My next project (#4)!

BOZ

Creature Cataloguer
Hello! :)

If you do not know what this is about, don't ask; just go with the flow. ;) I'm going to try to keep things brief, but still keep you all involved. I have a lot less of a volume to work on, so I will be doing most of the work on my own time this time. Hopefully, this will keep me from getting too distracted from normal CC forum business! :)

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) and doing the ones I can relatively be certain of on my own. Last time I came to you with many queries; this time it will be far fewer. Part of the problem was that I spent far more time writing and responding to queries than I really should have! This, hopefully, will allow me to retain enough free time to continue working on usual Creature Catalog business.

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.

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.
 
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ok, i don't have a whole lot of these to work on at the moment, so i can start slow. :) most of these queries will involve fixing special attacks & qualities at first, so just comment on what you think needs to be changed to make them 3.5-ready. later, i will have queries involving adding feats and LA's.

1.
Scream of Agony (Su): The scream of a UNDEAD has a 30-ft. radius of effect and those caught must make a Will save (DC 11) or be shaken. Creatures ' of more than 4 HD or those successfully making the Will save may never be affected by the scream.
Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 12, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution).


2.
Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC.
Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. The UNDEAD's bite attack is considered to be an enchanted weapon.


3.
this one lists “cannot be tripped” on the SQ line – is there another way to list this?
Breath Weapon (Su): Line of lightning 5-ft. wide, 5-ft. high and 20-ft. long. All heads breathe once every minute. Each line deals 3d6 damage per head. A successful Reflex save halves the damage. The save Difficulty Class is 10 + Vi the HYDRA's original number of heads + the HYDRA's Constitution modifier.


4.
Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell).


5.
is all of this text still necessary? This thing is kind of like a griffon.

To guide a trained CRITTER, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The CRITTER moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. Whenever a CRITTER is reduced to half of its hit points, it must make a Will save (DC 14). If it fails, it immediately shies away from the combat and flees until it is out of reach of whatever threatened it. In this case, its handler may attempt a Ride check (DC 20) to re-establish control over the creature. Even if the CRITTER succeeds its initial Will save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
CRITTER are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must make a successful ride skill check (DC 20) if it wishes its CRITTER to initiate combat.


6.
what can I do with the extra parts in this ability?

Improved Grab (Ex): To use this ability, the VERMIN must hit an opponent of Medium size or smaller with its bite attack. Doing so initiates a grapple as a free action without provoking an Attack of Opportunity (grapple bonus +3). If it gets a hold, it does automatic bite damage and may attempt to fly away with its prey. VERMINs are capable fliers, able to lift up to 200 additional pounds without degrading their aerial maneuverability.
 

BOZ said:
this one lists “cannot be tripped” on the SQ line – is there another way to list this?

That's how the behir has it in the MM, so it should be fine. Except it uses the contraction "can't" instead of cannot. ;)
 



1#
I think the "scream of agony" save DC should be (if it isn't already) charisma based, and the disease constitution based, and the description of the abilities should note that.

2#
If this creature already has DR x/magic then the note on the death bite counting as an enchanted weapon should be eliminated. If it remains, it should be changed to: "An UNDEAD's natural weapons are treated as magic weapons for the purposes of bypassing damage reduction"

3#
Cannot be tripped seems right, another possibility is to name it something like "Stability"
"Stability(Ex): A HYDRA? is incredibly stable and cannot be tripped. "
A bonus to resist bullrush attemps may be appropiate in some cases.

I'd rewrite the breath weapon like this:
"Breath Weapon(Su): All heads may breath a 20 ft long line of lightning once per 10 rounds, each line deals 3d6 electricity damage. A succesful Reflex save halves the damage.
The save DC is 10 + 1/2 hydra?s original number of heads + HYDRA?s Con modifier."

4#
I don't see anything wrong with this. Even if it references a spell, this ability doesn't seems conceptually appropiate for being spell-like.

6#
"Improved grab(Ex): If the VERMIN hits an opponent of Medium size or smaller with its bite attack it may attemp to start a grapple as a free action without provoking an AoO. "

The "If it gets a hold, it does automatic bite damage" bit seems to be the Constrict ability.

The bit about flying with its prey seems a good note to put in the combat section of the vermin, but outside the description of Improved Grab
 


1.
NexH said:
I think the "scream of agony" save DC should be (if it isn’t already) charisma based, and the disease constitution based, and the description of the abilities should note that.

Krishnath said:
If 1. is undead, the disease DC should be charisma-based as undead use cha rather than con when determening save DC's.

defeinitely the scream should be Cha-based, and this would be the case regardless of whether or not we’re dealing with an undead creature. Should it be a mind-affecting fear effect also?

As for the disease, note that I have seen in rare instances where creatures without a Con score to have Con-based effects (the iron golem’s breath weapon, for example) so it is not unheard of. But usually, Cha is better for undead. Besides, this guy has 2-HD and a Cha of 11, so I don’t see that it will matter too much either way. ;)

How are these now:

Scream of Agony (Su): The scream of a UNDEAD has a 30-ft. radius of effect and those caught must make a Will save (DC 11) or be shaken. Creatures ' of more than 4 HD or those successfully making the Will save may never be affected by the scream. The save DC is Charisma-based.
Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 11, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). The save DC is Charisma-based.


2.
NexH said:
If this creature already has DR x/magic then the note on the death bite counting as an enchanted weapon should be eliminated. If it remains, it should be changed to: "An UNDEAD's natural weapons are treated as magic weapons for the purposes of bypassing damage reduction"

oddly enough, this one does not have damage reduction. Of course, it was written before the 3.5 MM when all of that was standardized.

Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC.
Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. A UNDEAD’s natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.



3.
I’m going to just leave that one part as “can’t be tripped” on the SQ line and leave it at that, since we have a precedent with the behir. :)

NexH said:
I'd rewrite the breath weapon like this:
"Breath Weapon (Su): All heads may breath a 20 ft long line of lightning once per 10 rounds, each line deals3d6 electricity damage. A successful Reflex save halves the damage.
The save DC is 10 + 1/2 hydra’s original number of heads + HYDRA’s Con modifier."

Cool. Took a bit of inspiration from the behir as well, since I was there anyway, so tell me how this looks now:

Breath Weapon (Su): Line of lightning 5-ft. wide, 5-ft. high and 20-ft. long. All heads breathe once every minute. Each line deals 3d6 damage per head. A successful Reflex save halves the damage. The save Difficulty Class is 10 + Vi the HYDRA's original number of heads + the HYDRA's Constitution modifier.

Breath Weapon (Ex/Su): 20-foot line, once every 10 rounds, damage 3d6 electricity, Reflex half (DC is 10 + 1/2 hydra’s original number of heads + HYDRA’s Con modifier). All heads breathe in the same round, each one doing the above listed damage. The save DC is Constitution-based.


4.
NexH said:
I don't see anything wrong with this. Even if it references a spell, this ability doesn't seems conceptually appropiate for being spell-like.

spell-like rather than supernatural you say?

Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell).


5.
is all of this text still necessary? This thing is kind of like a griffon.

To guide a trained CRITTER, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The CRITTER moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. Whenever a CRITTER is reduced to half of its hit points, it must make a Will save (DC 14). If it fails, it immediately shies away from the combat and flees until it is out of reach of whatever threatened it. In this case, its handler may attempt a Ride check (DC 20) to re-establish control over the creature. Even if the CRITTER succeeds its initial Will save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
CRITTER are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must make a successful ride skill check (DC 20) if it wishes its CRITTER to initiate combat.


6.
NexH said:
"Improved grab(Ex): If the VERMIN hits an opponent of Medium size or smaller with its bite attack it may attemp to start a grapple as a free action without provoking an AoO. "

The "If it gets a hold, it does automatic bite damage" bit seems to be the Constrict ability.

The bit about flying with its prey seems a good note to put in the combat section of the vermin, but outside the description of Improved Grab

Is the automatic damage bit really the same as constrict when it’s a bite attack? That usually seems to be for crushing type attacks rather than grinding.

The flying bit may also be similar to the Snatch feat…?

“If it gets a hold, it does automatic bite damage and may attempt to fly away with its prey. VERMINs are capable fliers, able to lift up to 200 additional pounds without degrading their aerial maneuverability.”

Improved Grab (Ex): To use this ability, a VERMIN must hit 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 (constrict?).
 

BOZ said:
1.
How are these now:
Scream of Agony (Su): The scream of a UNDEAD has a 30-ft. radius of effect and those caught must make a Will save (DC 11) or be shaken. Creatures ' of more than 4 HD or those successfully making the Will save may never be affected by the scream. The save DC is Charisma-based.
Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 11, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). The save DC is Charisma-based.

It looks good.

Adding the information about Scream of Agony being a mind-affecting fear effect wouldn't do any harm.

BOZ said:
2.
oddly enough, this one does not have damage reduction. Of course, it was written before the 3.5 MM when all of that was standardized.

Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC.
Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. A UNDEAD?s natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.

I would change the Demonic Fury ability to be usable on any given round, but that is a matter of personal preference rather than a 3.5 design paradigm.

On the Death Bite: unless the UNDEAD relies heavily on weapons I wouldn't treat weapons it wields as magic, because normally a creature with DR X/magic only treats natural weapon as magic for purposes of bypassing DR (unlike creatures with an aligment subtype)

BOZ said:
3.
Breath Weapon (Ex/Su): 20-foot line, once every 10 rounds, damage 3d6 electricity, Reflex half (DC is 10 + 1/2 hydra?s original number of heads + HYDRA?s Con modifier). All heads breathe in the same round, each one doing the above listed damage. The save DC is Constitution-based.

I like this, is very clear. OTOH, repeating that the save DC is constitution based is not really needed.

BOZ said:
4.
NexH said:
I don't see anything wrong with this. Even if it references a spell, this ability doesn't seems conceptually appropiate for being spell-like.

spell-like rather than supernatural you say?

Pass Without Trace (Su): CATS leave no evidence of their passage and always pass without trace (as the spell).

No. I actually think is better to keep it supernatural, even if it references a spell. (sorry if I wasn't clear)

BOZ said:
Is the automatic damage bit really the same as constrict when it?s a bite attack? That usually seems to be for crushing type attacks rather than grinding.

That can be solved by adding that the damage is bludgeoning and piercing, unlike normal for constriction.
However, note that once in a grapple constriction is more powerful that the ability as writen (twice as powerful)

BOZ said:
The flying bit may also be similar to the Snatch feat??

Hmm...What about deleting the improved grab entry and giving this critter a virtual snatch feat?
 

1.
Scream of Agony (Su): When a UNDEAD screams, living creatures within 30 feet must succeed on a DC 11Will save or be shaken as long as they remain within the radius. Creatures of more than 4 HD or those that succeed on the Will save are thereafter immune to the scream of that UNDEAD. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

I figure the scream is done.

Disease (Ex): Anyone struck by the filthy shovel or claws of a UNDEAD must make a Fortitude save or contract Grave Rot (DC 11, incubation period Id6 days, damage Id6 temporary Strength and Id6 temporary Constitution). The save DC is Charisma-based.

Diseases seem to follow this format nowadays:

Disease (Ex): Grave rot—shovel or claws, Fortitude DC 11, incubation period 1d6 days, damage 1d6 Str and 1d6 Con. The save DC is Charisma-based.

And if that looks good, then it’s probably done, too. :)


2.

Demonic Fury: For the first round of any combat a UNDEAD attacks savagely and without thought for its own safety, gaining a +2 to its attack roll and +4 to damage at the cost of-2 to its AC.

NexH said:
I would change the Demonic Fury ability to be usable on any given round, but that is a matter of personal preference rather than a 3.5 design paradigm.

you know what, now that I look at it, it’s kind of like a Rage type ability. How about this:

Demonic Fury (Ex): A UNDEAD can fly into a rage, attacking savagely and without thought for its own safety. While in a rage, a UNDEAD temporarily gains a +2 bonus to attack rolls and a +4 to damage rolls, but it takes a –2 penalty to Armor Class. A UNDEAD can fly into a rage only once per day, but can end the rage whenever it wishes.


Death Bite: Carries disease. Any humanoid bitten by a UNDEAD must immediately make a Fortitude save (DC 15) or contract the Creeping Death disease. A UNDEAD’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

NexH said:
unless the UNDEAD relies heavily on weapons I wouldn't treat weapons it wields as magic, because normally a creature with DR X/magic only treats natural weapon as magic for purposes of bypassing DR (unlike creatures with an aligment subtype)

so noted – I didn’t realize that. :)

one important question about this attack – is Creeping Death (aside from the Metallica song) something recognizable? It could have come from the original source, but I don’t know for certain.


3 - done


4. – done (FYI, forest gnomes have that as a Su ability)


5.
is all of this text still necessary? This thing is kind of like a griffon.

To guide a trained CRITTER, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The CRITTER moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. Whenever a CRITTER is reduced to half of its hit points, it must make a Will save (DC 14). If it fails, it immediately shies away from the combat and flees until it is out of reach of whatever threatened it. In this case, its handler may attempt a Ride check (DC 20) to re-establish control over the creature. Even if the CRITTER succeeds its initial Will save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
CRITTER are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must make a successful ride skill check (DC 20) if it wishes its CRITTER to initiate combat.


6.
NexH said:
That can be solved by adding that the damage is bludgeoning and piercing, unlike normal for constriction.
However, note that once in a grapple constriction is more powerful that the ability as writen (twice as powerful)

Hmm...What about deleting the improved grab entry and giving this critter a virtual snatch feat?

wouldn’t I need to keep Improved Grab to have Constrict? And I can just give it Snatch as a bonus feat anyway.

Constrict (Ex): A VERMIN deals 1d6+1 points of bludgeoning and piercing damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a VERMIN must hit 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 constrict.


Finished a couple, adding a couple:

7.
Fiery Aura (Ex): Anyone within 30-ft. of a ELEMENTAL must succeed at a Fortitude save (DC 11) or suffer Id6 points of heat damage from the intense heat. Treat this effect as an emanation.
Flicker form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.
Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).
Immolation (Su): When the ELEMENTAL drops below 0 hit points, it immolates itself and covers with flames an area of 30-ft. radius, centered on it. The explosion does 6d6 points of fire damage, but a successful Reflex save (DC 14) halves it.
Spell-like abilities: I/week: plane shift.


8.
Natural Mountaineer (Ex): RAMs live and die on steep slopes, and as such they can climb at their full speed as a move-equivalent action, and their jumping distance is not limited by their height. Furthermore, they are remarkably stable mounts, with all penalties for casting spells and firing ranged weapons reduced by 2.

Training a RAM
Training a RAM requires a successful Handle Animal check (DC 17 for a young creature, DC 24 for an adult). A RAM can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check (see Core Rulebook I).
Carrying Capacity: A light load for a RAM is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A RAM can drag 3,450 pounds.
 

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