The Magling: A new creature I need some help finishing


3.5/d20/OGL


This is my first attempt creating a creature for 3.5ed and I could use some help putting the polish to it. I looked around and didn't see a forum devoted to just monsters, so I hope this is a good place to post this. Here is what I have so far...

Magling

Type: Monstrous Humanoid
Size: Tiny
Hit Dice: 6d8+18 (48hp)
Initiative: +5
Speed: 30’, Climb 30’
Armor Class: 21(+5 Dex, +2 Size, +4 Natural), (touch) 16, (flat-footed) 17
Base Attack/Grapple: +4/-5
Attack: +9 Bite (1d4-1)
Full Attack: +9 Bite (1d4-1), 2 +4 Claws (1d3-1)
Face/Reach: 2 ½ ft / 0ft
Special Attacks: Dominate Monster 1/Day, Symbiotic Sorcery, Magic Item Use
Special Qualities: SR 16, Regenerate 1, Share Spell, Improved Evasion
Saves: Fort +5, Ref +10, Will +8
Abilities: Str 8, Dex 20, Con 16, Int 14, Wis 12, Cha 14
Skills: Spot +11, Listen +10, Hide +11, Spellcraft +11, Climb +11
Feats: Alertness, Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary or Solitary plus Symbiote-Slave
Challenge Rating:
Treasure: Normal
Alignment: CE
Advancement: 7-12 HD (Tiny)
13-16 HD (Small)

“I have come across many bizarre creatures, but this was certainly one of the strangest. I was about the size of a goodly sized cat, with short, wiry black hair covering its body. I was bipedal, with extremely skinny limbs, long-fingered hands and long tufted ears.
The creature rode upon a mans shoulder, one long-fingered hand wound into his hair to support it, while it whispered into his ear and gestured about it. Its wide mouth was full of sharp needle-like teeth, which the creature enjoyed showing to me at the most disturbing moments in a large, gruesome smile. I have never felt such evil, such madness, such utter chaos as I did that day as I felt the impact of that smile.”

-Randy SilverWind, Master Bard

The Magling is a creature of Magic and Chaos. It looks vaguely like a blending of cat, monkey and demon. Its skin is leathery and a sooty dark grey. Its yellowish-tinged black, wiry, spiky hair grows from its wrists, ankles, upper chest, groin and head. Its ears are extremely long and pointed, rising erect to far above its head. Its eyes are widely-set and almond-shaped, with bright yellow, horizontally slit pupils and a blood-red eyeball. It has a tiny, pug-like nose and a wide, narrow lipped mouth full of dozens of needle-like teeth. Its limbs are gaunt and stretched looking and end in hands and feet with long, agile digits. A long rat-like tail sprouts from its backside, obviously prehensile. It smells of smoke and cinnamon. It has a range of expressions, yet they all seen to manage to have an insane grin worked into them somehow. While it is quite fond of screeching, hooting, cackling, giggling and laughing manically, it rarely speaks to anyone other then its Symbiote-Slave and even then never above a whisper.
It speaks Common, Draconic, Abyssal, Orcish and Goblin.

COMBAT:

Maglings disdain personal combat, preferring instead to ride their Symbiote-Slaves into battle like steeds and using their Symbiotic Sorcery spell casting to destroy their foes. If their Symbiote-Slave is removed from their control, either by killing it or dispelling the Domination effect, the Magling is next to useless combatively, although it is still difficult to kill.
Dominate Monster: By far it’s most potent power; this ability can only be used once per day. The save DC is 21. Any creature under its effect regards the Magling as a treasured pet and would die to defend it from harm. Any creature under this unique Domination effect also gains spell casting abilities. (See next ability.)
Symbiotic Sorcery: As long as the Symbiote-Slave is under the effect of the Magling’s Domination power, it gains spell casting abilities as if it were a sorcerer of a level equal to its Hit Die or Class Level. This power functions for as long as both creatures live and as are within 100’ of each other. If they are separated by more then this, the Symbiote-Slave loses its spell casting and becomes overwhelmed by the need to be near its “pet.” It will utilize all means to do so.
Every time the Symbiote-Slave casts a spell using this power, there is a cumulative 1% chance of draining 1 level or HD. This lose is permanent and cannot be reversed as long as it is under to control of the Magling. Any creature drained to 0 level or HD dies, “burnt out,” rising as a Revenant bent on the death of the Magling that controlled it. For this reason, Maglings are careful to change Symbiotes well before this occurrence, although it still happens occasionally, especially when pressed hard in combat or if the Magling is careless about watching for the warning signs. Maglings usually kill their old “mounts” as they can only control one at a time, and the thought of one of their former slaves possibly being cured and becoming a font of information for their foes is not a pleasant one for them.
Regenerate: Maglings regenerate all damage except that caused by silver weapons at the rate of 1 per round.
Magic Item Use: Maglings, due to their magical natures, can utilize any magic item usable by sorcerers.
Shared Spells: Any spell the Symbiote-Slave casts upon itself can be shared with its Magling master. This works just like the familiar ability of the same name.

ORGANIZATION AND SOCIETY:

Maglings are solitary creatures, living only to find stronger “mounts” and cause chaos. They occasionally cross each other’s paths as they wander, with these meetings either ending in battle or mating, depending on the sexes involved. Some rare meetings end peacefully (for matings are not peaceful affairs) usually when one Magling realizes it’s greatly overmatched and bribes its way out of the conflict. Maglings covet magic and gems, and obsessively collect both.
Female Maglings that have mated will seek a defensible place for them to have their litter. Once they find a place to their liking, they fortify it as best they can and settle in to whelp and wean their kits. They give birth to 6-8 kits at a time and wean them in about 6-8 weeks. (Kits have the stats of Giant Rats.) Once the kits have been weaned, the mother abandons them to fend for themselves so as to continue her wanderings. The kits stay together as a pack, utilizing the rudimentary skills their mother passed along to stay alive until maturity, about 1 year. At that time, the one kit that succeeds in gaining a “mount” first usually kills all of its siblings soon after, hunting down as many as it can. It is rare for a Magling whelping to produce more then one mature Magling.
Maglings are omnivorous, but prefer meat; the bloodier, the better. They also enjoy killing it; the slower, the better.

Any feedback I can get on it would be appreciated. Also, I am stumped on how to figure out a CR for the damn thing! Any ideas on that? I'm looking forward to all the great help I hope I am going to get! :-)


* Your touch and flat-footed ACs are mixed up. Should be touch 17, flat-footed 16
* You forgot the size modifiers to attack rolls. Full Attack should read Bite +11 (1d4-1) and 2 claws +6 (1d3-1)
* You should either note that Dominate Monster is a spell-like ability (Sp), or perhaps change its name and make it a supernatural ability (with a save DC of 15). If you make it supernatural, I'd put a hit die cap on it (either 6 or 12 would work).
* Symbiotic Sorcery (which you should mark as a supernatural ability, Su) is the game breaker here. I suggest having the caster level of the thrall set to 6th level (the same as the Magling's hit dice). Perhaps make your entry more similar to that of the Couatl or the Rakshasa.
* Magic Item Use is perhaps an Extraordinary quality (Ex). Like Symbiotic Sorcery, you should note that they can use magic items "as a sorcerer of 6th level," since scrolls and such require specific levels. Also, it would be a Special Quality rather than a Special Attack.
* Share Spells would be a Supernatural ability.
* Just for completion's sake, you should list the specifics of improved evasion.
* Too many languages. The creature should have 2 or 3 languages known.
* Reorganize the skill list so it's alphabetical.
* Advancement should go all the way to 18 Hit Dice (3 x base hit dice).

Overall, it's a pretty cool little guy. The Con score or perhaps hit dice might be a bit much (hit dice equal to a minotaur, Con score 1 higher), but it's not bad. I didn't bother to check the skill point layout, so I'll just ask if you remembered the +8 to climb checks from having a climb speed. Also, since they're Tiny, you're within rights to give them that ability that some creatures have to use Dex instead of Strength for Climb and Swim checks. Check the Rat entry for more details.

I would actually decrease the Strength score on it; A Strength of 4 to 6 would seem more appropriate.

As for CR, the Dominate Monster ability indicates a pretty high CR (around 15 or so), but then it becomes a switch encounter; it lives or dies by the dominate ability. Granted, it likely has a thrall, but due to your wording of Symbiotic Spellcasting that makes it difficult to determine the impact of the encounter. If the Thrall is a 1st level commoner, it's not even a challenge. If the Thrall is a 20th level Rogue on the other hand, it becomes much more difficult. If you make the Dominate ability supernatural and make the other changes I suggested, that would put the CR in a lower category, around 8. Your listed Spell Resistance supports this lower CR. If you increased the Charisma to 16 and dropped the hit dice to 4 (making the thrall cap either 4 or 8), you could probably put CR 6 on the creature easily. Also, this way advancement would cap at 12 hit dice, which doesn't look quite so obscene as 18 for a tiny creature.

TK


I'd recommend, for ease of use, replacing the level loss with negative levels at the same rate and with the same restrictions that you already listed. A creature with negative levels equal to its hit dice, obviously, would die (as goes for negative levels caused by any other source).

Don't forget the "Plus Awesome" Size bonus to hide -- assuming zero ranks, they should have a +17 to hide as written. (+12 from Size, +5 from Dex)

I'd have to echo Thanis' suggestion regarding the Symbiotic Sorcery ability -- not only does it make calculating the CR nigh on impossible (the only thing that springs to mind is a rough guideline of "As Thrall, plus *Scaling modifier based on Thrall's Hit Dice*") but it just plain makes no sense to me for a 6 hit die creature to be capable of turning a 20th Level Barbarian into a Barbarian-Sorcerer Gestalt.

Otherwise, yeah, it seems like a cool little creature. Seems almost more like a fey as a monstrous humanoid to me, in terms of abilities, but that's mostly just my preference. As for CR, I've got no idea -- that's never been my strong suit.

And this is just a nitpicky thing, really, but it's the sort of thing that leaps off the page at me: I think you mean "it was about the size of a goodly sized cat", rather than "I was about the size ..." that occurs in a few other places, as well.


Also, since it is supposed to be fairly ineffective at combat, it should deal a die size less damage with its bite and claw (d3 bite, d2 claw). But I suppose if you reduce the Strength to 4, that wouldn't really matter.

WhiteToyMaker pointed out to me that your skills are all wrong. Skills are the easiest thing to miscalculate though.

WhiteToyMaker wrote:
Assuming max ranks, he should have Climb of 16 (if he uses strength), Hide of 22, Listen of 13, Spellcraft of 11, and Spot of 13.


Thanis Kartaleon wrote:
Also, since it is supposed to be fairly ineffective at combat, it should deal a die size less damage with its bite and claw (d3 bite, d2 claw).

Actually, as a general thing, it should deal d3 bite and d2 claw anyway, unless he was supposed to be exceptionally effective in melee combat. Half-Dragons and Half-Fiends (for that matter, most roughly humanoid shaped creatures with nasty teeth and claws) of that size would deal 1d3 with bites and 1d2 with claws.


Thanis and the White Toymaker make good points.
To help with CR, I’d say it’s CR 6. Before I get to why, compare the magling to the stats for the Banelar, from page 18 of Monsters of Faerun, which I’ve updated to 3.5 rules.

Banelar:
Huge Magical Beast
Hit Dice: 7d10+35 (48hp)
Initiative: +5
Speed: 30’, Swim 30’
Armor Class: 14(+1 Dex, -2 Size, +5 Natural), (touch) 9, (flat-footed) 13
Base Attack/Grapple: +7/+23
Attack: +9 Bite (1d4-1)
Full Attack: +13 sting (2d4+8 plus poison), +8 bite (1d3+4 plus poison)
Space/Reach: 15 ft / 15ft
Special Attacks: Spells, poison, magic items
Special Qualities: Fast healing 2, immunity to acid and poison, resist petrification
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 26, Dex 13, Con 21, Int 17, Wis 16, Cha 16
Skills: Concentration + 15, Diplomacy +13, Intimidate +13, Spot +13, Swim +16, Use Magic Device +13
Feats: Combat CastingB, Improved Initiative, Iron Will, Spell Focus (Enchantment)

Under 3.5 rules, the banelar gets 50 skill points (which I’ve maxed out for the five skills; Swim gets no skill points, but includes +8 for swim speed and +8 for Str), and 3 feats for HD, so I added Combat Casting as a bonus feat.
The other stats and abilities stay the same (look them up if you want the full description). Note that a banelar has the spellcasting ability of a 6th-level cleric and a 6th-level wizard, and can cast one spell per round as a free action when attacking.
I’ve shown you the stats for the banelar because it’s roughly comparable to the magling. But do you know what the CR of a banelar is? FIVE !!?!! That seems a bit low to me.

In any case, I think the CR for a magling should be 6. A minotaur with 6 (nonassociated) levels of sorcerer would be CR 7, and tougher than your creature. Still, the best thing to establish CR would probably be to have a few “mock fights” on your own, before throwing it at the PCs.

I agree that a magling should be fey, in which case you should have Concentration and Use Magic Device as skills (in addition to the others). Yes, it’s BAB drops to +3 and hp drop by 6, but it’s a spellcaster not a brawler; it’s saves stay the same. I’d suggest adding DR 5/cold iron, and improving SR by 1 (so that at CR 6, a 6th-level wizard has a 50% chance of affecting it).

I’d also change “Symbotic Sorcery” as it currently stands to the following. Note that I think the 100-foot range is too much, and suggest changing it to 10 feet.
Spells: A magling casts spells as a sorcerer of a level equal to it’s fey HD, which is 6th-level for a standard maeling.
Symbiotic Sorcery (Su): As long as the Symbiote-Slave is under the effect of the Magling’s Domincation power, it can cast some of the magling’s spells, as long as both creatures are within 10’ of each other. The slave can cast one spell per round as a standard action, and it uses the caster level of the magling. Each spell cast by a Symbiote-Slave reduces the magling’s spell slots available for the day as though the magling had cast the spell. To cast a spell, a Symbiote-Slave must have a Charisma score equal to 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth. The DC for a saving throw against a Symbiote-Slave’s spell is 10 + the spell level + the Symbiote-Slave’s Charisma modifier.
If the Symbiote-Slave has already has spellcasting ability, both creatures share knowledge of any metamagic feats the two creatures have when within 100 feet of each other.

I think that giving it the ability to cast spells by itself actually gives it something to do in combat, and gives it’s minion an actual benefit, without making the minion too powerful. The above is more reasonable, but I’d drop the level draining idea unless you really want to keep it.

For advancement, I’m guided by the redcap (Monster Manual III, p. 138-139). I suggest “Advancement: 7-20 HD (Tiny)”, and use the following: Advancing a magling by 1 HD increases CR +1 for each HD. For each additional HD a magling gains, it gains +1 Dexterity, +1 Constitution, and +1 Charisma, as well as improving SR and sorcerer caster level by +1, as well as the normal benefits for advancing in (fey) Hit Dice. For every 2 additional Hit Dice, an advanced magling gains a +1 natural armor, +1 to regenerate, and possible DR improvement. This is summarised below:
Nat.
HD Armor DR Regen. CR
6 +4 5/cold iron 1 6
7 +4 5/cold iron 1 7
8 +5 5/cold iron 2 8
9 +5 10/cold iron 2 9
10 +6 10/cold iron 3 10
11 +6 10/cold iron 3 11
12 +7 10/cold iron 4 12
13 +7 10/cold iron 4 13
14 +8 10/cold iron 5 14
15 +8 15/cold iron 5 15
16 +9 15/cold iron 6 16
17 +9 15/cold iron 6 17
18 +10 15/cold iron 7 18
19 +10 15/cold iron 7 19
20 +11 15/cold iron 8 20

So, at 10 HD it would have Dex 24, Con 20, Cha 18, SR 21, +6 natural armor, DR 10/cold iron, regeneration 3, would cast spells as a 10th-level sorcerer, and is CR 10. At 20 HD it would have Dex 34, Con 30, Cha 28, SR 31, +11 natural armor, DR 15/cold iron, regeneration 8, would cast spells as a 20th-level sorcerer, and is CR 20.

I hope the above helps.


Dash- the table didn't align well.


Thanks to everyone for all your input! As you can see by the next post (Why can't you edit? That seems so dopey.), I used a lot of your suggestions. This post is just to let you know about certain points in your posts...

Thanis Kartaleon wrote:
* Advancement should go all the way to 18 Hit Dice (3 x base hit dice).
ericthecleric wrote:
For advancement, I’m guided by the redcap (Monster Manual III, p. 138-139). I suggest “Advancement: 7-20 HD (Tiny)”,

Actually, I nerfed advancement all together. This little bugger is confusing enough without it... ;-)

Thanis Kartaleon wrote:
* You should either note that Dominate Monster is a spell-like ability (Sp), or perhaps change its name and make it a supernatural ability (with a save DC of 15). If you make it supernatural, I'd put a hit die cap on it (either 6 or 12 would work).

I went with Spell-like to keep the higher DC.

The White Toymaker wrote:
I'd recommend, for ease of use, replacing the level loss with negative levels at the same rate and with the same restrictions that you already listed. A creature with negative levels equal to its hit dice, obviously, would die (as goes for negative levels caused by any other source).

Just outta curiousity, why? Doesn't it work out the same either way? I went with Drain over Damage to avoid having some dopey PC decide he wanted to become a Symbiote-Slave for the abilities. PCs get very freaked about Drain, not so freaked about Damage...

The White Toymaker wrote:
Don't forget the "Plus Awesome" Size bonus to hide -- assuming zero ranks, they should have a +17 to hide as written. (+12 from Size, +5 from Dex)

Actually, +8 for size, but thanks! Either way I missed that!

The White Toymaker wrote:
And this is just a nitpicky thing, really, but it's the sort of thing that leaps off the page at me: I think you mean "it was about the size of a goodly sized cat", rather than "I was about the size ..." that occurs in a few other places, as well.

And it both leaps off the page and annoys the he** outta me when I see it. I can't beleive I missed that, thanks!

Thanis Kartaleon wrote:
* Symbiotic Sorcery (which you should mark as a supernatural ability, Su) is the game breaker here. I suggest having the caster level of the thrall set to 6th level (the same as the Magling's hit dice). Perhaps make your entry more similar to that of the Couatl or the Rakshasa.
The White Toymaker wrote:
I'd have to echo Thanis' suggestion regarding the Symbiotic Sorcery ability -- not only does it make calculating the CR nigh on impossible (the only thing that springs to mind is a rough guideline of "As Thrall, plus *Scaling modifier based on Thrall's Hit Dice*") but it just plain makes no sense to me for a 6 hit die creature to be capable of turning a 20th Level Barbarian into a Barbarian-Sorcerer Gestalt.
ericthecleric wrote:

I’d also change “Symbotic Sorcery” as it currently stands to the following. Note that I think the 100-foot range is too much, and suggest changing it to 10 feet.

Spells: A magling casts spells as a sorcerer of a level equal to it’s fey HD, which is 6th-level for a standard maeling.
Symbiotic Sorcery (Su): As long as the Symbiote-Slave is under the effect of the Magling’s Domincation power, it can cast some of the magling’s spells, as long as both creatures are within 10’ of each other. The slave can cast one spell per round as a standard action, and it uses the caster level of the magling. Each spell cast by a Symbiote-Slave reduces the magling’s spell slots available for the day as though the magling had cast the spell. To cast a spell, a Symbiote-Slave must have a Charisma score equal to 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth. The DC for a saving throw against a Symbiote-Slave’s spell is 10 + the spell level + the Symbiote-Slave’s Charisma modifier.
If the Symbiote-Slave has already has spellcasting ability, both creatures share knowledge of any metamagic feats the two creatures have when within 100 feet of each other.

Fixed, I hope. See next post.


And here is the New Improved MARK II Magling!! (Minus the descriptions and such. Once was enough for that...)

MAGLING

Type: Fey
Size: Tiny
Hit Dice: 6d6+18 (38hp)
Initiative: +5
Speed: 30’, Climb 30’
Armor Class: 21(+5 Dex, +2 Size, +4 Natural), (touch) 17, (flat-footed) 16
Base Attack/Grapple: +1/-7
Attack: +6 Bite (1d3-2)
Full Attack: +6 Bite (1d3-2), 2 +1 Claws (1d2-2)
Face/Reach: 2 ½ ft / 0ft
Special Attacks: Dominate Monster 1/Day, Symbiotic Sorcery
Special Qualities: SR 16, Regenerate 1, Share Spell, Improved Evasion, Magic Item Use
Saves: Fort +5, Ref +10, Will +8
Abilities: Str 6, Dex 20, Con 16, Int 14, Wis 12, Cha 14
Skills: Climb +22, Concentration +12, Hide +22, Listen +13, Spellcraft +17, Spot +13
Feats: Alertness, Iron Will, Weapon Finesse,
Environment: Any
Organization: Solitary or Solitary plus Symbiote-Slave
Challenge Rating: As Symbiote + 4
Treasure: Double Normal (Gems and Magic Only)
Alignment: CE
Advancement: -

It speaks Common, Draconic, Abyssal, and Orcish.

COMBAT:

Maglings disdain personal combat, preferring instead to ride their Symbiote-Slaves into battle like steeds and using their Symbiotic Sorcery spell casting to destroy their foes. If their Symbiote-Slave is removed from their control, either by killing it or dispelling the Domination effect, the Magling is next to useless combatively, although it is still difficult to kill.
Dominate Monster (Sp): By far it’s most potent power; this ability can only be used once per day. The save DC is 21. The effect is permanent unless dispelled. Any creature under its effect regards the Magling as a treasured pet and would die to defend it from harm. Any creature under this unique Domination effect also gains spell casting abilities. (See next ability.)
Symbiotic Sorcery (Su): As long as the Magling has a Symbiote-Slave under the effect of the Magling’s Domination power, the Magling and the Symbiote gain spell casting abilities as if they were sorcerers of a level equal to the Symbiote’s Hit Die or Class Level. This power functions for as long as both creatures live and are within 10’ of each other. If they are separated by more then this, the both lose their spell casting and the Symbiote becomes overwhelmed by the need to be near its “pet.” It will utilize all means to do so. It shares the spell-casting of the Magling, so any spells the Symbiote casts must be from the Magling’s spell list and use up one of the Magling’s spell-slots.
Every time the Symbiote-Slave casts a spell using this power, there is a cumulative 1% chance of draining 1 level or HD. This lose is permanent and cannot be reversed as long as it is under to control of the Magling. Any creature drained to 0 level or HD dies, “burnt out,” rising as a Revenant bent on the death of the Magling that controlled it. For this reason, Maglings are careful to change Symbiotes well before this occurrence, although it still happens occasionally, especially when pressed hard in combat or if the Magling is careless about watching for the warning signs. Maglings usually kill their old “mounts” as they can only control one at a time, and the thought of one of their former slaves possibly being cured and becoming a font of information for their foes is not a pleasant one for them.
Regenerate (Ex): Maglings regenerate all damage except that caused by silver weapons and cold iron at the rate of 1 per round.
Magic Item Use (Ex): Maglings, due to their magical natures, can utilize any magic item usable by sorcerers at a level equal to that of their current casting ability. A Magling without a Symbiote has no spellcasting abilities, therefore can utilize no magical items, except those usable by any class.
Improved Evasion (Ex): The Magling takes no damage on a successful saving throw and only half damage on a failed one. If the Magling is helpless or unconscious, it looses this ability.
Shared Spells (Su): Any spell the Symbiote-Slave casts upon itself can be shared with its Magling master, and vice-versa. This works just like the familiar ability of the same name.
Skills: Due to their magical natures, Maglings gain a +6 racial bonus on spellcraft checks. As well, they use their Dexterity scores instead of their Strength scores to modify their Climb skills.


Joex The Pale wrote:
Just outta curiousity, why? Doesn't it work out the same either way? I went with Drain over Damage to avoid having some dopey PC decide he wanted to become a Symbiote-Slave for the abilities. PCs get very freaked about Drain, not so freaked about Damage...

Actually, it doesn't work out the same way. Negative Levels are much easier to figure out. When a creature suffers from Negative Levels, it takes (for each level) a -1 penalty on attacks, saves, skill checks and ability checks. Additionally, it loses 5 HP and takes a -1 penalty to effective level for any level based effect (Caster Level, Turning Level, etc, and Hit Dice for the purpose of spells that affect a creature based on Hit Dice). Spellcasters lose one spell or spell slot from their highest level, as well.

That way, you don't have to try and remember (or figure out, in the case of an NPC) exactly what they gained the last time they leveled up. Granted, you can remove the negative levels with a Fort Save --DC 15 in this case, I believe, which is pretty weak but really, really sucks to roll low on -- but they have to save for each negative level gained, and with a reduced modifier due to the levels. It's a nasty situation, overall, much like trying to fight off a disease that damages your constitution.

And yeah, I can't believe that I got that size modifier wrong. My bad, I must've been thinking diminutive.


The White Toymaker wrote:

Actually, it doesn't work out the same way. Negative Levels are much easier to figure out. When a creature suffers from Negative Levels, it takes (for each level) a -1 penalty on attacks, saves, skill checks and ability checks. Additionally, it loses 5 HP and takes a -1 penalty to effective level for any level based effect (Caster Level, Turning Level, etc, and Hit Dice for the purpose of spells that affect a creature based on Hit Dice). Spellcasters lose one spell or spell slot from their highest level, as well.

That way, you don't have to try and remember (or figure out, in the case of an NPC) exactly what they gained the last time they leveled up. Granted, you can remove the negative levels with a Fort Save --DC 15 in this case, I believe, which is pretty weak but really, really sucks to roll low on -- but they have to save for each negative level gained, and with a reduced modifier due to the levels. It's a nasty situation, overall, much like trying to fight off a disease that damages your constitution.

Hmmmmm, good point. And as long as the damage can't be healed as long as it's Dominated, that gets around the "dopey PC" issue. I'll make that change then. Anything else? :-)


Joex The Pale wrote:
Anything else? :-)

Well, the Symbiotic Sorcery remains a serious gamebreaker, even without the Dopey PC issue.

With your CR of "As Symbiote +4", that would indicate that a Magling with a Storm Giant Symbiote (which is entirely within the realm of possibility) would be a CR 17 Encounter.

Problem is, not only is that an encounter with a Storm Giant, but it's an encounter with a Storm Giant who can cast spells of up to fifth level as if he were a 19th Level Sorcerer. A 19th Level Sorcerer alone is a CR 19 Encounter. Granted, a 19th Level Sorcerer can actually cast up to 9th level spells, but all that takes is for the giant to have a Cloak of Charisma +4 (Not at all out of line as treasure for a CR 17 encounter).

Of course, if you want to really strain credulity to prove the point, I present the Adult Brass Dragon. If the Magling hung in hiding outside his lair every day and checked for exceptional rolling, the Adult Brass Dragon Symbiote would cast as a 21st level sorcerer with a Charisma of 20, and have all the abilities typical to an Adult Brass Dragon (including the ability to grant the Magling near-immunity to melee attacks by offending PCs) as a CR 16 creature.

I'd recommend that if you're determined to give variable spellcasting, you base it on CR rather than hit dice and amend the Magling's CR to "As Symbiote +(Either 2 or 3)". That should keep things from getting outrageously silly. I still think that just setting it at sixth level is the way to go, though.


The White Toymaker wrote:

Well, the Symbiotic Sorcery remains a serious gamebreaker, even without the Dopey PC issue.

I'd recommend that if you're determined to give variable spellcasting, you base it on CR rather than hit dice and amend the Magling's CR to "As Symbiote +(Either 2 or 3)". That should keep things from getting outrageously silly. I still think that just setting it at sixth level is the way to go, though.

Hmmm... Based on CR? As in CR 6 creature creates a 6th level caster? Might be workable... I see the problem with the caster level getting outta control. Perhaps a cap on it, equal to twice the Magling's HD? That would help to stabalize him, I think... What says you?

The reason I am set on the variable spellcasting is not only because I think it's a cool idea, but it has game value. This little guy would then make a great re-occuring villan for the PCs, easily scalable to thier power by slowly gaining stronger Symbiotes as they gain power. It would get a new "mount," show up and get thrashed by the PCs, go out and get a stronger "mount," return, trashed, etc, etc. Loads of fun for the whole family! :-)


Joex The Pale wrote:

Hmmm... Based on CR? As in CR 6 creature creates a 6th level caster? Might be workable... I see the problem with the caster level getting outta control. Perhaps a cap on it, equal to twice the Magling's HD? That would help to stabalize him, I think... What says you?

The reason I am set on the variable spellcasting is not only because I think it's a cool idea, but it has game value. This little guy would then make a great re-occuring villan for the PCs, easily scalable to thier power by slowly gaining stronger Symbiotes as they gain power. It would get a new "mount," show up and get thrashed by the PCs, go out and get a stronger "mount," return, trashed, etc, etc. Loads of fun for the whole family! :-)

I'd have a cap equal to the Magling's HD, including class levels. So a Magling Rogue 10 would have a symbiont that casts as a 16th level sorcerer. This way the Magling itself also increases in power, so that when the PCs are higher level they won't just, say, sneak attack it for 3x its hit points in the first round of combat.

Same thing with the Spell Resistance and effective sorcerer level for magic item use (though it would overlap existing arcane caster levels, not stack).


Thanis Kartaleon wrote:

I'd have a cap equal to the Magling's HD, including class levels. So a Magling Rogue 10 would have a symbiont that casts as a 16th level sorcerer. This way the Magling itself also increases in power, so that when the PCs are higher level they won't just, say, sneak attack it for 3x its hit points in the first round of combat.

Same thing with the Spell Resistance and effective sorcerer level for magic item use (though it would overlap existing arcane caster levels, not stack).

That's a great idea, I never thought of giving him character advancement! That could work very nicely! Excellent thinking, thanks!

Of course, now I have to come up with a Level Adj. Hmmm... Say +6LA? Does that sound about right?


Joex The Pale wrote:
Of course, now I have to come up with a Level Adj. Hmmm... Say +6LA? Does that sound about right?

Well, are you planning on allowing the Magling as a Player Character race? If not, you don't even need to worry about LA. If you are allowing it as a PC race, you'll have to keep in mind that you'd be giving the PCs access to a 9th level spell. At will. So you would again want to consider making it a supernatural ability (so it would have a DC that would scale with the character's advancement).


Thanis Kartaleon wrote:
If you are allowing it as a PC race, you'll have to keep in mind that you'd be giving the PCs access to a 9th level spell. At will.

Nevermind, I forgot that it was only once per day. My mind was still thinking of a recent discussion about 3.0 githyankis and their possession of telekinesis and dimension door at will at 16th caster level. But it still is a 9th level spell, even once per day, regardless of actual character level.


One way to begin figuring out Level Adjustment is to try to write a level progression for the creature, as if you were going to play it from 1 HD. Take the ability scores, and subtract 10 (11 if odd). Give the creature at most one +2 bonus for each level it would gain before reaching full ability. Penalties are all taken at 1st level (that way the creature does not grow weaker as it gains experience), and 1st level bonuses should (at least at first) weigh out the penalties. This system doesn't take into account skill point loss from not having the race's full Int bonus, but you can counter that by giving retroactive skill points.

So if you were to give your Magling a LA, the first layout would look something like this:

1st: -4 Str, +2 Dex, +2 Con
2nd: +2 Dex
3rd: +2 Int
4th: +2 Dex
5th: +2 Cha
6th: +2 Dex
7th: +2 Con
8th: +2 Dex
9th: +2 Int
10th: +2 Wis
11th: +2 Cha
12th: +2 Con

So, initially, we have a +6 LA as a minimum.


As Symbiotic Sorcery is a defining feature of the race, you can give it to the creature at 1st level, as long as you stick to a HD cap.

Dominate Monster, on the other hand, would probably be an end-game ability (gained at ECL 12). Probably the progression would be:

1st: Charm Person 1/day
6th: Charm Monster 1/day
9th: Charm Monster or Dominate Person 1/day
12th: Dominate Monster 1/day


Okay, check this out:

Magling - CR 8

Always CE Tiny fey
Init +9; Senses low-light vision; Listen +10, Spot +10
Languages Abyssal, Common, Draconic, Sylvan
------------
AC 21, touch 17, flat-footed 16; +2 size, +5 Dex, +4 natural
hp 39 (6 HD); DR 5/cold iron
Resist improved evasion; SR 16
Fort +5, Ref +10, Will +6
------------
Speed 30 ft. (6 squares), climb 30 ft.
Melee bite +10 (1d3-2) and 2 claws +5 (1d2-2)
Base Atk +3; Grp -7
Space 2-1/2 ft.; Reach 0 ft.
Special Actions sibilant speech, tongues
------------
Str 6, Dex 20, Con 17, Int 15, Wis 13, Cha 16
Special Qualities magic item use, symbiotic sorcery
Feats Improved Initiative, Persuasive, Weapon Finesse
Skills Bluff +14, Climb +22, Concentration +12, Diplomacy +5, Disguise +3 (+5 in character), Hide +13, Intimidate +16, Listen +10, Spellcraft +17 (+19 using scrolls), Spot +10, Swim +5, Use Magic Device +12 (+14 using scrolls)
------------
Sibilant Speech (Sp): Once per day, a magling can produce an effect similar to that of the charm monster spell in order to create a thrall. This ability is the equivalent of a 9th level spell, and allows a Will saving throw (DC 22) to negate the effect. A thrall created by this effect will not willingly leave sight of its "pet" and becomes frightened if forced to do so. It is otherwise as written for charm monster. A magling may only have one thrall at any particular time. This ability is used at 6th caster level.
Tongues (Sp): A magling may use this ability at will. It works as the spell of the same name (caster level 6th).
Symbiotic Sorcery (Su): As long as a magling has a thrall under its control within 10 feet, it can cast spells as a 6th-level sorcerer.

Typical Sorcerer Spells Known (save DC 13 + spell level):
~ 3rd (4/day) - suggestion
~ 2nd (6/day) - scare, invisibility
~ 1st (7/day) - charm person, hypnotism, mage armor, magic missile
~ 0 (6/day) - detect magic, light, mage hand, message, read magic, resistance, touch of fatigue

In addition, the thrall itself can cast spells as well, drawing from the magling's casting ability as if they were the same creature (However, the thrall uses its own Charisma score to set DCs for spells it casts). Any time a thrall uses this ability, there is a cumulative 5% chance that the thrall gains a negative level. Negative levels gained in this fashion cannot be removed until the thrall is no longer under the magling's command. Any thrall who gains enough negative levels to equal or exceed its hit dice due to this ability is instantly slain and rises in 1d4 rounds as a revenant bent on the destruction of the magling responsible for its death.
At the magling's option, he may have any spell he casts on himself also affect his thrall (and vice versa). The thrall must be within 5 feet of the magling at the time of casting to receive the benefit.
Magic Item Use (Ex): A magling can use magic items as if it were a 6th level sorcerer.
Improved Evasion (Ex): A magling can avoid even magical and unusual attacks with great agility. If a magling makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. On a failed save, a magling takes only half damage. Improved evasion can be used only if the magling is wearing light armor or no armor. A helpless magling does not gain the benefit of improved evasion.
Skills: Maglings have a +6 racial bonus on Spellcraft checks, and a +8 racial bonus on Climb checks. A magling can always choose to take 10 on Climb checks, even if rushed or threatened. A magling uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

(Insert your description here)

Typical Treasure: A magling carries no coins, double goods (gems only), and double items (magic only). A typical magling has 5 minor arcane scrolls and 700 gp worth of gems when encountered. A magling will also have a spell component pouch, but usually has its thrall carry it.
Advancement: Maglings advance by character class only. Some of their abilities scale with their advancement. Spell Resistance is equal to the magling’s hit dice + 10. All racial spellcasting abilities and effects have an effective sorcerer level equal to the magling’s hit dice.
Level Adjustment: Maglings are not recommended for PC use.

---------------------------------------

So, as you can see I made a number of changes:
* The Challenge Rating is still a rough estimate at this point. The creature is kind of nifty, sort of a reverse familiar, so I may playtest it at some point.
* As a fey creature, the magling should have low-light vision (possibly improved low-light, depending on what you think).
* I gave it Sylvan instead of Orc, since it is a fey creature.
* I recrunched most of the numbers, I believe these are all correct.
* Regeneration 1/cold iron or silver was turned into Damage Reduction 5/cold iron, mostly because regeneration 1 is pretty laughable on an NPC (even if it is regeneration). Not sure why you had it bypassable by silver or cold iron, and since fey DR is typically bypassed by cold iron (as with most chaotic creatures), I just gave it that.
* The dominate monster spell-like ability became sibilant speech, which is I think more what you had in mind. Take a close look at the differences between the dominate line and the charm line and I think you'll see what I mean. It's still a spell-like ability, so you get to keep the high DC.
* The tongues ability will allow the magling to speak to its thrall regardless of species (unless the thrall is incapable of speech). Sounds like it should be pretty important.
* Charisma was increased to 16, because if the magling can (through the symbiotic sorcery ability) gain spellcasting abilities, it should have the Charisma to be able to use it effectively.
* Constitution, Intelligence, and Wisdom received a 1 point bump because the average ability score array is based off of 3 10s and 3 11s, plus racial modifiers. Any 3 ability scores could be picked for this - my choices were fairly arbitrary.
* I chose Improved Initiative and Persuasive instead of Iron Will and Alertness because they seem to fit the monster better IMO.
* The change from monstrous humanoid to fey granted the magling 2 more skills at max ranks, so I gave it Bluff and Intimidate (granted, it has a -8 penalty if it tries to Intimidate a Medium creature - you might consider giving it a bonus to Intimidate, at least versus its thrall).
* I switched its ranks in Hide (since +13 is still pretty good for a CR 8) to UMD to take advantage of the scroll synergies between UMD and Spellcraft.
* Since charm monster (and dominate monster for that matter) only lasts 1/day per caster level (for a total of 6 days for the magling), I increased the chance of getting a negative level to 5% cumulative (and you might even want that to be 10%).

So there it is, all wrapped up in the shiny new stat block format. What say you?

TK


Errata:

Thanis Kartaleon wrote:
Always CE Tiny fey

Change the frequency descriptor to 'Usually.'

Thanis Kartaleon wrote:
Special Qualities magic item use, symbiotic sorcery

Add the following special quality: grant alertness.

Grant Alertness (Ex): As long as the magling is within 5 feet of its current thrall, the thrall receives Alertness as a bonus feat.

Thanis Kartaleon wrote:
A magling may only have one thrall at any particular time.

Insert after thrall, 'created using this ability.'

Thanis Kartaleon wrote:
As long as a magling has a thrall under its control within 10 feet, it can cast spells as a 6th-level sorcerer.

Replace with 'As long as a magling has a thrall created through use of the sibilant speech ability under its control within 10 feet, the magling can cast spells as a 6th-level sorcerer.'

Thanis Kartaleon wrote:
Any time a thrall uses this ability, there is a cumulative 5% chance that the thrall gains a negative level.

Insert after this sentance, 'Even if aware of the potential consequence of this action, a thrall will continue to cast spells through this ability as its "pet" directs.'

Thanis Kartaleon wrote:
Any thrall who gains enough negative levels to equal or exceed its hit dice due to this ability is instantly slain and rises in 1d4 rounds as a revenant bent on the destruction of the magling responsible for its death.

Insert after revenant, ' (q.v. Monsters of Faerun 93-94, Player's Guide to Faerun Web Enhancement 7).'

Thanis Kartaleon wrote:
Advancement:

Add the following: 'A magling who takes levels in Sorcerer has a unique advantage. When not in possession of a thrall, the magling casts as normal for its class level. When symbiotic sorcery takes effect, the magling gains a sorcerer caster level equal to its total hit dice, as normal, but retains spells known from actual sorcerer levels. These are not bonus spells known, just ones that remain constant regardless of the magling's status.'


Thanis Kartaleon wrote:
Joex The Pale wrote:
Of course, now I have to come up with a Level Adj. Hmmm... Say +6LA? Does that sound about right?
Well, are you planning on allowing the Magling as a Player Character race? If not, you don't even need to worry about LA. If you are allowing it as a PC race, you'll have to keep in mind that you'd be giving the PCs access to a 9th level spell. At will. So you would again want to consider making it a supernatural ability (so it would have a DC that would scale with the character's advancement).

My bad! Of course this wouldn't be a PC race. Not sure what I was thinking.

Other then that, just a few notes. I like many of the changes that you suggested and will incorporate a few, but I wanted to explain a couple a bit further.

I went with Dominate over Charm for the control effect. I am envisioning this creature sitting on the Thralls shoulder whispering instructions into the creature's ear, although the Thrall wouldn't hear it as sound, but rather as thoughts that he suddenly has! He would regard the Magling as a treasured pet rather then it's master, altough it wouldn't quite realize that it would do ANYTHING for please and protect it's "pet" including dying for it. And for that sort of control, you need Dominate.

Related to that, the Persuassive Feat doesn't fit, especailly since it rarely speaks except to its Thrall, although I agree that they should be changed. So I would change that to something like Spell Penetration or Focus (Spell-like Ability). Something that would aid it in being successful in gaining a Thrall, as that is where it's main motivation lies and all it's offensive power.

I picked Regeneration over Fast Healing because of the bring-back-from-death aspect of Regen. I am envisioning this creature being used as a re-accuring side-nemisis for the PC's to bump into over and over. If they "kill" it, and it returns again and again, it would make the little fella that much more interesting, eh? I only gave it Regen 1 for that purpose. I don't want it healing wounds before their astonished eyes; save that for the Trolls. I want it to play dead, or BE dead, then slink away, heal up, gain a new Thrall and come back looking for a little payback. Not to mention PCs are always a good source of gems and magic, especially magic... ;-)

Other then that, I like the suggestions! I can't belive I forgot that Sorcerer spell-casting is tied to Charisma! Perhaps it should even be bumped up to 18 or 19, to give it full reign over its spellcasting abilities...


Joex The Pale wrote:
I went with Dominate over Charm for the control effect. I am envisioning this creature sitting on the Thralls shoulder whispering instructions into the creature's ear, although the Thrall wouldn't hear it as sound, but rather as thoughts that he suddenly has! He would regard the Magling as a treasured pet rather then it's master, altough it wouldn't quite realize that it would do ANYTHING for please and protect it's "pet" including dying for it. And for that sort of control, you need Dominate.
Charm Person wrote:

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).

...
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Dominate Person wrote:

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).

...
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus....
Obviously self-destructive orders are not carried out.
...
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

See, Charm Person makes the creature believe that the caster is a close friend or trusted ally (or pet, I suppose). And as Sibilant Speech is a 9th level form of Charm Monster, you can easily say that it also makes the creature believe that your words are its thoughts.

Dominate, on the other hand, is forced-intrusion. The subject knows that you are there, and that you are controlling it, but it can't do too much about it. Except you can't make a dominated creature "hold back that oncoming red dragon - just for a moment," like you can with a charmed creature.

That's why I think Charm is what you want.

Joex The Pale wrote:
Related to that, the Persuasive Feat doesn't fit, especailly since it rarely speaks except to its Thrall, although I agree that they should be changed. So I would change that to something like Spell Penetration or Focus (Spell-like Ability). Something that would aid it in being successful in gaining a Thrall, as that is where it's main motivation lies and all it's offensive power.

I might also recommend Magical Aptitude, since it casts as a sorcerer and uses magical items. I still see Persuasive as being useful for it, though.

Joex the Pale wrote:
I picked Regeneration over Fast Healing because of the bring-back-from-death aspect of Regen. I am envisioning this creature being used as a re-accuring side-nemisis for the PC's to bump into over and over. If they "kill" it, and it returns again and again, it would make the little fella that much more interesting, eh?

Well, I suppose you could give it both... to make it better, give it DR 5/cold iron and regeneration 1 bypassed by silver. ^^

As a fey, they'll probably figure out the cold iron part, but the silver should throw 'em for a loop.

TK


Ok, now I see your point. And you might be right about that. But, with Charm Person as written, I'm unsatisfied with using it as its ability. Perhaps a blending of the two, the total control of the Dominate with the love and affection of the Charm, all rolled into one nifty little package. For the most part, the Charm part would be dominant, but if the Thrall ever started to balk or slip its mental leash, the Dominate effect would come into play, preventing that sort of Charm-cajoling that I wanted to avoid. That could work, yes... I think I shall have to take you up on that re-write.

Now that combo is an interesting idea! I never thought of giving it both forms. Hmmm, isn't that a bit much though? Aren't the two generally considered either/or items? Of course, that dosen't mean that I couldn't do it anyway, but I just don't want to go all Munchkin-ee on my little fella here. (And the temptation to do so is soooo strong at times, creating the uber-beastie...) I agree though, a small Fast Healing, say 2 or 3, combined with a Regen 1 would really throw the PCs. I might just try that regardless of the munchkin factor! ;-)


Joex The Pale wrote:
Perhaps a blending of the two, the total control of the Dominate with the love and affection of the Charm, all rolled into one nifty little package. For the most part, the Charm part would be dominant, but if the Thrall ever started to balk or slip its mental leash, the Dominate effect would come into play, preventing that sort of Charm-cajoling that I wanted to avoid. That could work, yes... I think I shall have to take you up on that re-write.

How about giving it demand 1/day or 3/day in addition to the sibilant speech ability?

Joex The Pale wrote:
Now that combo is an interesting idea! I never thought of giving it both forms. Hmmm, isn't that a bit much though? Aren't the two generally considered either/or items? Of course, that dosen't mean that I couldn't do it anyway, but I just don't want to go all Munchkin-ee on my little fella here. (And the temptation to do so is soooo strong at times, creating the uber-beastie...) I agree though, a small Fast Healing, say 2 or 3, combined with a Regen 1 would really throw the PCs. I might just try that regardless of the munchkin factor! ;-)

Just to be clear, I'm talking about Damage Reduction 5/cold iron, rather than Fast Healing, which is like regeneration except it stops working when hps reach 0.

DR 5/cold iron is pretty standard for fey creatures, and at CR 8 doesn't really add too much other than flavor (though cold iron weapons are a bit on the rare side). Regeneration 1 is pretty negligible in a combat, especially if bypassed by a common substance such as silver. It's a nasty combo to keep a creature alive past 'death', but I don't see it being too much of a problem, CR-wise.

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