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modification-a-day
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<blockquote data-quote="Grim" data-source="post: 314527" data-attributes="member: 132"><p>Taking a little hint from Monte (he has an article about it somewhere on his site), I no longer write up my own mosters. I just look through the MM, find a cool monster, and modify it (usually by adding SAs and SQs, and uping the CR). Its easy, and with a little imagination you can turn one monster into something compleatly different. Putting a different look on the same stats isnt cheating, its good DMing.</p><p></p><p>Anyway, I will start posting a mod a day, but me being lazy, it wont be the full stat block, just the mods the ones in the MM (or whatever sorce I use).</p><p></p><p>The Surge:</p><p>These little buggers used to be stuirges, but were experimented on by an evil mage long ago. They were forced to drain blood from shocker lizards, and so were mutated by the electricly charged blood and a sick breeding program. They became tougher, more resistant to pain, and, of course, so highly charged that they could attack with electricity. They resemble stirges in every way except that thier veins course with electricity, and sparks fly about them.</p><p></p><p>Mods:</p><p>As STIRGE (MM 173) but:</p><p></p><p>HD: 2d10 (10 hp)</p><p>reasons: mutation takes its toll: one must be tough to survive it.</p><p></p><p>SA: Surge: 1/minute 15ft x 5ft line 1d8 electricity</p><p>Note: if a surge uses its attach attack, it can automatically use this on the attachee 1/minute.</p><p>reasons: The surge is more potent, but less useable than the shocker lizard's energy attack, because Surges are too dumb to unleash a little energy at a time. And also, the suge gives Surges their name</p><p></p><p>SQ: DR 5/+2</p><p>reasons: Magical experimenting and a subsequent breeding program makes for monsters with particular resistance to pain, and being insane with electric power cant hurt either.</p><p></p><p>CR: 2 (this may be a little off, but its my best guess)</p></blockquote><p></p>
[QUOTE="Grim, post: 314527, member: 132"] Taking a little hint from Monte (he has an article about it somewhere on his site), I no longer write up my own mosters. I just look through the MM, find a cool monster, and modify it (usually by adding SAs and SQs, and uping the CR). Its easy, and with a little imagination you can turn one monster into something compleatly different. Putting a different look on the same stats isnt cheating, its good DMing. Anyway, I will start posting a mod a day, but me being lazy, it wont be the full stat block, just the mods the ones in the MM (or whatever sorce I use). The Surge: These little buggers used to be stuirges, but were experimented on by an evil mage long ago. They were forced to drain blood from shocker lizards, and so were mutated by the electricly charged blood and a sick breeding program. They became tougher, more resistant to pain, and, of course, so highly charged that they could attack with electricity. They resemble stirges in every way except that thier veins course with electricity, and sparks fly about them. Mods: As STIRGE (MM 173) but: HD: 2d10 (10 hp) reasons: mutation takes its toll: one must be tough to survive it. SA: Surge: 1/minute 15ft x 5ft line 1d8 electricity Note: if a surge uses its attach attack, it can automatically use this on the attachee 1/minute. reasons: The surge is more potent, but less useable than the shocker lizard's energy attack, because Surges are too dumb to unleash a little energy at a time. And also, the suge gives Surges their name SQ: DR 5/+2 reasons: Magical experimenting and a subsequent breeding program makes for monsters with particular resistance to pain, and being insane with electric power cant hurt either. CR: 2 (this may be a little off, but its my best guess) [/QUOTE]
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