Special Conversion Thread: Finishing off giants and their kin


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Spectral Cloud
CLIMATE/TERRAIN: Any mountains or magical cloud islands
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: See below
INELLIGENCE: Very (12)
TREASURE: E, Q (x5)
ALIGNMENT: Neutral evil
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVEMENT: 18, fly 36 (E)
HIT DICE: 18
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Energy drain, Hurling rocks for 3-30 (3d10)
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: See below
SIZE: H (24’ tall or 24’ radius)
MORALE: Fanatic (18)
XP VALUE: 16,000

A spectral cloud frequently appears as a swirling mass of brilliant white vapors, like a regular cloud lite by the sun. When preparing for combat, it takes the form of a gaseous, 24’ tall humanoid, revealing its origins as an undead cloud giant. In humanoid form, its gleaming eyes light up its face; in cloud form, those eyes can be seen in the exact center of the swirling mass. Spectral clouds are capable of flight when in cloud form. The speed given above is how fast they can fly under their own power; when a strong wind blows in the direction they want to go, they can achieve even greater speeds.

Combat: In physical combat, spectral clouds attack with a single blow of their gaseous, chilling hands, inflicting 2d8 hp damage. In addition, unless the victim makes his saving throw vs. death magic, he loses one life level to an energy-draining attack, affecting skills, spells known, etc. Living creatures who are slain by spectral clouds become small spectral clouds—only real giants killed by energy-draining attacks can actually become true spectral clouds. Spectral clouds formed in this manner can assume either the gaseous humanoid or cloudlike form of their creator, but they lack the telekinetic ability given below. These imitations are under the control of their slayer as half-strength spectral clouds, inflicting 1-8 hp damage per attack. If their slayer and master is destroyed, they become free-willed undead monsters in their own right.

Spectral clouds have a limited telekinetic attack that enables them to levitate boulders and hurl them at an enemy up to 300 yards away, causing 3d10 hp damage. This power, however, cannot be used to catch or deflect large missiles.

Spectral clouds are immune to mind -affecting spells, sleep, hold, poison, paralyzation, death, and cold-based attacks. In addition, normal and relatively weak magical weapons simply pass through their gaseous bodies; weapons of +3 enchantment or better are needed to harm their airy forms. Holy water inflicts 2-8 hp damage epr vial, and a raise dead spell slays it outright. A spectral cloud’s ancestry, however, makes it immune to sunlight, making it one of the comparatively few undead who roam about in broad daylight as well as at night. It often soars among the clouds at high speed, just one cloud among many; characters who own a carpet of flying or similar item should take heed of this phenomenon.

Habitat/Society: Spectral clouds have no true society, being as solitary as other undead. They like to haunt or destroy their old clans, doing so out of sheer envy of their kin who revel in the pleasures of life.

Ecology: Spectral clouds have no true function in the environment, other than to diminish it by slaying everything that crosses their paths. Animals sense the presence and avoid them, but few adventurers notice this phenomenon, as spectral clouds make their lairs at the very tops of mountain peaks, where little life is to be found, anyway. They do not eat, though they enjoy draining the life from their victims. Spectral cloud essence is said to be useful in the making of a potion of gaseous form, while some mages are trying to find a way to entrap these intelligent (if gaseous) undead in bottles, as an interesting substitute for the efreeti bottle.

Originally appeared in Dragon Magazine #254 (1998).
 


Yeah, that makes sense. In fact, this part...

The speed given above is how fast they can fly under their own power; when a strong wind blows in the direction they want to go, they can achieve even greater speeds.

...makes it sound like they are permanently under the effect of a wind walk spell.
 

Yes, that should probably be part of the cloud form. Any attacks to give them in cloud form? Flying PCs are advised to look out for them, but they seem to attack in giant form, when they can't fly. Acid Fog or Solid Fog as an SLA would nicely improve them compared to cloud giants, but something like lightning bolt is more along the lines of what I'm thinking.
 

Added to Homebrews. What should we do about Str? It sounds like they simply touch foes, and they hurl rocks with telekinesis, so they really have no need for high Str.

The gaseous phiuls in Fiend Folio have Str 11.
 

Touch attacks and telekinesis seem appropriate. A neutral Str score also makes sense.

How do we want to handle the create spawn, since the new ones are at half power?
 

Agreed to Str 10-11. Also to touch and telekinesis, but I do wonder if some attack in cloud form might be appropriate.

I had been wondering about the spawn also. It's almost like we'd need to write a Medium size version of the same monster.
 

'tis a shame this isn't Pathfinder, or we could simply apply the Young template. ;)

We could probably get by with a simplified stat block for Medium creatures.

Updated.
 

I had the same thought. Might be an easy way to write the stats, though!

Any other thoughts about what to put into cloud form? I'll leave off the lightning bolt if no one else likes it. :( ;)
 

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