Cleon
Legend
Updating Weremako Working Draft with Merfolk as the base creature.
Merfolk does make sense as the base creature in that case. But I agree with doing the additional ogrish sample.
I'd be willing to add summoning to the Mystara version, but I still don't really like the ram attack.
As for the summoning table, why don't we start with the same progression as in the wereporpoise and adjust as necessary?
Hit Dice | Normal Sharks | Mako Sharks | Afflicted Weremakos |
5-6 | 1d3 | 1 | — |
7-8 | 1d4+1 | 1d2 | — |
9-10 | 1d10 | 1d4 | 1 |
11-12 | 2d8 | 1d8 | 1d2 |
13-14 | 3d8 | 2d6 | 1d3 |
15-16 | 4d8 | 3d6 | 1d4+1 |
17+ | 6d8 | 4d6 | 1d8 |
Well, you've done a lot on this!
Yes, let's drop the ram attack.
Your suggested summoning table looks just fine.
Since the original monster makes a point that a shark-form weremako will suffocate on dry land, should we remove the amphibious SQ from the shark form?
Thoughts on tactics? What would be shark-like?
Ugh, get busy at work, and I'm suddenly a week further behind!
Hmmm, forgot that the merfolk are amphibious. Let's just leave it. That's just one of those older-edition exceptions that doesn't translate well, I think.
I like those tactics!
I see you have CE for the alignment. The original has them as N. Do you prefer the change to the "thematic" alignment, or do we want them as more N avatars of nature?
X7 said:Two rounds after the first round of combat, two mako sharks slip into the room from the secret door to room 20. These are weresharks in their shark form. Any character in melee or spell casting has only a 10% chance of noticing their entrance. Any other characters have a 25% chance of seeing them come in through the secret door.
Weresharks, mako (2): AC 4; HD 4; hp 20; MV 180’(60’); #AT 1 bite; D 2-12; Save F4; ML 9; AL C
For example, in encounter 21 "THE SHARKS’ DEN":