Special Conversion Thread: Microscopic Monsters


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Done enough. ;)

Now it's got a Climb speed it needs the skill stuff that goes with it:

Skills: Climb +7, Swim +7

Skills: Giant amoebas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Giant amoebas have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Apart from that I think we're done with them.
 

Oops! We sure do. Updated.

Here's the next one...

FORAMINIFERA
Foraminifera are marine relatives of the amoebae. They are encased in a chambered shell penetrated by pores. The lobes of cell material which they use for locomotion and capturing prey extend through the pores, and are thus long and stringy.

There are two basic types of foraminifera: those that dwell on the bottom and those that float. One example of each is given below.

Elphidium
FREQUENCY: Uncommon
NO. APPEARING: 5-20
ARMOR CLASS: 3-4
MOVE: 6”
HIT DICE: 1-3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RES.: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S-M
PSIONIC ABILITY: Nil

Elphidium is a bottom-dwelling form which ranges in size from 2’ to 6’ across. Large cells have more chambers and a higher armor class. Those with 1 HD do only 1 hp damage/attack, at 2 HD 1-2 hp, and at 3 HD 1-3 hp.

Elphidium moves much like Amoeba, and is also basically a scavenger. The threadlike nature of its lobes gives it a different mode of attack, however. The shell of the cell remains relatively stationary, while the threadlike lobes pull food particles back to it. Elphidium thus must roll for a hit with each new attack (three attacks per turn possible). The 10 and can be cut off after suffering any damage. The cell can grow new threads with ease, and only hits to the main body cause permanent damage. Because the threads easily penetrate the joints in heavy armor, all armor heavier than chain mail is treated as AC 5 for attack purposes.

These cells are found in sandy patches on the shallow sea floor, in both warm and cold oceans.

Originally appeared in Dragon Magazine #111 (1986).
 


Sounds like a plan. It also makes me wonder if we should rethink the Aquatic subtype for the giant amoeba, as these are supposedly the aquatic version of said creature. :confused:
 

Sounds like a plan. It also makes me wonder if we should rethink the Aquatic subtype for the giant amoeba, as these are supposedly the aquatic version of said creature. :confused:

They're a marine version. The amoebas described in this article mostly live in freshwater or damp soil. Thus, methinks Aquatic plus Amphibious is fine for a current conversion.

That said, we could consider expanding their environment to swamps, forests and damp caves to reflect the original text, e.g.:
Environment: Any aquatic, plus swamps, forests and underground

Like its microscopic cousin, a giant amoeba is a single-celled organism that feeds through engulfing solid particles through its cell membrane. Most giant amoebas are found in ponds, lakes or swamps, but these oozes also live in humid forests and damp caves.
Mechanically, Elphidium don't seem much like an amoeba, since they have a hard "shell" and attack with multiple "threads".

Our conversion of the Peridinium would seem a better match to its characteristics, by changing the trichocysts to harpoon-and-pull threads.
 

I got the impression that the threads were roughly tentacles, but maybe you're right. I'd still prefer to base abilities, etc, on the amoeba.

I agree with the amphibious bit for the regular amoeba.
 

I got the impression that the threads were roughly tentacles, but maybe you're right. I'd still prefer to base abilities, etc, on the amoeba.

I agree with the amphibious bit for the regular amoeba.

The giant amoeba's already got the Amphibious SQ, or were you referring to the suggested red additions?

As for the Elphidium, the main difference between the base abilities of the Amoeba and Peridinium is their Dex and NA - the Amoeba has Dex 1 and no NA, the Peridinium Dex 10 and +2 NA.

If we give the Elphidium Dex 1 like an Amoeba it'd need a +10 NA to match an AC equivalent to the original. That seems too high. I'd rather give it something like Dex 10-11 and +5 NA or Dex 6-7 and +7 NA.

I don't mind making the threads tentacles, since that's a good fit to them mechanically.

Oh, and are we doing anything about its "penetrate heavy armour" ability?

Think it's time for a Working Draft...
 

Oh blast it, the Amoeba should have Initiative: -5.

Looks like we forgot to change it from whichever microfauna it was copied-and-pasted from.
 

Elphidium Working Draft

Elphidium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: -2
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 16 (+1 size, -2 Dex, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +0/+2
Attack: Tentacle +0 melee (1d2-1)
Full Attack: 3 tentacles +0 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, "penetrate armour"
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref -2, Will -5
Abilities: Str 8, Dex 7, Con 18, Int —, Wis 1, Cha 1
Skills: Climb +7
Feats: —
Environment: Any aquatic
Organization: Solitary or mass (2–20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium)
Level Adjustment: —

Description.

Stuff.

COMBAT
Tactics

An opponent can attack an elphidium's tentacles with a sunder attempt as if they were weapons. A elphidium's tentacles have 1 hit points each. If a elphidium is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a elphidium's tentacles does no damage to the creature. An elphidium can grow a replacement tentacle in 1d4 rounds.

Tactics.

Skills: Elphidium have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 

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