Need conversions for Ravenloft Requiem (Maggot Golem)

Urklore said:
How about a fortification type ability for 75%? That way an extremely well-placed blow would have a chance of squashing an abnormally amount of maggots and thus hurting the creature:
Sure, that sounds like a good way to rationalize the possibility of critical hits.

Squirming Fortification (Ex): Because of the Maggot Golem's physical makeup and due to the fact that it is made up of hundreds of thousands of individual insects, any critical hit or sneak attack has a 75% chance of being avoided and thus cause only normal damage.

What about cannot be flanked?

Damage Reduction: ... Best to simply leave it as bludgeon in my humble opinion.
OK.
Do we think 10 is right, or perhaps 15? Also DR for the golem should be an EX ability.
With the CR range we're looking at, 10 would be more in line, considering a flesh golem has DR 5/adamantine.
 

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Ooo, yeah, cannot be flanked, that makes sense. Seeing as it is a mass of worms and all!! and for the CR, 10 DR is good. Edit these last two things and we are on to feats and skills!

Improved natural attack and alertness, and perhaps skill ranks in spot and listen?
 
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Improved Natural Attack does not really help the golem in this form, since the slams deal no damage. One of the save +2 feats, or Toughness, perhaps?

Edit: OK, I've added Great Fortitude.

Small Construct (Living)
Hit Dice: 8d10+16 (60 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, -2 Dex, +3 natural armor), touch 9, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Slam +9 (0)
Full Attack: 2 slams +9 (0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, improved grab, smother
Special Qualities: Cannot be flanked, damage reduction 10/bludgeoning, darkvision 60 ft., fast healing 3, immunity to magic, living construct traits, low-light vision, squirming fortification
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 15, Dex 6, Con 14, Int 3, Wis 10, Cha 1
Skills: Listen +7, Spot +8
Feats: Alertness, Great Fortitude, Improved Grapple
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9–16 HD (Small); 17 - 24 HD (Medium)
Level Adjustment: —

A maggot golem does not speak, but understands one language chosen by its creator (often Common).
Combat

Berserk (Ex): When a maggot golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 18 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Improved Grab (Ex): To use this ability, a maggot golem must hit a Large or smaller opponent with a slam 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 smother its opponent.

Smother (Ex): If the maggot golem successfully grapples a victim for one or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).

Cannot be Flanked (Ex): Since it is composed of a mass of countless maggots, a maggot golem cannot be flanked.

Immunity to Magic (Ex): A maggot golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage affects the golem normally.
A magical attack that deals cold damage slows a maggot golem (as the slow spell) for 2d6 rounds, with no saving throw.
Summon swarm, insect plague, creeping oom and other similar spells repair 1d10 points of damage per spell level.
Repel vermin cast on the maggot golem deals damage equal to that of a harm spell to it.

Squirming Fortification (Ex): Because of the Maggot Golem's physical makeup and due to the fact that it is made up of hundreds of thousands of individual insects, any critical hit or sneak attack has a 75% chance of being avoided and thus cause only normal damage.
 
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Ravenloft Siren

What about great Fortitude for the Maggot Golem. Insects are very hardy creatures.

Next up.......
 
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Ravenloft Siren

Ravenloft Siren
CLIMATE/TERRAIN: Ocean
FREQUENCY: Rare
ORGANIZATION: Schools
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High (13-14)
TREASURE: C
ALIGNMENT: Neutral evil
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVEMENT: 8, Sw 18
HIT DICE: 4
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2d4
SPECIAL ATTACKS: Mass charm, advanced illusion, disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 10%
SIZE: M (5' tall)
A Ravenloft siren is a hideous, undead creature with the upper body of a woman and the lower body of a fish. Her hair is tangled and entwined with rotting seaweed, and her body is gray and bloated, resembling a corpse that has been in the water for some time. The flesh has rotted back from the fingertips, exposing the bone. The siren sharpens this bone on the rocks on which she reclines, turning each finger into a deadly weapon.

By means of their innate ability to cast advanced illusion spells, Ravenloft sirens present a very different face to the world. They appear to be beautiful mermaids with voluptuous bodies and sleek sea-green hair.

Combat: Ravenloft sirens lure their victims into striking range by means of a song that acts as a mass charm. This song can be heard at great distances over open water; those aboard ships passing within a mile of an islet on which Ravenloft sirens are sunning themselves have been known to fall victim.to it. The song can be avoided by plugging the ears with wax or by means of a silence, 15' radius spell, but these measures must be taken in advance.

Each siren in the school can affect up to 8 Hit Dice worth of victims. Victims must make
a successful saving throw vs. spell with a -2 penalty to the roll. Those who fail are compelled to set course with all possible speed toward the singing. Upon sighting the sirens, they feel a compulsion to go ashore and sit down beside them. They may only be prevented from doing so by being physically restrained.

Any character who sights a Ravenloft siren and makes a successful saving throw vs. spell can see her as she really is. Typically this roll will be made in secret by the DM and is made with a -4 penalty.

Those characters who actively attempt to disbelieve the illusion do not suffer the -4 penalty. Disbelief may not be attempted, however, by characters who have fallen victim to the sirens' mass charm.

Once their prey is within reach, the sirens attack with their sharpened, bony fingers. Due to the advanced illusion, which includes tactile elements, this attack at first seems to be a gentle caress. During each round that a siren succeeds in inflicting damage, the victim gets to make an additional saving throw vs. spell. (Again, this is typically done in secret by the DM.) A successful roll means that both the illusion and the charm suddenly vanish. The victim sees the siren for what she really is and can begin fighting back. At the DM's discretion, a fear check may be called for due to the sudden revelation of the creature's true form.

Those who suffer damage at the hands of a Ravenloft siren must make a saving throw vs. poison. Failure means that the wounds become infected. This infection must be magically healed before natural healing can occur.

Ravenloft sirens can be turned as undead and suffer damage from holy water. When turned, they flee back into the sea, disappearing beneath the waves.
 
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Siren, Ravenloft
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/
Attack: Claw +x melee (2d4+x)
Full Attack: 2 claws +x melee (2d4+x)
Space/Reach: 5 ft./5 ft.
Special Attacks: (augmentedcritical?), disease (or cursed wound ala clay golem?), illusory appearance, mass charm
Special Qualities: darkvision 60 ft., spell resistance 12, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 15, Dex 14, Con -, Int 13, Wis 12, Cha 14
Skills: 35 (5 maxed out)
Feats: 2
Environment: Any aquatic
Organization: Solitary or school (2-8)
Challenge Rating:
Treasure: Standard
Alignment: Always evil (usually neutral)
Advancement: (by character class? 5 - 12 HD (Medium)?)
Level Adjustment: -
 

Otu, for the maggot golem I think you got just about everything I was saying before, but there's still one more thing.

If edged weapons cannot harm him because he is already immune to them, then DR is taken out of the equation for those, correct?

If bludgeoning weapons, according to the original description, only deal half damage to him, then we want a DR to keep bludgeoning weapons from doing their full damage, right?

But if the DR is set to let bludgeoning weapons get through to do their full damage then that is counter-productive isn't it?

This is why I suggested using DR 10/adamantine. Follow me here. That way, attacks from slashing (and piercing I assume) weapons will always do no damage because of the separate immunity. Bludgeoning weapons (even magical ones, as the text states) will deal 10 points fewer of damage because they cannot break the DR. I'm not still particularly fond of adamantine weapons being the breaker for DR, but at least that way it's unlikely that most characters will have a weapon that can harm this golem. Plus, that puts it more in line with golems from the MM.
 


Ah, there have been plenty of times when I went off on my own tangent and needed people to reel me back in. ;)
 

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