Special Conversion Thread: Finishing off the oozes

On the suffocation bit: I'm a believer for the most part in standardization, so I really meant that suffocation should follow the standard rules in the DMG -- you can hold your breath, etc.

Rather than Con damage, Shade mentioned that being drained of fluids, like dessication, is usually untyped hp damage, so we've gone back to that. We currently have 2d6, but I could see increasing that.
 

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The interior fluids of a carnivorous wall ignite on contact with air; any slicing or piercing weapon that strikes a wall causes an equal amount of fire damage to its wielder.

Borrow this again?

Pyrophoric Blood (Ex): A firedrake’s blood is highly flammable and will ignite in a burst of flame upon contact with the air. A successful hit with a slashing or piercing weapon draws blood and causes it to ignite dealing 1d3 points of damage to the attacker (Reflex save at DC 13 to avoid).

Here's how we modified it earlier...

Boiling Blood (Ex): A geyser dragon’s blood is highly pressurized and erupts in a burst of boiling liquid and steam upon contact with the air. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a geyser dragon must succeed on a DC 12 Reflex save or take 1d3 points of fire damage from the splashing blood. The save DC is Constitution-based.
 

Pyrophoric blood is good as is, I think, except maybe it should be "Fluid" rather than Blood. We just need to adjust the DC and probably bump the damage a bit to maybe 1d6.
 

Updated.

CR 6? They are about as deadly as a white pudding or creeping stone, both CR 6.

Skills: 11

Feats: 3

Environment: Any?

Treasure: x

Advancement: x

A carnivorous wall is 10 feet tall, 10 feet wide, and 5 feet thick. A typical specimen weighs about x pounds.
 

On the suffocation bit: I'm a believer for the most part in standardization, so I really meant that suffocation should follow the standard rules in the DMG -- you can hold your breath, etc.

The reason I asked is because the Engulf description says "Engulfed creatures begin to drown (see suffocation rules in the DMG)", and the SRD rules for drowning describe what happens after the PC stops holding their breath.

SRD said:
Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. See also: Swimhttp://www.d20srd.org/srd/skills/swim.htm skill description.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dyinghttp://www.d20srd.org/srd/conditionSummary.htm#dying. In the third round, she drowns.

Read literally, that means an Engulfed character does not get to hold their breath and begins drowning immediately, so goes unconscious in the first round and is dead in three.

I prefer the compromise of having them get the DC 10+rounds engulfed Con saves to continue to hold their breath.
 

Pyrophoric blood is good as is, I think, except maybe it should be "Fluid" rather than Blood. We just need to adjust the DC and probably bump the damage a bit to maybe 1d6.

The Pyrophoric Fluid special attack looks good to me, I'm tempted to have the damage identical to a flask of alchemist's fire, with the Reflex save (DC 21, based on Con) to avoid a direct hit, although just having it do the same damage as a Large Burning Zombies' bite attack is simpler and may make more sense.
 

Updated.

CR 6? They are about as deadly as a white pudding or creeping stone, both CR 6.

Skills: 11

Feats: 3

Environment: Any?

Treasure: x

Advancement: x

A carnivorous wall is 10 feet tall, 10 feet wide, and 5 feet thick. A typical specimen weighs about x pounds.

CR 6 looks good to me.

Skills - probably put them all into Spot and/or Listen. I'd give the 'Mimic' version Listen, plus Disguise with a hefty racial bonus.

Feats - hmm, have to think about that one. Weapon Focus (slam)? Improved Grapple?

Environment - Underground.

Treasure - 1/10th coins; 50% goods; 50% items. like a Mimic and Gelatinous Cube.

Advancement - 9-12 HD (Large) 13-24 HD (Huge) following the profile of most other Oozes and the Mimic.

Weight ~7500 lbs, as I suggested in an earlier post.
 
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Updated.

It can't qualify for Improved Grapple, but good suggestions on the rest.

Maybe Skill Focus (Spot)? Improved Initiative?

Oops, I wasn't thinking about the Prereqs while brainstorming. I'd prefer Improved Initiative to compensate for its low Dex. Don't think Skill Focus is worth having. Combat Reflexes would be useful, as it has a 10' reach, if only it had a Dex bonus to benefit from it. Improved Overrun would be handy for engulfing victims, but it lacks the prerequisite Power Attack.

What about one of the saving throw improving feats - Lightning Reflexes maybe, like a Mimic has?

So what about Weapon Focus (Slam), Improved Initiative, Lightning Reflexes.

Did you include Weapon Focus (Slam) in the update's stats, since it has a +8 melee attack with Slam (+6 from HD, +2 Str, -1 size, +1 weapon focus = +8), or did you just leave out the attack penalty for it being Large?

I'd put the 'Ambush Wall' variant description in front of the Burning Zombie template, were people are less likely to miss it.

Speaking of missing things, what happened to the Burning Zombie Harpy?
 
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