Send In The Clowns… (or, Converting the Oddballs)


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D'oh! Sorry I missed the latest round... been really busy! Just moved the family into a new apartment a couple weeks ago and it's been hectic!
 

Snarfing the snarf....

Vulnerable to Snarfing (Ex): The best way to destroy a gello monster is to eat it. Bite attacks deal normal damage to a gello monster, and do not cause it to split. Creatures without bite attacks may attempt to bite a gello monster. Treat this attack as if the creature had a natural bite attack. Damage is based on the creature's size: Fine = 1, Diminutive = 1d2, Tiny = 1d3, Small = 1d4, Medium = 1d6, Large = 1d8, Huge = 2d6, Gargantuan = 2d8, Colossal = 4d6.

A creature must swallow the bitten off bit or risk facing another smaller gello monster. Each bite that deals 3 or more points of damage that is not swallowed becomes an independent gello monsters (as per the creature's split ability). Smaller chunks simply perish.

Gello monster bits are very filling. A creature snarfing a gello monster must succeed on a Fortitude save after each bite (DC 10 + 1 per bite) to continue snarfing. A creature that fails its save and attempts to continue snarfing is sickened for x rounds.

A creature with the swallow whole special attack that successfully swallows a gello monster kills it instantly.

Sorry for being late to the party (again). [Hmm, this time the party's got jelly! Will their be cake as well?]

The basic notion looks good, but I'd have the snarfing do lethal unarmed strike damage (e.g. 1d3 for Medium, 1d2 for small) rather than introduce a new attack.

Though that raises the question - do monks do their special unarmed strike damage when snarfing? The SRD says they can use fists, elbows, knees and feet and I believe many 3ED&Ders extend that list to include other potential natural weapons (headbutts, bite et cetera).

As it is, the base Gello Monster will take five snarfs on average to destroy (17hp / 3.5 per Medium-sized snarf)/ Reducing snarf damage to unarmed strike (average of 2 for a Medium-sized humanoid) would increase that to nine snarfs, which seems a better fit to me.

The original stat indicates a Small Gello Monster takes 1-28 snarfs to kill. A 2d10+6-6d10+18 Gello Monster would take 5-15 snarfs at 1d6/snarf, 8-24 at 1d3/snarf, on average. It still falls down a bit at the low end, since they have a minimum of 8 hps (or ~2-4 snarfs to kill).
 

By request from Echohawk (to finish off Imagine Magazine conversions)...

Lurker Between (or Spam Monster): AC 26 (always gets bitten), Move 0"; Hit Dice NA; hp NA; #AT 1 per bite; SA see below; AL N; S Fairly Dinky; xp NA.

These terrible monsters are indistinguishable from luncheon meat. They hide (90%) in ordinary food and wait to be eaten. Each time it is bitten it will attack, from the inside! It automatically causes 1 hit pointof damage and the victim must roll under his or her constitution on a d100. Failure indicates that the victim is violently ill for 1-10 rounds. Only Vikings are immune to this attack - they value the creature as a rare delicacy and will pay up to 20gp for a fine specimen.

Originally appeared in Imagine Magazine #21 (1984)

I'm open to any suggestions to turn this into something remotely viable as a creature. ;)
 

April already? :lol:

These are kind of like reverse gello monsters.

They're almost like a hazard or a cursed item. But we could have them be Diminutive monsters that can be Swallowed Whole by anything.

They'd have to have an interesting ecology section, to be sure!
 



The lurker above is a Huge aberration with 10 HD, Str 27, Dex 12, Con 21, Int 5, Wis 18, Cha 4.

If we downsize that to Diminutive, we'd get something like...

1 HD, Str 1, Dex 22, Con 11, Int 5, Wis 18, Cha 4

Lurker aboves have darkvision 60 ft., low-light vision, scent, and tremorsense, and takes only half damage from bludgeoning attacks (3e, probably DR/slashing or piercing now).
 



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