Converting Greyhawk monsters


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Cleon

Legend
I believe it is 180 XP:

5,000 - 500 (special unguents) = 4,500 / 25 = 180

And yep, I think we're finished. :)

Sorry, I was getting my golem manufacturing costs and market price mixed up, and then miscalculated the sums.

So, we've got the following:

Price 5000 gold pieces, including 500 gp of unguents.

Cost to create 2750 gold pieces and 180 XP? (4500/2 + 500 unguents)

That looks OK to me.

EDIT: Putting it all together into a Construction sub-entry I make it something like this:
Construction
Creating a grayman requires a fairly intact humanoid corpse, a living gray ooze and special unguents and alchemical reagants worth 500 gold pieces. Correctly mixing the reagants requires a DC 12 Craft (alchemy) check, while preparing the body requires a DC 12 Craft (leatherworking) check.

CL 5th; Craft Construct, animate dead, bull's strength, caster must be at least 5th level; Price 5,000 gp; Cost 2,750 gp + 180 XP.

Does that look right to you lot?
 
Last edited:

Cleon

Legend
Just thought I'd post the gelatinous giant and ochre ogre I statted up, plus my slightly different take on the grayman. I'd almost forgotten about them, they finished version's been sitting in my hard drive for almost 3 weeks.
 

Cleon

Legend
Grayman, Take Two

Grayman
Medium Construct
Hit Dice: 3d10+20 (36 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Swordarm +6 melee (1d6+3/19-20)
Full Attack: 2 swordarms +6 melee (1d6+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, "release ooze", grafted short swords
Special Qualities: Blindsense 30 ft., grayman construct traits, darkvision 60 ft., immunity to acid, low-light vision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 16, Dex 9, Con —, Int 1, Wis 11, Cha 1
Skills: Climb +6, Swim +6
Feats: Blind-FightB, Lightning Reflexes, Weapon Focus (swordarm)
Environment: Any
Organization: Solitary or gang (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:

Moving jerkily, like it is unused to its own body, the burly figure looks like a deathly grey human. Short swords have been grafted onto the stumps of its forearms and a scar encircles its forehead. A thin grey fluid trickles from a hole in its back, above where its heart should be.

A greyman is an artificial creature created by implanting a gray ooze into an alchemically treated humanoid body which has had swords grafted onto its arms.

A typical greyman stands 6 feet tall and weighs 350 pounds.

Greymen are mute and have no understanding of language.

Combat
Operating solely on instinct, a greyman is a fearless and relentless fighter. They pursue any non-greymen they see then hack at them with their swordarms until either the greyman or the intruder is dead. Even destruction does not end the threat from a grayman, for the ooze within it will then escape from the grayman's remains and attack.

Acid (Ex): A greyman secretes a diluted form of the digestive acid produced by the gray ooze trapped inside it. This acid quickly dissolves organic material and metal, but not stone. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 11 Reflex save. A metal or wooden weapon that strikes a greyman also dissolves immediately unless it succeeds on a DC 11 Reflex save. The save DCs are Constitution-based.

The greyman's acidic touch deals 11 points of damage per round to wooden or metal objects, but the greyman must remain in contact with the object for 1 full round to deal this damage.

Grafted Short Swords (Ex): A greyman's arms have been replaced by short swords. These are treated as natural attacks that threaten a critical hit on a natural attack roll of 19–20. As natural attacks, these weapons may not be disarmed.

Oozing Demise (Ex): When an grayman is destroyed, the gray ooze trapped within its body is freed to attack as a full-strength creature, taking one round to crawl from the hole in the grayman's chest.

Construction
Creating a grayman requires a fairly intact humanoid corpse and a live gray ooze, plus metal implants, special unguents and alchemical reagants costing 500 gold pieces. Correctly mixing the reagants requires a DC 12 Craft (alchemy) check, while preparing the body requires a DC 12 Craft (leatherworking) check.

CL 5th; Craft Construct, animate dead, rage, caster must be at least 5th level;
Price 5,000 gp; Cost 2,750 gp + 180 XP.

Grayman Construct Traits
A greyman has the following traits instead of a standard Construct's traits, due to its dependence on a living Ooze:

No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, death effects, and necromancy effects.
Some graymen have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
A grayman cannot be healed by cure effects or the Heal skill but can heal damage on its own, so long as the ooze inside it is alive. It can also be repaired through the use of the Craft Construct feat, and some may also be repaired by exposing them to a certain kind of effect (see the creature’s description for details). A graymen with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a graymen cannot be raised or resurrected.
Because its body is a mass of unliving matter, a graymen is hard to destroy. It gains bonus hit points based on size, as shown on the table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
The ooze within the grayman needs to eat and breathe, but the grayman itself does not. Graymen do not sleep.

 

Cleon

Legend
Ochre Ogre

Ochre Ogre (Grayogre)
Large Construct
Hit Dice: 6d10+30 (63 hp)
Initiative: –1
Speed: 25 ft. (5 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +4/+15
Attack: Axhand +11 melee (2d6+6/×3)
Full Attack: 2 axhands +11 melee (2d6+6/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, grafted battleaxes
Special Qualities: Bleed jelly, blindsense 30 ft., electric healing, grayman construct traits, immunity to acid and electricity, low-light vision, oozing demise
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con —, Int 1, Wis 10, Cha 1
Skills: Climb +12, Swim +11
Feats: Blind-FightB, Improved Sunder, Power Attack, Weapon Focus (axhand)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

A stumbling humanoid thing with a swollen body and axheads for hands, it is clearly no natural creature. Its entire body, including its blankly staring eyes, are a blotchy brown. Silver rods jut from the flesh of its head, neck and torso, many with crude sutures criss-crossing the flesh between them. A jagged scar encircles its forehead, leaking a muddy brown fluid, the same liquid oozes from around a wood and metal plug that seals a hole in its chest over were its heart should be.

An ochre ogre is an artificial being made from a large humanoid corpse implanted with an ochre jelly. Like flesh golems, they are invigorated by electricity, which is infused into their flesh through silver rods surgically implanted into their bodies.

Ochre ogres stand 9 to 10 feet tall and weigh about 3000 pounds.

Combat
An ochre ogre fearlessly pursues opponents, hacking with its axhands. If it cannot reach a victim or its handax blows fail to injure them it instinctively gashes itself open to release blood jellies to join the attack.

Acid (Ex)
An ochre ogre can secrete a digestive acid through its pores that dissolves only flesh. Any time the ogre grapples an opponent it can inflict an additional 1d4 points of acid damage.

Bleed Jelly (Ex)
Whenever an ochre ogre is damaged by slashing and piercing weapons or electricity attacks a monstrous jelly spills out from wherever the attack hit and proceeds to attack the nearest living creature, usually whoever attacked the ochre ogre. This jelly resembles a Medium-sized ochre jelly but is not a living creature, being a Construct with all the greyman construct traits instead of an Ooze, its relevant statistics are listed below. A blood jelly created by a slashing or piercing attack has hit points equal to the damage inflicted by the attack, while those created by electricity attacks have 1 hit point for every 2 points of damage the attack would otherwise deal.

Blood jellies "die" after being outside the ochre ogre for an hour. An ochre ogre can devour any living blood jelly it spawned (but not one from another ochre ogre) as a full-round action, which allows it to heal damage equal to half the ooze's hit points.

Blood Jelly (Medium Construct, 6 Hit Dice (hp as above); Init: –5; Speed: 10 ft. (2 squares), climb 10 ft.; AC: 5 (–5 Dex), touch 5, flat-footed 5; Base Attack/Grapple: +4/+5; Attack: Slam +5 melee (1d6+1 plus 1d4 acid); Space/Reach: 5 ft./ 5 ft.; Special Attacks: Acid, constrict 1d6+1 plus 1d4 acid, improved grab; Special Qualities: Blindsight 60 ft., grayman (construct) traits, immunity to acid and electricity; Saves: Fort +2, Ref –3, Will –3; Abilities: Str 13, Dex 1, Con—, Int—, Wis 1, Cha 1; Skills: Climb +9)

Electric Healing (Ex)
Any magical attack that deals electricity damage to an ochre ogre breaks any slow effect on the ogre and heals it of 1 point of damage for every 2 points of damage the attack would otherwise deal. If the amount of healing would cause the ogre to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an ochre ogre hit by a lightning bolt heals 5 points of damage if the attack would have dealt 11 points of damage. An ochre ogre gets no saving throw against attacks that deal electricity damage.

Grafted Battleaxes (Ex)
An ochre ogre's arms have been replaced by battleaxes. These are treated as natural attacks that do triple damage on a confirmed critical. As natural attacks, these weapons may not be disarmed.

Oozing Demise (Ex)
When an ochre ogre is destroyed, the ochre jelly trapped within its body is freed to attack as a full-strength creature, taking one round to crawl from the hole in the ogre's chest.

Construction
Creating an ochre ogre requires a living ochre jelly and the fairly intact humanoid or giant corpse of at least Large size, plus metal implants, special unguents and alchemical reagants costing 1000 gold pieces.. Correctly mixing the reagants requires a DC 13 Craft (alchemy) check, while preparing the body requires a DC 13 Craft (leatherworking) check.

CL 7th; Craft Construct, animate dead, fabricate, rage, caster must be at least 7th level;
Price 12,000 gp; Cost 7,000 gp + 440 XP.
 

Cleon

Legend
Gelatinous Giant

Gelatinous Giant (Graygiant)
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: –2
Speed: 20 ft. (4 squares)
Armor Class: 22 (–1 size, –2 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +9/+23
Attack: Hookhand +19 melee (1d10+10/19-20×3)
Full Attack: Hookhand +19 melee (1d10+10/19-20×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, improved grab, enveloping blubber, grafted hooks, paralysis, rend
Special Qualities: Blindsight 60 ft., blind, grayman construct traits, immunity to acid, oozing demise
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 31, Dex 6, Con —, Int 1, Wis 10, Cha 1
Skills: Climb +18, Swim +17
Feats: Blind-FightB, Improved Bull's Rush, Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (hookhand)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13–24 HD (Huge)
Level Adjustment:

This ghastly creature is over twice the height of a man, its sickly grey body is so bloated that it is hard to discern that it was once humanoid, with vast rolls of glutinous flesh that almost obscure its legs. Its pallid skin is so stretched that it has split in many places, were it oozes a translucent slime that is so thick it does not drip to the floor. The creature has no eyes, just empty eye sockets which weep trails of clear jelly down its face. Instead of hands, it has a set of three metal hooks grafted onto each wrist, which flex and clutch like the talons of a monstrous raptor. Scars and sutures from other monstrous surgeries mark its body, including a gaping hole were its heart would be and a trepanning scar circling its forehead.

Gelatinous giants, or greygiants as they are sometimes called, are strange constructs created by inserting a gelatinous cube into the body of a giant. The corpse of any giant over 10 feet tall may be used in their construction, but most are created from hill or stone giants.

A typical gelatinous giant is about 12-15 feet tall with a bloated body almost 10 feet wide, they weigh about 8000 pounds.

Combat
A gelatinous giant is a straightforward fighter, it always tries to grab an opponent in its hookhands and pull them into the folds of its blubber to be paralysed, dissolved and rent apart.

Acid (Ex)
A gelatinous giant oozes an acid that does 1d6 damage to organic objects such as flesh or wood but does not harm metal or stone. Any creature that strikes a gelatinous giant with a natural attack or is hit by the giant's grapple, rend or envelop attacks will take acid damage as well as being exposed to its paralysis attack (q.v.).

Blind (Ex)
Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Improved Grab (Ex)
To use this ability, a gelatinous giant must hit with its hookhand attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rend and envelop.

A gelatinous giant can maintain a hold with a hookhand at a –10 penalty on its grapple check while attacking with its other hookhand or moving normally, provided the opponent is smaller than the giant (Medium or less). It can grapple, rend and envelop two smaller opponents simultaneously, one in each hand.

Enveloping Blubber (Ex)
A gelatinous giant that is holding a Large or smaller creatures with a hookhand can pull its opponent into the glutinous folds of its body by winning an opposed grapple check in place of making an attack. Opponents can make opportunity attacks against the giant, but if they do so they are not entitled to a grapple check to oppose being enveloped. Enveloped creatures take 1d6 acid damage and are exposed to the gelatinous giant’s paralysis every round. They are considered to be grappled and trapped within its body and can only use light slashing or piercing weapon to attack the giant. A gelatinous giant can envelop two opponents simultaneously if both are smaller than the giant, one in each hand.

Grafted Hooks (Ex): A gelatinous giant's arms have been replaced by an set of three articulated metal hooks. These are treated as natural attacks that deal 1d10 piercing and slashing damage, threaten a critical hit on a natural attack roll of 19–20, and inflict triple damage if the critical is confirmed. As natural attacks, these weapons may not be disarmed.

Paralysis (Ex)
A gelatinous giant secretes an anaesthetizing slime. A target hit by the giant’s rend or envelop attack must succeed on a DC 16 Fortitude save or be paralysed for 3d6 rounds. The giant can automatically envelop a paralysed opponent. The save DC is Constitution-based.

Rend (Ex)
A gelatinous giant can automatically inflict 1d10+10 damage to an opponent it is grappling with a hookhand, it can do this twice if it is grappling a foe with both hookhands.

Oozing Demise (Ex)

When a gelatinous giant is destroyed, the gelatinous cube trapped within its body is freed to attack as a full-strength creature, taking one round to burst out of the giant's overstretched skin. The ooze within a gelatinous giant is an advanced specimen with Hit Dice equal to the giant. A standard 12 hit dice gelatinous giant produces an ooze with the following statistics:

Gelatinous Cube (Large Ooze, Hit Dice 12d10+96 (162 hp); Init: –5; Speed: 15 ft. (3 squares); AC: 4 (–1 size, –5 Dex), touch 4, flat-footed 4; Base Attack/Grapple: +9/+13; Attack: Slam +8 melee (1d6 plus 1d6 acid); Space/Reach: 10 ft./ 5 ft.; Special Attacks: Acid, engulf, paralysis; Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent; Saves: Fort +2, Ref –3, Will –3; Abilities: Str 10, Dex 1, Con 26, Int—, Wis 1, Cha 1)

Construction
Creating a gelatinous giant requires the fairly intact corpse of a giant of at least Large size and a living gelatinous cube, plus metal implants, special unguents and alchemical reagants costing 1000 gold pieces. Correctly mixing the reagants requires a DC 14 Craft (alchemy) check, while preparing the body requires a DC 14 Craft (leatherworking) check.

CL 9th; Craft Construct, animate dead, fabricate, geas/quest, rage, caster must be at least 9th level;
Price 25,000 gp; Cost 13,000 gp + 960 XP.
 

freyar

Extradimensional Explorer
Gotta say I love the picture of a gelatinous cube bursting out of the giant and springing up into usual cube form. :D
 

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