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Old 7th July 2009, 07:29 AM   #1 (permalink)
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Converting Dark*Matter Creatures

Hello! After asking Shade, I got the courage to put up the idea of converting some of the creatures that d20 Modern left behind from Dark*Matter. While Dark*Matter had few official supplements, it had some truly neat creatures, and I felt inspired to try and bring the rest of the party as well. A good reference for this project is definitely the official conversion rules from Wizards of the Coast here. One of the main reasons I wanted to start a thread here rather than endure this myself is 1. everything's better with allies (well, for the most part). and 2. my copy of the core Dark*Matter book and Xenoforms have gone AWOL and I haven't yet bought a new copy of either (although I at least have the monsters list from Xenoforms and I'm pretty sure the Ekimmu and Kinori mummies are the only major unconverted creatures from the core Dark*Matter title); similarly, I don't have The Killing Jar, so I wouldn't know if there are any monsters in its pages.

This is the primary list of what creatures I know of that need conversion (as well as those that have been converted in official d20 Modern supplements); anyone that can provide me some list aid for the core book or The Killing Jar would be welcome to (same with the Xenoforms stats if we get there before I get a new copy). Bold indicates the creature already has a reasonable d20 Modern analogue [with the source they can be found in within these brackets]. Note that some of these creatures share the name of d20 creatures but not necessarily the same stats.

Creatures From Dark*Matter: Xenoforms
Spoiler:
Basilisk
Black Dog
Blood Devil (Spring-Heeled Jack) [Menace Manual]
Bunyip
Congoraptor
Crawfordsville Monster [Menace Manual]
Demon, Drabbuk (Least Demon)
Demon, Isci ba Fan (Greater Demon)
Demon, Kwarikan (Lesser Demon)
Demon, Meddler (Lesser Demon)
Doppelganger [Monster Manual]
El Chupacabras [Menace Manual Web Enhancement]
Energy Probe [Menace Manual as Alien Probe]
Fader
Flying Snake
Frogman
Gargoyle
Goblin (Extraterrestrial)
Gorgon
Harpy [Menace Manual]
Ikuya
Internet Ghost
Kabbalist Golem [Monster Manual as Clay Golem]
Kraken [Urban Arcana as Advanced Giant Squid]
Litterman [Menace Manual as Litter Brute]
Living Dead [Menace Manual as Ghoul Template]
Machine Intelligence
Mapinguari [Menace Manual]
Martin Hammond
[b]Megalodon [Menace Manual]
Montauk Monster [Menace Manual]
Naga
Nataska
Neanderthal
Outback Dragon
Pterosaur [Menace Manual]
Reiko
Revenant [Menace Manual]
Sauropod
Sea Serpent [Menace Manual]
Series VII Mutant
Shade [Monster Manual]
Sidhe
Starchild
Thunderbird
Wendigo [Urban Arcana as Urban Wendigo]
Werewolf (Lycanthrope) [d20 Modern Core Rulebook]
Werewolf (Shapechanger)


Creatures from Dark*Matter: the Final Church
Spoiler:
Baal-Phegor
Chernabog
Irvund (Hellhound) [d20 Past]
Oni
Rakshasa
Xic


Creatures from Dark*Matter: The Killing Jar
Spoiler:
Cnidocyte
Cnidocyte, Residuum
Guardian Spirit
Robotic Watchdog [d20 Future as "Spot" Security Robot]


I imagine it might be best to start with the Final Church beasts, specifically Baal-Phegor and Chernabog to get the uniques out of the way.
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Old 7th July 2009, 04:38 PM   #2 (permalink)
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I imagine it might be best to start with the Final Church beasts, specifically Baal-Phegor and Chernabog to get the uniques out of the way.
<mock offended>What, you don't want to start with "Shade".</mock offended>

I don't have any of the source material, but I'd agree that the uniques would be a great place to start.
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Old 7th July 2009, 06:50 PM   #3 (permalink)
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I approve of this project. Dark*Matter was neat, what little of it I've seen.
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Old 7th July 2009, 09:52 PM   #4 (permalink)
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Alright then, let's start with the grand demon Baal-Phegor; seems logical. It's time to meet the literal corporate demon.

Baal-Phegor
Spoiler:
STR 16 [+3]
INT 16 [+3]
DEX 14 [+2]
WIL 12 [+1]
CON 14
PER 2


Durability: 20/20/10/10
Action Check: 18+/17/8/4
Move: sprint 30, run 20, walk 8
#Actions: 3
Reaction Score: Good/3
Last Resorts: 2
FX energy points: 16

Attacks
Talon (×2) 16/8/4d4w/d4+1w/d4m LI/O
Bite* 22/11/5d4+2w/d6+2w/d4+2m LI/O
Hellfire 18/9/4d6+1w/d8+1w/d+1m En/G
*Venom (see text)

Defenses
+3 resistance modifier vs. melee attacks
+2 resistance modifier vs. ranged attacks
+3 INT resistance modifier vs. encounter skills
+1 WIL resistance modifier vs. encounter skills
Armor (Good): d6+2 (LI), d6+1 (HI), d6 (En)

Skills
Athletics [16]–climb [22]; Movement [14]–race [16]; Stamina [14]–endurance [16]; Stealth [14]–hide [18]; Business [16]–corporate [20], illicit [20]; Computer Science [16]–hacking [20]; Awareness [12]–intuition[16]; Investigate [12]–track [14]; Lore [16]–occult[21]; Resolve [12]–mental [16]; Street Smart [12]–netsavvy [16].

FX Skills
Arcane Magic (Diabolism)–binding [14], black warding[18], hellfire [18], phantasms [16], rend the weave [20],spiritwrack [16], summoning [14].

Originally considered a god by the ancient Moabites, Baal-phegor (“lord of Mount Phegor”) was exposed as a demon by the Companions of Horus. This exposure created an deep enmity between the demon lord and the Rosicrucians. The wealthy men who followed Baal-phegor were cast low by this revelation. For centuries, their descendants have coveted revenge for their deity’s humiliation and their own loss of wealth. Baal-phegor’s lure to mortals was riches. It promised prosperity and luxury in exchange for sacrifices of thing sits worshipers considered less valuable: their spouses, their children, and even their own limbs. In return, the demon gave the Moabites foreknowledge of the latest inventions and discoveries, and an opportunity to capitalize.

The tradition continues to this day among Baal-phgor’s adherents. Each new invention is monitored by Baal-phegor’s legion of spies and informants, then shared with the highest authorities in the cult. The information is then passed down to the follower best equipped to take advantage of the situation. The proceeds are divided among the participants. Discoveries that Baal-phegor’s worshipers have taken advantage of include steampower, movable type, electricity, television, and the Internet - all of which make the demon’s followers wealthier each day. Baal-phegor is obsessed with employing wealth for evil purposes. Its followers believe that everything has a price, and that anything they purchase is theirs to do with as they please. Their sacrificial victims are usually purchased from slavery rings, and disposed of at black-market organ banks (both of which are Baal-phegor innovations) - often for more than the victim originally cost.

Members are elevated to high positions by demonstrating the exploitability of new technologies. If the demon has a master plan, it is unknown to all but a select few mortals. The logical suspicion is some scheme to return to this dimension and wreak vengeance upon the Rosicrucians, but no evidence supports this conclusion.Originally, Baal-phegor believed that seduction was the path to success with mortals, and appeared as an attractive young woman. But after the conflict with the Companions of Horus, the demon assumed a more sinister aspect - that of a colossal black spider. This form allows the demon to climb sheer walls, blend into shadows, and attack with its two forelegs simultaneously. But more dangerous still is the venomous bite of Baal-phegor: the demon drains information and creativity from the victim’s mind. This drain is represented by cumulative die step penalties, applied to skill checks and certain feat checks. Unlike ordinary venom, Baal-phegor’s effect can be resisted with Resolve–mental resolve skill checks, by comparing the result with the following table:

Check Result-----Effect
Critical Failure----+2 step penalty to INT- & WIL-based checks permanently
Failure-----------+1 step penalty to INT- & WIL-based checks permanently
Ordinary---------+1 step penalty to WIL-based checks permanently
Good------------+1 step penalty to WIL-based checks for d12 +12 hours
Amazing---------+1 step penalty to Creativity checks for d12+12 hours


A few basic observations from me on the base portions we have to work on for stats:

Baal-phegor's definitely an outsider, probably size Huge (this use of "colossal" in the text doesn't mean the size category, after all ). HD...erm...21, maybe? That's the Hd a fully advanced Kwevencha demon gets.

Running his stats through the conversion method gives us Strength 20, Dexterity 18, Constitution 18, Intelligence 20, Wisdom 16, and Charisma 2.

Comparable creatures in d20 Modern are...
Huge monstrous spider: Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2
Kwevencha (Spider Demon): Str 22, Dex 11, Con 17, Int 8, Wis 13, Cha 12.

Looking at the Kwevencha, it looks like the Strength score might need a bit of upping to match the lesser demon spider, but otherwise it looks very good for a unique lord of spiders. On the other hand...he's a god of vice and persuasion, yet his Charisma score is rather abysmal. Anyone have any suggestions for these starter blocks?
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Old 7th July 2009, 10:16 PM   #5 (permalink)
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Hmmm, and we had a Gamma World thread floating around, too.

As I get oriented, let me ask: Some of the unconverted critters looked like normal D&D monsters. (I noticed a rakshasa, for instance). Is d20 modern or the Dark*Matter version different enough to warrant a separate conversion?
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Old 7th July 2009, 10:53 PM   #6 (permalink)
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Charisma 2? Let's put that up to Cha 20.
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Old 7th July 2009, 11:18 PM   #7 (permalink)
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Charisma 2? Let's put that up to Cha 20.
I'll agree to that.
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Old 7th July 2009, 11:36 PM   #8 (permalink)
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Wow, it's like the modern male Lolth.

Retain both the spider and young woman forms?
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Old 8th July 2009, 01:51 AM   #9 (permalink)
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Baal-phegor
CR: 22
Huge Outsider
Hit Die: 32d8+222
Hit Points: 366
Massive Damage Threshold: 25
Initiative: +12 (+4 Dex, +8 Superior Initiative)
Speed: 30 ft., climb 20 ft.
Defense: 20, touch 12, flat-footed 16 (-2 size, +4 Dex, +8 natural)
Base Attack Bonus: +32
Grapple: +51
Attack: +41 melee (2d6+11 plus poison, bite)
Full attack: +41 melee (2d6+11 plus poison, bite) and +36 melee (1d8+5, 2 claws)
Fighting Space: 15 ft. by 15 ft.
Reach: 10 ft.
Special Qualities: Damage reduction 8/good, darkvision 60 ft., hellfire, poison, spell-like abilities, subjugate outsider.
Allegiances: Evil, greed
Saves: Fort +24, Ref +22, Will +25
Action Points: 0
Reputation: +0
Abilities: Str 32, Dex 18, Con 22, Int 20, Wis 16, Cha 20
Skills: Bluff +40, Computer Use +40, Concentration +41, , Hide +31, Intimidate +40, Knowledge (Arcane Lore) +40, Knowledge (Civics) +40, Knowledge (Streetwise) +40, Knowledge (Technology) +40, Listen +38, Move Silently +39, Sense Motive +38, Spot +38
Feats: Ability Focus (Hellfire), Ability Focus (Poison), Awesome Blow, Endurance, Epic ToughnessB, Epic Will, Improved Bull Rush, Improved Damage Threshold, Improved Initiative, Penetrate Damage Reduction (Adamantine), Power Attack, Superior Initiative.
Advancement: - (Unique)
Possessions: Hoard of various treasures (worth Purchase DC 50).

Resembling a bloated monstrous spider with a chitinous black hide, this demon lord is truly a frightening sight to behold. Baal-phegor was once a god amongst the Moabite peoples and freely accepted numerous forms of tribute. Time and the workings of the Rosicrucian orders have all but deposed this monster's rule, however, save for the few select cults that willingly worship him and the many fools unwillingly aiding his grand plans (whatever these plans are, however, are unknown to all but the highest cultists).

Baal-phegor works through humanity's inherent greed, promoting slavery, black market trade of organic and non-organic goods alike, technological improvements, and feeding the pockets of the rich in order to seduce those to his thrall. He once also walked the earth to seduce through the pleasures of the flesh in the guise of an alluring woman, but rage and fear aimed toward the Rosicrucians has all but snuffed out any attempts of the spider-lord to return to such activities.

Species Traits
Summon Demons (Sp): Once per day, Baal-phegor can automatically summon 1d3 bebiliths or 1d6 kwevenchas.

Subjugate Outsider (Su): Once a month, Baal-phegor can enslave an unwilling outsider as a full-round action. This works as per the subjugate outsider incantation.

Spell-Like Abilities (Sp): At will-displacement, tongues; 3/day-dimension door.
Caster level 20th. Saves are Charisma-based.

Alternate Form (Su): Baal-phegor can assume the form of any female humanoid size Medium or smaller as a standard action. He can remain in this alternate form until he chooses to assume a new one or return to its natural form.

Poison (Ex): Anyone bitten by Baal-phegor must make a Fortitude save (DC 32) or contract a horrid poison (initial damage 1d4 Wisdom, secondary 1d6 Wisdom).

Hellfire (Su): Three times per day, Baal-phegor may unleash a blaze of hellfire from his vicious maw. This is a 50-foot cone that deals 5d6 points of fire damage, as well as an additional 5d6 points of unholy damage to a creature with an allegiance to good. A successful Reflex save (DC 28) halves damage.

Baal-Phegor In Dungeons and Dragons
Environment: The Nine Hells
Treasure: Double standard
Alignment: Neutral Evil

In a fantasy setting, Baal-phegor is likely to be vying for attention from the dark gods that haven't fallen from their post, weaving subterfuge in the underbelly of the aristocracy to keep the richer richer (and feeding his coffers) and the poor poorer (and feeding his stomach). For this version, replace Knowledge (Technology) with Appraise, Knowledge (Arcane Lore, Civics, and Streetwise) for Knowledge (Arcana, Nobility and Royalty, and either Dungeoneering or Local) respectively, and Computer Use for Disable Device. Similarly, Improved Damage Threshold may be replaced with Diehard in settings that do not use the Massive Damage Threshold rules.
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Old 8th July 2009, 02:42 AM   #10 (permalink)
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Climbing is good. Dropping the massive damage threshold is also good (since this is a D&D conversion). We might want to increase its ability scores higher if we want him to be competitive with other unique fiends.
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Old 8th July 2009, 04:03 AM   #11 (permalink)
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Actually, it does mention that the spider form can climb sheer walls (down near the end), so I like the climb speed!

Oh, that's another question: are we going to use D&D or modern rules?

I could see potentially doing a new version of the rakshasa anyway, btw.
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Old 8th July 2009, 04:22 AM   #12 (permalink)
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Originally Posted by demiurge1138 View Post
Climbing is good. Dropping the massive damage threshold is also good (since this is a D&D conversion). We might want to increase its ability scores higher if we want him to be competitive with other unique fiends.
By d20 Modern standards, the only unique fiend that there is to go by is Baal (not this Baal ). He does, however, seem to fit that assertion. He's got some nasty ability scores compared to most d20 Modern characters (Str 28, Dex 19, Con 31, Int 30, Wis 24, Cha 25), although a lot of his true umph comes from having a mixture of unique powers and a grand total of 18 class levels rather than being an HD brute.

Quote:
Originally Posted by freyar View Post
Actually, it does mention that the spider form can climb sheer walls (down near the end), so I like the climb speed!

Oh, that's another question: are we going to use D&D or modern rules?

I could see potentially doing a new version of the rakshasa anyway, btw.
I was planning on d20 Modern rules with some notes on the differences in D&D stats, sort of a reverse of Octivirate's "D&D with d20 Modern rules notes"; if it's wanted, however, I can do the Octivirate method and have D&D rules with a d20 Modern "underbar" note.

And good call on the rakshasa, but we'll cross that bridge when we get to it.

The climb seemed more like the spell spider climb to me, but now that I think about it we could have both a climb speed and some spider climb-like climbing prowess like the actual monstrous spider does ((if I recall correctly)).
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Old 8th July 2009, 04:54 AM   #13 (permalink)
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Hmm, if I'm reading this right, the monstrous spider just seems to have the regular climb speed (and these are really just D&D monstrous spiders with "notes" I think -- probably even closer if I dug up a 3.0 SRD for comparison).

Well, as he stands, Baal-Phegor is going to be pretty lowly for a former demi-god, but he's not so poorly off compared to some of the unique demons in, say, the Book of Fiends. We'll have to work on his special abilities.
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Old 8th July 2009, 05:02 AM   #14 (permalink)
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Well, the one of the special qualities to work on would be hellfire. This is...a bit of a toughie. Hellfire could be interpreted as either a breath weapon to immolation around the body like the d20 Modern luciferan...any preference on which one we should add?

Poison is a must, although the effects of the poison might mean that we could change it to a certain amount of Wisdom drain.

Spider climb is a must, if for nothing more than the creep factor of having a massive jet black spider whispering promises of power in your ear from right above you.

Phantasms, black warding, and the like would be best replicated by spells as per a Mage or Mystic of a certain level.

Summoning...definately a spell-like ability that summons lesser fiends. Most likely the Kwevenchas (spider demons) from the Menace Manual and Dark*Matter's xic due to their innate connection with Baal-phegor's overall shtick.
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Old 8th July 2009, 05:57 AM   #15 (permalink)
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Hmm, are the kwevenchas LE also? (You can tell I don't really know d20 modern, huh?) Should they all be devils or just generic outsiders (assuming we're doing D&D base stats)?
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Old 8th July 2009, 06:27 AM   #16 (permalink)
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Kwevenchas are CE, actually (then again, that's mostly because they're rather dim-witted and form convoluted and doomed plots, yet eat anyone that questions said plans), so hmm...fiendish monstrous spider, maybe?

And the devil/demon distinction was thrown away in Modern in favor of just "fiends" in general that sometimes don't even have an allegiance to law or chaos (similar to the yugoloths, but more demonic in appearance and activities).
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Old 8th July 2009, 05:02 PM   #17 (permalink)
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Hmm, so in modern, it might make sense for Kwevenchas to serve him. Maybe we should make him a generic outsider, not subtyped, and give him the Kwevenchas despite the alignment issues.
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Old 8th July 2009, 06:11 PM   #18 (permalink)
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Sounds good. How many Kwevenchas should he be able to summon? They're CR 7 and are mostly melee powerhouses, but they have 2d6 Tiny monstrous spiders clinging to them, which could escalate into a sheer madhouse if we allow Baal-phegor to summon too many Kwevenchas.

Also, I ordered a new copy of Dark*Matter: Xenoforms, which I should get before next week is over. Huzzah!
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Old 8th July 2009, 06:18 PM   #19 (permalink)
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I was planning on d20 Modern rules with some notes on the differences in D&D stats, sort of a reverse of Octivirate's "D&D with d20 Modern rules notes"; if it's wanted, however, I can do the Octivirate method and have D&D rules with a d20 Modern "underbar" note.
I have to credit the brilliance of "underbar". I'm immediately adding that to my lexicon.

Underbar is wunderbar. :P
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Old 8th July 2009, 07:21 PM   #20 (permalink)
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I have to credit the brilliance of "underbar". I'm immediately adding that to my lexicon.

Underbar is wunderbar. :P
I always did think "sidebar" was a bit funny for the way we lay them out.

Let's think about the summoning a bit. Any additional options we can maybe pull from D&D to go along with the Kwevenchas? Or from Modern either?
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