| Post/Author/DateTime | Post |
|---|---|
| Flameblade08-18-07, 12:27 PM | I'm running a FR campaign and would like to use monsters out of Monsters of Faerun, but it's 3rd edition and I run 3.5. Is there some place I can find rules, or whatever you want to call it, for upgrading the monsters to 3.5? |
| Flameblade08-18-07, 05:46 PM | So it looks like nobody can help me with that so I used the 3.5 MM the best I could and came up with this for one of the monsters that i want to use. This is the original: Phaerimm Large Abberation Hit Dice: 5d8+5 (27hp) Initiative: +1 (Dex) Speed: 10 ft., fly 30 ft. (good) AC: 18 (+1 Dex, -1 size, +8 natural) Attacks: 4 claws +3 melee (or mwk falchion +0 melee, 3 mwk falchions -4 melee), bite +1 melee, stinger +1 melee Damage: Claw 1d6+1 (or mwk falchion 2d4+1), bite 2d6, stinger 1d8 and poison Face/Reach: 5ft. by 5 ft./10 ft. (bite 0 ft., must be grappling) Special Attacks: Poison Special Qualities: Full vision, immunities, phaerimm magic, telepathy, SR15 Saves: Fort +2, Ref +2, Will +7 Abilities: Str 12, Dex 13, Con 12, Int 18, Wis 16, Cha 17 Skills: Concentration +9, Intimidate +8, Knowledge (Arcana) +11, Listen +5, Search +7, Sense Motive +8, Spellcraft +11, Spot +8 Feats:Multiattack, Spell Focus (choice), Spell Penetration Climate/Terrain: Underground Organization: Solitary, pair, or hive (3-30) Challenge rating: 5 Treasure: Double Standard Alignment: Usually neutral evil Advancement: By character class, as sorcerers I'm not going to write everything it says in the book; just what I think is important for this topic. Combat: Purely physical combat is a sign of weakness. Using stinger or weapons to defend themselves is a sign that their magical abilities are not sufficient. Make physical attacks as last resort, even at low levels when lack powerful magic. Low-level phaerimms stoop to using masterwork falchions. Favor charm, command, and illusion magic, but will use evocation or others if necessary. Also enjoy summoning outsiders but are too proud to use low-level summoning spells. (I put this paragraph in just so you'd have a bit of backgroud info on Phaerimms so you will see the reason behind some of the changes.) Poison (Ex): Stinger, Fort save (DC 15); initial effect paralysis for 2d4 rounds and being levitated a few feet off the ground, hanging helpless; secondary damage paralysis for 1d3 hours. Spell Resistance (Ex): For every 3 levels phaerimms gain as sorcerers, their spell resistance increases by +1. Full Vision (Ex): Phaerimms are naturally capable of detecting magic, and seeing invisible, astral, and incorporeal creatures and objects, all to a range of 120 ft. Immunities: Phaerimms are immune to polymorph and petrification effects. Fly (Su): A phaerimm can fly as the spell, as a free action, at a speed of 30 ft. A phaerimm that is unable to fly (for example, because it is caught in an antimagic field) falls. Phaerimm Magic (Sp): Phaerimms cast their sorcerer spells as if they were spell-like abilities, requiring neither verbal, somatic, nor material components. This is what I came up with for updating it to 3.5: Phaerimm Large Aberration Hit Dice: 6d8+6 (32 hp) Initiative: +1 (Dex) Speed: 10 ft, fly 30 ft (good) Armor Class: 18 (+1 Dex, -1 size, +8 natural), touch 10, flat-footed 17 Base attack/Grapple: +4/+9 Attack: Claw +5 melee (1d6+1) or mwk falchion +6 melee (2d4+1) Full Attack: 4 claws [1 at +5 melee and 3 at +3 melee] (1d6+1) or 4 mwk falchion [1 at +6 melee and 3 at +4 melee] (2d4+1) and bite +3 melee (1d8+1) [must be grappling] and stinger +3 melee (1d6+1 and poison) Space/Reach: 10 ft/5ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft, Full Vision, immune to polymorph and petrification effects, Phaerimm Magic, Telepathy, SR 16 Saves: Fort +2, Ref +2, Will +7 Abilities: Str 12, Dex 12, Con 12, Int 19, Wis 17, Cha 18 Skills: Concentration +10, Intimidate +13, Knowledge (Arcana) +14, Listen +12, Search +14, Sense Motive +12, Spellcraft +14, Spot +12 Feats: Multiattack, Spell Focus (Enchantment), Spell Penetration Spells Known: 0- 2, 1st- 1 Spells Per Day: 0- 2, 1st- 1 Spells: 0- Daze (DC 14) and Ghost Sound (DC 14), 1st- Charm Person (DC 15) I decided to choose some spells for it because from the description in the book it sounds like they are born with spells, but it doesn't list any. I used half the spells known and per day that a level 1 sorcerer would get rounded down and did not add in for cha modifier. I decided to add antoher hit die because according to rules in MM monsters gain feats as PCs do so in order to have 3 feats the phaerimm needed to have 6 hit dice. So, is it still a balanced CR 5 creature? |
| Lord Karsus08-18-07, 06:46 PM | -Need to change 'em from 3e to 3.53, eh? Here's my advice: -Fuggedaboutit... |
| ElMorte08-18-07, 07:34 PM | Or look for the web enhancement for Players Guide to Faerun. There you find an update for all Realms specific monsters that were mentioned in previous 3.0 FR books, including the Phaerimm. |
| PharaunMizzrym08-18-07, 09:10 PM | They were updated in Lost Empires of Faerun. |
| Flameblade08-18-07, 10:26 PM | Ahhhhh. Thank you very much! |