlpool (Su): The THING can magically generate fierce undercurrents within a 30-foot burst range to drag its prey down into the water. The THING is not affected by the undercurrent, and can use this ability as a free action.
Those caught in the whirlpool suffer 1d4 points of subdual damage each round, and must make a Swim check (DC15) or be dragged under the surface and begin to drown as per the standard D20 System drowning rules.
Boats caught in the whirlpool take 2d6 points of damage each round, though Hardness subtracts from this damage as usual; wooden boats usually have a Hardness of 5.

Query#101
We had some beast with such an alternate form recently. DR 10/magic and silver. Tremorsense should be ok.

And psionics:
Psionics (Sp): At will—escape detection, mass cloud mind (DC 21), psionic charm (duration 1 day/level; affects aberration, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids and outsiders; DC 21*), psionic mind blank (DC 23), psionic suggestion (8 targets, DC 17*), read thoughts (DC 17). Manifester level 18th. The save Dcs are Charisma-based.
*Includes augmentations for the THINGs manifester level.

#1
Stealthy

#2
Alertness? Ability Focus (disease)?

#3
Improved Critical? Great Fortitude?

#4
Alertness

#5

THINGs are very large and very aggressive versions of their smaller cousins.
Base feats on the smaller cousins?
Power Attack, Great Fortitude, Iron Will? Cleave, Great Cleave?

#6
Power Attack, Ability Focus (Charm)

#7
Great Fortitude, Ability Focus?

#8
Skill Focus? Persuasive? Deceitful?

Query #103
Note that it had DR 5/+1 before, not sure how to reconcile this with the resistant to blows idea?
As per the mummy - DR 5/- and drop resistant to blows.
Otherwise, I see no probs.

Query #104
Slowed by Electricity.

Query #105
Underwater Concealment (Ex): The main body of the THING remains submerged even when attacking. This grants the THING concealment against all attacks (20% miss chance).

Query #106
DR 5/- again. No need to list the grapple bonus again.
Otherwise, I'm seeing no obvious problems.
 

The way things will work for the rest of this thread's life, is that every time i post a response to current queries, my response will be all that we are working on - if i leave something off, consider it done. i can't afford to waste any more time saying "does this look done" on every item; if it looks good enough, then it's done.

i'll hold a little while for more responses to the feat queries.

in the meantime:

#95
Knight Otu said:
Don't think there are many fitting powers to these spells.

were they psionic powers in 3.0? if not, and they were just spells, we can leave them in the psionic/spell-like abilities format of the mind flayer in the MM.

Psi-Like Abilities: At will—animal trance (DC 14), color spray (DC 13), detect evil, hypnotic pattern (DC 14), and invisibility. These powers work as the spells of the same name. Manifester level 10th. The save DCs are Charisma-based.


#100
anything that needs fixing here?
Whirlpool (Su): The THING can magically generate fierce undercurrents within a 30-foot burst range to drag its prey down into the water. The THING is not affected by the undercurrent, and can use this ability as a free action.
Those caught in the whirlpool suffer 1d4 points of subdual damage each round, and must make a Swim check (DC15) or be dragged under the surface and begin to drown as per the standard D20 System drowning rules.
Boats caught in the whirlpool take 2d6 points of damage each round, though Hardness subtracts from this damage as usual; wooden boats usually have a Hardness of 5.


#101
Knight Otu said:
We had some beast with such an alternate form recently.

We did? One that worked like the shapechange spell?

this one has Cha 20, are the DCs OK?
And for this, we should go the same route as #95 – either in the format below, or revert to spell-like psionics ala the MM. All or nothing. ;)

Psi-Like Abilities: At will—escape detection, mass cloud mind (DC 21), psionic charm (duration 1 day/level; affects aberration, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids and outsiders; DC 21*), psionic mind blank (DC 23), psionic suggestion (8 targets, DC 17*), read thoughts (DC 17). Manifester level 18th. The save DCs are Charisma-based.
*Includes augmentations for the THINGs manifester level.


#103
Knight Otu said:
As per the mummy - DR 5/- and drop resistant to blows.
Otherwise, I see no probs.

no kidding… mummies sure do have that.
I was thinking of reworking bog rot a bit. Part of the beginning description seemed to work more like a poison than a disease, so I rewrote that, too.

Bog Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 day; damage 1d6 ability damage. The ability damage is dealt to either Strength, Dexterity, Constitution, or Charisma, determined randomly, and further damage from this disease is dealt to the same ability score. The save DC is Charisma-based.
Unlike normal diseases, bog rot continues until the victim reaches 0 in the affected ability score (and dies) or is cured as described below.
Bog rot is a powerful curse, not a natural disease. Any conjuration (healing) spell cast on a creature afflicted with bog rot only heals half as many hit points as it normally would. Creatures afflicted with bog rot do not heal naturally, nor do they recover ability damage normally.
To eliminate bog rot, the curse must first be broken with break enchantment or remove curse (requiring a DC X caster level check for either spell), after which the bog rot can be magically cured as any normal disease.


#104
like that?

Slowed by Electricity (Ex): A THING takes no damage from electricity, but an electrical attack instead slows a THING, as the spell, for one round.


#106
Knight Otu said:
DR 5/- again. No need to list the grapple bonus again.
Otherwise, I'm seeing no obvious problems.

Hmm, it has a lot of the same stuff as #103. you think I will ever learn to pay attention to details? ;)

Is curse of the deep a death effect?
 

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