Special Conversion Thread: Plants

How about 2 rounds, since the original was for turns? That would give us

Immunity to Magic (Ex): A death mold is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Cure Wounds spells stun a death mold for 1 round per spell level.

A delay poison spell dazes a death mold for 2 rounds.

A neutralize poison or heal spell kills a death mold instantly on a failed Fortitude save.
 

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How about 2 rounds, since the original was for turns? That would give us

Immunity to Magic (Ex): A death mold is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Cure Wounds spells stun a death mold for 1 round per spell level.

A delay poison spell dazes a death mold for 2 rounds.

A neutralize poison or heal spell kills a death mold instantly on a failed Fortitude save.

Hmm, I wouldn't mind some randomness in the stun duration, and I would definitely like there to be a saving throw of some sort.

Perhaps:

Cure wounds spells stun a death mold for 1d2 rounds per spell level (or slowed on a successful Fort save).

A delay poison spell dazes a death mold for 1d10 rounds (or slowed on a successful Fort save).
 



Ok, the original monster has an attack, presumably slam plus acid. They also read like they have engulf or swallow whole. And we need to work on the poison/spores, which sound like Con damage (or hp) plus an effect like dust of sneezing and choking.
 

1d6 slam plus 1d6 acid, like the similarly-sized gray ooze?

Engulf seems a better fit than swallow whole.

I agree with Con damage plus a dust of sneezing and choking effect.
 

Agreed on the slam and acid damage.

Is the acid damage for engulf automatically the same as for the slam? The gelatinous cube doesn't actually say, but I'd assume so.

And how about this?
Caustic Spores (Ex): A death mold can release a cloud of caustic spores up to 6 times daily. Anyone within 30? ft of the death mold must make a DC X Fortitude save or take 2d6?? Con damage. Regardless of the saving throw's result, any creature in range is irritated by the spores and falls into a fit of coughing, choking, and sneezing, leaving them stunned for 2d4? rounds. The save DC is Constitution-based.

I fiddled with the damage and stun duration, so see what you like. The original spread is also bigger, so I could see going up to 40 ft. Also, it wasn't clear to me from the original monster if touching the death mold also sets off spores (or if that was just when they choose to release the spores), so I left that bit out.
 

Updated. I like your variables, but I left the question marks in until others weigh in.

Skills: 12 ranks
It has blindsight, so Listen and Spot probably aren't that important.

Feats: 4
It likes to lurk in ambush, so maybe Stealthy? Ability Focus (engulf)?
 


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