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Malfera (X5--Temple of Death)
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<blockquote data-quote="johnsemlak" data-source="post: 1577272" data-attributes="member: 7233"><p>Stats from X5: </p><p><em></em></p><p><em>Armor Class: 3 </em></p><p><em>No. Appearing 1 (1-2)</em></p><p><em>Hit Dice: 9** </em></p><p><em>Save As: Fighter: 13</em></p><p><em>Move: 60' (20') </em></p><p><em>Morale: 11</em></p><p><em>Attacks: 2 claws, bite + special </em></p><p><em>Treasure Type: E</em></p><p><em>Damage: 1-10/1-10/1-6 </em></p><p><em>Alignment: Chaotic</em></p><p><em></em></p><p><em>In combat, a malfera attacks with pincers and bites. If both pincers</em></p><p><em>hit the same target, the victim is dragged to the chest of the malfera</em></p><p><em>on the next round. The tentacles then automatically trap the</em></p><p><em>victim. These tentacles are coated with an acid slime and do 2-12</em></p><p><em>points of damage each round. The victim may be freed only when</em></p><p><em>the malfera is killed. </em></p><p><em></em></p><p><em>In addition, the breath of a malfera is</em></p><p><em>poisonous: each time it hits with a bite, its victim must save vs.</em></p><p><em>Poison (at +3 ) or die. </em></p><p><em></em></p><p><em>A malfera is immune to acid and may only be</em></p><p><em>struck by magical weapons.</em></p><p><em></em></p><p><em>Aside from its combat abilities, a malfera can detect invisible and</em></p><p><em>open all doors as if it had a knock spell. Because of its tough</em></p><p><em>constitution and highly magical nature, it saves as a 13th level</em></p><p><em>fighter.</em></p><p></p><p>OK, Here's a start at a 3.5e version: (It's just a rough start so far)</p><p><em></em></p><p><em><strong>Malfera </strong></em></p><p><em><strong>Large Outsider</strong></em></p><p><em></em></p><p><em>HD: 9d8</em></p><p><em>Initiative:</em></p><p><em>Speed: 20'</em></p><p><em>Armor Class: 17 (-1 size, +8 Natural)</em></p><p><em>Base Attack/Grapple: +9/+18</em></p><p><em>Attack: Bite +13 (d6+5 +poison)</em></p><p><em>Full Attack: Bite +13 Melee (d6+5 +poison) and 2 pincers +8 melee (d10+5)</em></p><p><em>Special Attacks: Poisonous Bite, tentacles, Improved Grab</em></p><p><em>Special Qualities: Detect Invisible, spell-like abilities</em></p><p><em>Saves: All good saves</em></p><p><em>Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18</em></p><p><em>Skills: Max in Hide, Spot, Listen, and Move</em></p><p><em>Feats: Alertness, ??</em></p><p><em>CR: 10</em></p><p></p><p>I'm interested in how the tentatle attack would work. Would it be a good idea to give the Malfera Improved Grab, then allow the Malfera to inflict 2d12 points of damage per round if it succeeds the grapple check? Should hte victem be allowed to free themselves (the original module says it can't)</p><p></p><p>Also, what's the best way to convert a Poison 'Save or Die'save? Any thoughts on what sort of poison it would be?</p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1577272, member: 7233"] Stats from X5: [i] Armor Class: 3 No. Appearing 1 (1-2) Hit Dice: 9** Save As: Fighter: 13 Move: 60' (20') Morale: 11 Attacks: 2 claws, bite + special Treasure Type: E Damage: 1-10/1-10/1-6 Alignment: Chaotic In combat, a malfera attacks with pincers and bites. If both pincers hit the same target, the victim is dragged to the chest of the malfera on the next round. The tentacles then automatically trap the victim. These tentacles are coated with an acid slime and do 2-12 points of damage each round. The victim may be freed only when the malfera is killed. In addition, the breath of a malfera is poisonous: each time it hits with a bite, its victim must save vs. Poison (at +3 ) or die. A malfera is immune to acid and may only be struck by magical weapons. Aside from its combat abilities, a malfera can detect invisible and open all doors as if it had a knock spell. Because of its tough constitution and highly magical nature, it saves as a 13th level fighter.[/i] OK, Here's a start at a 3.5e version: (It's just a rough start so far) [i] [b]Malfera Large Outsider[/b] HD: 9d8 Initiative: Speed: 20' Armor Class: 17 (-1 size, +8 Natural) Base Attack/Grapple: +9/+18 Attack: Bite +13 (d6+5 +poison) Full Attack: Bite +13 Melee (d6+5 +poison) and 2 pincers +8 melee (d10+5) Special Attacks: Poisonous Bite, tentacles, Improved Grab Special Qualities: Detect Invisible, spell-like abilities Saves: All good saves Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18 Skills: Max in Hide, Spot, Listen, and Move Feats: Alertness, ?? CR: 10[/i] I'm interested in how the tentatle attack would work. Would it be a good idea to give the Malfera Improved Grab, then allow the Malfera to inflict 2d12 points of damage per round if it succeeds the grapple check? Should hte victem be allowed to free themselves (the original module says it can't) Also, what's the best way to convert a Poison 'Save or Die'save? Any thoughts on what sort of poison it would be? [/QUOTE]
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