Converting monsters from Mayfair Games Role Aids product line
Shade,
Do you have any of the old Role Aids products? Does anyone have any of them?
And if someone does have them, is there anything in them worth converting to 3rd Edition?
A FLGS here in Edmonton has some of them but I haven't bought any of them yet because I'm unsure of the quality of the creatures in them.
Should these monsters be converted?
Cheers!
Knightfall
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
"I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man
Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
I do not have any of them, nor can I comment on their quality.
Somehow, I have a feeling Echohawk may have them.
Quote:
Originally Posted by Echohawk
Alas, Echohawk has none of them
Quote:
Originally Posted by freyar
Hey, something new for you to collect!
Quote:
Originally Posted by Echohawk
Go away!
Heh. Heh.
I just got my first Role Aids product last week. I've only skimmed so far, so I am not sure what unique monsters it has in it.
I'll probably get some of the other RA books. I've seen them around Edmonton. (Some are cheap; however, some are not.)
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Here are the "New Monsters" from Role Aids # 716 Deadly Power.
FLESHMORPH (Yelad)
Greater Devil
ARMOR CLASS: 4
MOVEMENT: 9"/18" flying
HTK: 10D8
ATTACKS: 2
DAMAGE: 1-10 (Mace), 1-4 (claws)
MAGIC RESISTANCE: 60%
INTELLIGENCE: Genius
ALIGNMENT: Lawful Evil
SIZE: Large 10 feet tall
Yelad was one of the most renown Fleshmorphs and served as Dispater's favored aid, charged with collecting human slaves for Dispater's palace on the second plane of Hell.
Fleshmorphs are bat-winged creatures with tiny, hairy ears, a bald head, and a flattened mound with two holes for a nose. Fleshmorphs carry a poisoned mace (43 to hit) that causes death within two hours of contact.
They can perform once per turn or melee round: Detect Invisibility, Cause Fear, Produce Flame, Read Magic, Wall of Fire, Polymorph to Human Form, Dispel Magic, Detect Magic, Summon Monsters (50% chance of summoning 1-2 Erinyes).
CLASS GOLEM
ARMOR CLASS: -2
MOVEMENT: 12"
HTK: 50(1208)
NUMBER OF ATTACKS: 2
DAMAGE: 2-16,2-16
MAGIC RESISTANCE: See Below
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: Nine feet tall
The Glass Golem has extremely sharp knuckles which will cause double damage per hit against opponents wearing no armor or leather-type armor. Ring, scale, or chain mail clad opponents take normal damage, but after three hits, the armor will be useless. Splint, banded, or plate armor clad opponents take normal damage but six successful hits will render the armor useless.
If the Glass Golem takes more than 5 HTK damage from a single attack, glass from its body will shatter, hitting everyone for D 2-5.
Glass Golems can be hit with only a +1 or better magical weapon. They are 70% resistant to all spells which cause damage.
ELITE GIANT RATS
ARMOR CLASS: 6
MOVEMENT: 12"/6" (swimming))
HTK: 3d8+3
NUMBER OF ATTACKS: 3
DAMAGE: 2-5, 2-5, 2-7
SPECIAL ATTACKS: Disease
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: Six feet, standing
Elite Giant Rats are actually a crossbreed between a Giant Rat and a Brown Bear. These creatures are specifically bred by Greasel Greedigutt in order to have a guard which has an ability to fight like a bear and also have the love for the sewers that is characteristic of a rat.
Elite Giant Rats look just like rats except they are six feet long. They are able to swim like rats and fight on their hind legs (if trained) as do bears. The bite of an Elite Giant Rat has a 10% chance per wound inflicted of contracting a serious disease. Unlike Giant Rats, Elite Giant Rats have absolutely no fear of normal fire, and if they are in the presence of Giant Rats, there is a 70% chance that the Giant Rat will show no fear of fire.
Elite Giant Rats are collectors of many items, but they are selective. They seem to have some knowledge of what trinkets they find are worth keeping.
Here is the "New Monster" from Role Aids #732 Elven Banner.
FOREGATHERING SPIRIT
ARMOR CLASS: 0
MOVEMENT: 24"
FREQUENCY: Very Rare
HTK: 12
NUMBER OF ATTACKS: 1
THACO: 9
DAMAGE: 2-5
SPECIAL: Fear, Abosrption, Animation of skeletons and recently dead humanoids. Can be hit by only magical and silver weapons.
MAGIC RESISTANCE: Varies
INTELLEGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: Medium
Foregathering Spirits are a form of undead which appear as a swirling yellow mist about the size of a man. When looking at the mist, each individual sees a vision that is so horrible, it cannot be described. The creature actually takes on the appearance of the character's greatest fears.
Foregathering spirits are formed by the merging of two or more human or humanoid spirits who died horribly agonizing deaths. The more spirits are combined when the Foregthering Spirit is formed, the more powerful the monster becomes. Each two souls that are combined to form the creature give it one HTK.
The Foregathering Spirit attacks by moving into the body of its victim. To do this, it must have a successful hit. Treat the intended victim as Armor Class 10, ignoring his/her actual armor class, but allowing for any dexterity bonuses. Once the Spirit has moved into the body, it does 2-5 HTK of dam- age per round. After six rounds inside the victim—or if the victim is reduced to 0 HTK—absorption of the victim's spirit is complete. The monster then adds another spirit to its total.
Once the creature is inside its victim's body, any attack against the Spirit must also be considered an attack against the victim. The same roll is used, and the victim has a chance to save depending on armor class. If spells are used, the victim must save vs. spells or be affected. The victim can counterattack the Spirit inside his body by rolling a natural 20 each round, which negates the Spirit's damage for that round, and causes 2 HTK of damage to the Spirit.
If any characters encounter a Foregathering Spirit, they must immediately save vs. spells or be affected by the equivalent of a Fear spell. The affected character will flee as far and fast as possible for 2-5 rounds.
When the Spirit reaches 8 HTK, it gains the ability to animate skeletons and dead humanoid bodies (as zombies). The skeletons and zombies must have complete frames or bodies, but the parts need not be connected. The Spirit has the power to reconnect the parts. It can animate one skeleton or zombie per round, up to a total equal to its HTK. Any animated creature that is "killed" may be re-animated two rounds later.
Foregathering Spirits are affected by normal weapons until they reach 8 HTK. Then, only magical or silver weapons will have any effect on them. Weapons studded with chalcedony do double damage. The Foregathering Spirit has a cumulative magic resistance of 10% for every two HTK, until it reaches a total of 70%.
A foregathering spirit may be turned by clerics and should be treated as an undead of the same HTK.
"I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man
Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Role Aids -> AD&D
STR (Strength) -> same
INT (Intellect) -> Intelligence
INS (Insight) -> Wisdom
DEX (Dexterity) -> same
STA (Stamina) -> Constitution
APL (Appeal) -> Charisma
HTK -> Hit points
AT -> Attacks
DM -> Damage
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
BTW, I found a copy of the "Demons: Denizens of Vecheron" monster folio today. It is KEWL!!!
I really want the other three now!
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Blue Yetch
Frequency: Very Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Q
HTK: Special,
AC: 6
MV: l",
AT:0
DM: See following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M-L
Spells: None
Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following.
Magic Resistence: See following
Psionic Ability: Nil
Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration.
Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material.
If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact.
Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds.
Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse.
Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil
A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.
The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.
Sandman
Frequency: Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Nil
HTK: 33-45 (9D8),
AC: N/A
MV: 3" man form/9" dispersed
A T: 2,
DM: see following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M
Spells: None
Specials: Sandblast (Sleep spell) and see following.
Magic Resistence: See following
Psionic Ability: Nil
A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.
Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.
Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):
Saves vs. Sandblasts
Character State/ Sleep Modifier/ Definition
Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)
Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds
Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.
Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds
Note: Definitional terms are flexible at GM discretion.
Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied.
When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character.
I don't know if these are open enough to stick in the Creature Catalogue, but I'm definitely up for converting them and giving them their own completed thread in Homebrews.
"I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man
Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"