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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 8085541" data-attributes="member: 57383"><p>I propose the following for said swarm:</p><p></p><p><span style="font-size: 22px"><strong>Swarm, Carnivorous Worm</strong></span></p><p>Diminutive Vermin (Swarm)</p><p><strong>Hit Dice:</strong> 4d8 (18 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 10 ft. (2 squares), burrow 10 ft., swim 10 ft.</p><p><strong>Armor Class:</strong> 14 (+4 size), touch 14, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +3/—</p><p><strong>Attack:</strong> Swarm (1d6 plus slipping hazard)</p><p><strong>Full Attack:</strong> Swarm (1d6 plus slipping hazard)</p><p><strong>Space/Reach:</strong> 10 ft./0 ft.</p><p><strong>Special Attacks:</strong> Distraction, slipping hazard</p><p><strong>Special Qualities:</strong> Amphibious, blind, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits</p><p><strong>Saves:</strong> Fort +4, Ref +1, Will +1</p><p><strong>Abilities:</strong> Str 1, Dex 11, Con 10, Int —, Wis 10, Cha 2</p><p><strong>Skills:</strong> Swim +8</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any swamp or aquatic and warm forests</p><p><strong>Organization:</strong> Solitary, field (2-4 swarms), or morass (7-12 swarms)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> None</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>A roiling mass of worms, the largest of the slimy creatures are several feet long and thicker than a thumb</em>.</p><p></p><p>There are many mundane species of flesh-eating worm. Most live in water but some crawl through the moist soil of forests and jungles. Normally they are solitary creatures who pose no threat to anything larger than themselves, but in extremely abnormal circumstances (such as the <em>summon worms</em> spell) they can appear in swarms capable of stripping humanoids to the bone.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>A carnivorous worm swarm seeks to surround and attack the largest and freshest source of meat it encounters, which is usually living prey. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p></p><p><strong>Amphibious (Ex):</strong> Carnivorous worms can breathe air as well as water.</p><p></p><p><strong>Blind (Ex):</strong> Carnivorous worms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p></p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p></p><p><strong>Slipping Hazard (Ex):</strong> Any creature that enters the space of a carnivorous worm swarm must make a successful DC 12 Reflex save or fall. This save is repeated at the end of the swarm's move each round that the creature remains within the area. A creature can walk within or through the space of worms at half normal speed with a DC 12 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The save DCs are Constitution-based.</p><p></p><p><strong>Skills:</strong> A carnivorous worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A carnivorous worm uses its Dexterity modifier instead of its Strength modifier for Swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8085541, member: 57383"] I propose the following for said swarm: [SIZE=6][B]Swarm, Carnivorous Worm[/B][/SIZE] Diminutive Vermin (Swarm) [B]Hit Dice:[/B] 4d8 (18 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 10 ft. (2 squares), burrow 10 ft., swim 10 ft. [B]Armor Class:[/B] 14 (+4 size), touch 14, flat-footed 14 [B]Base Attack/Grapple:[/B] +3/— [B]Attack:[/B] Swarm (1d6 plus slipping hazard) [B]Full Attack:[/B] Swarm (1d6 plus slipping hazard) [B]Space/Reach:[/B] 10 ft./0 ft. [B]Special Attacks:[/B] Distraction, slipping hazard [B]Special Qualities:[/B] Amphibious, blind, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits [B]Saves:[/B] Fort +4, Ref +1, Will +1 [B]Abilities:[/B] Str 1, Dex 11, Con 10, Int —, Wis 10, Cha 2 [B]Skills:[/B] Swim +8 [B]Feats:[/B] — [B]Environment:[/B] Any swamp or aquatic and warm forests [B]Organization:[/B] Solitary, field (2-4 swarms), or morass (7-12 swarms) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] None [B]Level Adjustment:[/B] — [I]A roiling mass of worms, the largest of the slimy creatures are several feet long and thicker than a thumb[/I]. There are many mundane species of flesh-eating worm. Most live in water but some crawl through the moist soil of forests and jungles. Normally they are solitary creatures who pose no threat to anything larger than themselves, but in extremely abnormal circumstances (such as the [I]summon worms[/I] spell) they can appear in swarms capable of stripping humanoids to the bone. [B][SIZE=5]Combat[/SIZE][/B] A carnivorous worm swarm seeks to surround and attack the largest and freshest source of meat it encounters, which is usually living prey. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. [B]Amphibious (Ex):[/B] Carnivorous worms can breathe air as well as water. [B]Blind (Ex):[/B] Carnivorous worms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. [B]Distraction (Ex):[/B] Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [B]Slipping Hazard (Ex):[/B] Any creature that enters the space of a carnivorous worm swarm must make a successful DC 12 Reflex save or fall. This save is repeated at the end of the swarm's move each round that the creature remains within the area. A creature can walk within or through the space of worms at half normal speed with a DC 12 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The save DCs are Constitution-based. [B]Skills:[/B] A carnivorous worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A carnivorous worm uses its Dexterity modifier instead of its Strength modifier for Swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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