Converting monsters from Dragon magazine - Page 135
  1. #1341
    Quote Originally Posted by freyar View Post
    I'd go for the priests of Ythog-Nthlei since we finished converting the big guy a while back. It's always good to finish a set.
    Agreed!

    I'll post the original stats.

  2. #1342

    Priest of Ythog-Nthlei Original Stats

    IMPORTANT NOTE
    Time and the way the party spends it plays an integral part in this adventure. Exactly 10 turns after the characters descend the spiral staircase and enter the alien base, the evil priests of Ythog Nthlei will succeed in freeing their master. The only way to prevent them from attaining their goal is to kill them before the end of 10 turns. If they succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room.

    *SNIP*

    Room 21. [The chanting becomes louder and louder as you approach this area. Your party reaches a tall, double door, made of the same material as the walls. The doors open with a strong push and reveaI a bizarre scene. The room is large and 8-sided. In the center of the chamber there is a 15-foot-wide brazier roaring with yellow flames and giving off a foul, green smoke. Set into four of the walls are triangular grooves 5 feet deep and 12 feet high. Shards of a smoky, amber-like material surround each groove area. The most shocking element of this room is its occupants: Around the tall flames stand 4 loathsome creatures that sway and chant in a most inhuman fashion. Although the things are clad in long, flowing robes, the cloth is mostly tatters, and reveals their true forms. Each is nearly 10 feet tall, and has 2 long, triple-jointed, barbed legs. Extending from a scaled barrel-chest are 4 thick tentacles which each end in 8 opposing fingers. The head of the monster, perhaps the most hideous aspect, is totally inhuman. It is basically heart-shaped, cleaved down the middle. From either side of the head extend 2-foot-long, comblike feelers, similar to those of a moth. Set on either side of the face are clusters of waving tendrils, each of which end in small eyes, giving the creature complete peripheral vision. On the bottom of the face there is a large circular orifice. When the beast opens this ring of flesh to scream, thousands of writhing wormlike tongues are exposed. As you stand in near shock surveying the inhuman scene, the creatures turn to confront you.]

    These are the priests of the King Ythog-Nthlei, who lies imprisoned in the room downstairs. They chant for his release, and will succeed in this task 10 turns after the characters have entered the complex unless the priests are slain by then. After being freed from their bondage by a series of earthquakes, the priests first eliminated the human temple above and then went about reactivating their base. They are now in the final and most difficult stages of the task of freeing their leader from the tomb he was trapped in hundreds of years ago. The creatures will, of course, attack the party instantly. Their statistics are as follows: hit dice 7 (hit points 42 + 1-12), armor class 3, movement 18”. Each of the priests is 40% magic resistant and is immune to poison, acid and cold attacks.

    The evil priests attack with their 4 tentacle/hands for 2-12 points damage each. For every additional appendage that strikes a single target after the first, the priest will do 1-8 more points of damage, because he will then begin ripping his opponent apart. The dark creatures can also attack by extending their many-pointed tongues and piercing their opponents with them. This assault inflicts 1-6 points damage and will drain one of the enemy’s senses. RolI d6 to determine which sense is drained:

    1 = taste; 2 = smell; 3 = touch; 4 = hearing; 5 = sight; 6 = psychic or psionic abilities

    If the victim makes his saving throw, the sense drain will last only 1-6 melee rounds before the ability returns. Otherwise, the only way to cure this loss is to cast a Remove curse spell and a Restoration spell simultaneously upon the afflicted character. If a roll calls for the draining of a sense the victim has already lost or never possessed, treat the roll as “no affect.”

    *SNIP*

    Area 30. [The long corridor leads to a blank wall. However, as you approach the dead end, a thick slab of the wall material slides back. The entrance leads to a small room whose floor and ceiling are riddled with hundreds of small holes about the width of one’s finger. Set in the north wall there is an oddly displayed assortment of grooves and depressions which glow a bright yellow-green. A crack in the wall opposite you indicates that there is indeed an exit out, similar to the one you came in.]

    This room served as a security chamber, ensuring that no unwanted visitors passed through this area. If the party has already encountered the priests, they will recognize the mark in the wall as the imprint of the priests’ hand tentacles. The only way to bypass this security measure is to perfectly imitate the inhuman hand, either by cutting one from one of the creatures and using it, or by polymorphing a part of one of the character’s bodies to the proper size and shape. If performed successfully, the slab on the other side of the room will open, allowing passage through the area.

    Originally appeared in Dragon Magazine #46.

  3. #1343
    Quote Originally Posted by Cleon View Post
    Their statistics are as follows: hit dice 7 (hit points 42 + 1-12), armor class 3, movement 18”. Each of the priests is 40% magic resistant and is immune to poison, acid and cold attacks.

    The evil priests attack with their 4 tentacle/hands for 2-12 points damage each. For every additional appendage that strikes a single target after the first, the priest will do 1-8 more points of damage, because he will then begin ripping his opponent apart. The dark creatures can also attack by extending their many-pointed tongues and piercing their opponents with them. This assault inflicts 1-6 points damage and will drain one of the enemy’s senses. RolI d6 to determine which sense is drained:

    1 = taste; 2 = smell; 3 = touch; 4 = hearing; 5 = sight; 6 = psychic or psionic abilities

    If the victim makes his saving throw, the sense drain will last only 1-6 melee rounds before the ability returns. Otherwise, the only way to cure this loss is to cast a Remove curse spell and a Restoration spell simultaneously upon the afflicted character. If a roll calls for the draining of a sense the victim has already lost or never possessed, treat the roll as “no affect.”
    Okay, so we have a few numbers - AC 3, Move 18", 7 Hit Dice, 43-54 hit points (so average of ~6.928 per HD) and magic resistance 40%.

    For the basics, I'm thinking Large Aberration with four 2d6 tentacle attacks plus one 1d6 tongues attack. It's also got Rend and Sense Drain special attacks plus immunity to acid, cold and poison.

    They are somehow able to break the enchantment binding Ythog-Nthlei which indicates some sort of magical ability. However, there's no mention of any spellcasting ability explanation as to how they break Ythog-Nthlei's binding.

    So what gives? If they're "priests" do they have the ability to perform "miracles" for their Dark Lord? Do they have spellcasting powers but expended it all breaking the Binding? Do they have unique magical abilities that aren't fast enough for use in the middle of combat?

    The fact that their binding-breaking ceremony is only interrupted by their death suggests it might be a supernatural ability rather than a spell.

  4. #1344
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    Has anyone ever considered doing the creatures from dragon magazine 244?


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  5. #1345
    Quote Originally Posted by abe ray View Post
    Has anyone ever considered doing the creatures from dragon magazine 244?
    The Xakhun spiders? They've been done already.

  6. #1346
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    I was thinking of the races section mostly.


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  7. #1347
    Quote Originally Posted by abe ray View Post
    I was thinking of the races section mostly.
    Oh, you mean the ones in the Warriors of the Wind article - the Ashiera, Fainil, Masgai and Telvar.

    No, I hadn't considered doing those but the CC would have to get around to them eventually. I guess we could do one of those once we've finished with the Priests of Ythog-Nthlei.

    Speaking of those, it's been almost three weeks since I posted on those and Freyar hasn't replied yet. He must be busy!

    I think I'll post a Working Draft tomorrow, just so it seems we're making some progress in this thread.

    EDIT: Well it's tomorrow, so I might as well give the Working Draft a shot.
    Last edited by Cleon; Monday, 27th March, 2017 at 10:03 PM.

  8. #1348
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    Quote Originally Posted by Cleon View Post
    Oh, you mean the ones in the Warriors of the Wind article - the Ashiera, Fainil, Masgai and Telgar.

    No, I hadn't considered doing those but the CC would have to get around to them eventually. I guess we could do one of those once we've finished with the Priests of Ythog-Nthlei.

    Speaking of those, it's been almost three weeks since I posted on those and Freyar hasn't replied yet. He must be busy!

    I think I'll post a Working Draft tomorrow, just so it seems we're making some progress in this thread.
    Yes those are what I meant creature-wise.


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  9. #1349

    Priest of Ythog-Nthlei Working Draft

    Priest of Ythog-Nthlei
    Large Aberration
    Hit Dice: 14d8+42 (104 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 25 (–1 size, +1 Dex, +9 natural, +3 insight, +3 deflection), touch 16, flat-footed 24
    Base Attack/Grapple: +10/+19
    Attack: Tentacle +14 melee (2d6+5/19–20) or tongues +9 melee (1d6+2 plus sense drain)
    Full Attack: 4 tentacles +14 melee (2d6+5/19–20) and tongues +9 melee (1d6+2 plus sense drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Chant magic, rend 2d8+7, sense drain, spells
    Special Qualities: Darkvision 60 ft., low-light vision, madness, spell resistance 20, immunity to acid, cold and poison
    Saves: Fort +12, Ref +5, Will +12
    Abilities: Str 20, Dex 12, Con 16, Int 19, Wis 17 (24 with Madness), Cha 17
    Skills: Concentration +20, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +20, Search +7, Spellcraft +21 (+23 decyphering scrolls), Spot +24, Use Magic Device +15 (+17 with scrolls)
    Feats: Heighten Spell, Improved Critical (tentacles), Spell Focus (Enchantment), Spell Focus (Necromancy), Spell Penetration
    Environment: Any
    Organization: Solitary, pair, chorus (3–7) or coven (8–13)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always neutral evil
    Advancement: By character class
    Level Adjustment:

    A hideous creature that stands almost twice the height of a human on a pair of triple-jointed barbed legs. A long flowing robe blessedly conceals much of its loathsome body, although it hangs open enough to expose its scaly barrel-shaped chest. The being has four tentacle-arms with hands that resemble eight-fingered starfish. The creature's heart-shaped head has long mothlike feelers and a cluster of swaying eyestalks sprouting from each side of it as well as a circular mouth crammed with squirming wormlike tongues.

    Priests of Ythog-Nthlei are ancient servants of The Dark King Ythog-Nthlei. Their origins are unknown, but prehuman writings indicate they were once administrators and religious leaders of a vast empire dedicated to The Dark King that spanned many worlds and Planes of existence. Ythog-Nthlei's empire fell millennia before the humanoid races known today even existed. A few priests of Ythog-Nthlei survived to modern times by being trapped in temporal stasis in deeply buried dungeon complexes they refer to as "Holy Bases". Others may have been exiled to far distant planes cut off from the Prime Material were time runs differently to the sane universe. The priests are religious fanatics who worship The Dark King and Elder Gods with insane devotion. They lurk in eldritch dungeons waiting for freedom so they might call their master forth. A priest exiled to the far planes might make its way back through a planar rift. They sometimes receive assistance from demented cultists, but their helpers are more usually extraplanar fiends and alien monstrosities as bizarre as the priests themselves.

    Combat
    Priests of Ythog-Nthlei are implacably hostile towards any being who does not serve the Dark King they worship. Any allies or slaves they have will be sent into combat first. Given enough time a priest will cast enhancing spells on itself before entering battle. Priests of Ythog-Nthlei do not discriminate between spells or melee, using whichever is likely to do the most harm to their enemies. These fanatical aberrations will gladly die if they believe it benefits the Dark King Ythog-Nthlei but would rather send other servants to their deaths instead.

    A group of priests performing Chant Magic cannot cast spells without breaking the ritual so always resort to melee combat. They try to position themselves to ensure at least one priest can survive to finish the chant.

    A priest of Ythog Nthlei has a deflection bonus to Armor Class equal to its Charisma bonus plus an insight bonus to Armor Class equal to its Wisdom bonus.

    All-Around Vision (Ex): Priests of Ythog Nthlei are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.

    Chant Magic (Sp): Priests of Ythog-Nthlei possess a unique ability to work magic by chanting. A group of at least two priests is required to initiate chant magic, but the chant can be completed by only a single priest.

    Chant magic can create any arcane or divine spell, including epic magic, that a priest in the chanting group has witnessed being cast. Chant magic spells are treated as cleric spells with a DC based on highest Wisdom score among the chant group's priests when the chant is completed. Chant magic spells always have a verbal component even if the original spell does not. The priests can apply any metamagic feats they possess to the chant magic spell, except for Silent Spell or Quicken Spell. The spell's caster level normally equals 10 plus the highest CL among the priests in the chanting group plus the number of priests in the group, but the priests can lower the casting level to reduce the casting time (see below). The caster level must be high enough for a cleric of that level to cast the chosen spell, including metamagic effects.

    Chant magic is slow. Completing the chant and casting the spell takes a total number of rounds of chanting equal to 100 times the minimum caster level of the spell (see above); divided between the priests however they desire (i.e. a spell with a minimum CL 6th can be completed by a single priest chanting for 600 rounds or five priests chanting for 120 rounds). If the chant magic is producing an epic spell, its minimum caster level is 20 or half the Spellcraft DC of the spell, whichever is higher. The priests of Ythog Nthlei can cast the chant magic spell faster by lowering the caster level (down to the minimum caster level for the spell). For every level the caster level is lowered the casting time is reduced by 100 rounds (minimum of 50 rounds or the spell's normal casting time, whichever is higher). For example, if a chanting group normally casts spells at CL 20th it could cast a spell at CL 10th to reduce the casting time by 1000 rounds or CL 1st to reduce it by 1900 rounds.

    Chant magic spells do not require material or XP components, but spells with these components take longer to chant; for every 10 XP or 250 gp worth of components the spell normally requires, the chant magic takes 10 minutes longer to complete.

    The priests in a chanting group can perform extraordinary and supernatural actions (including combat) without breaking the spell they are chanting, although any round in which they perform such actions does not count towards the completion of the chant magic. If any priest uses a spell or spell-like ability the chant magic is ruined. The only other way to stop the chant is to kill or incapacitate all the priests in the chanting group. Killing or incapacitating a chanter reduces the effective caster level of the group, thereby increases the casting time and possibly ruining the chant magic if the caster level is reduced to less than the spell's minimum.

    When completing an epic spell the chanting group must make a Spellcraft check against the epic spell’s Spellcraft DC using the highest Spellcraft modifier among the chanting priests plus a bonus equal to the CL of the chant magic spell. The Aid Another action cannot be used to assist this Spellcraft check. Note that it will be impossible for the chanting group to succeed at an epic spell if its Spellcraft DC is greater than 20 + the group's Spellcraft modifier.

    Madness: A priest of Ythog-Nthlei has an Insanity score equal to half its Hit Dice. For spellcasting (including the priest's chant magic ability), the priest adds its Insanity score to its Wisdom when determining bonus spells and DCs.

    Once per day, the priest can see and act with the clarity of true madness. Use the priest’s Insanity score as a positive modifier on any single roll involving Wisdom. Choose to use this power before the roll is made.

    Rend (Ex): A priest of Ythog-Nthlei that hits with two or more tentacle attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+7 points of damage.

    Sense Drain (Su): Any living creature hit by a priest of Ythog-Nthlei's bite attack immediately loses the use of a single sense, determined by a d10 roll (1-2 = taste/smell; 3-4 = touch [victim unable to case somatic spells]; 5-6 = hearing [deafness]; 7-8 = sight [blindness, includes darkvision]; 9-10 = any sense that does not fall under options 1-5, such as blindsight or ESP). If the roll result is a sense the target does not possess the bite has no special effect.

    The target regains use of the sense 1d6 minutes after being drained if they succeed at a DC 20 Fortitude save. Otherwise, the sense drain is permanent. Casting remove curse and restoration upon a victim restores all drained senses to them. The save DC is Constitution-based.

    Spells: A priest of Ythog-Nthlei can cast divine spells as a 10th-level cleric with access to the Community, Evil and Madness domains.

    Typical Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1, save DC 17 + spell level, 18 + spell level for Enchantment & Necromancy spells)
    0cure minor wounds (×2), detect magic, guidance, read magic, resistance;
    1stbane*, cause fear**, divine favor, entropic shield, inflict light wounds, lesser confusion*, obscuring mist;
    2nddeath knell**, enthrall*, owl's wisdom, silence, sound burst, spiritual weapon, touch of madness*;
    3rddeeper darkness, dispel magic, magic circle against good, prayer, protection from energy, summon monster III;
    4thdeath ward, divine power, freedom of movement, poison**, unholy blight;
    5thbolts of bedevilment*, greater command*, flame strike, slay living**.
    Domain spell. * Enchantment spell. ** Necromancy spell.

    Originally appeared in Dragon Magazine #46 ("The Temple of Poseidon" by Paul Reiche III, February 1981).
    Last edited by Cleon; Thursday, 27th September, 2018 at 08:52 PM.

  10. #1350
    Quote Originally Posted by Cleon View Post
    Just realized I never got around to adding "Always Neutral" and "None" for the Chocogolem's Alignment and Treasure.

    It's been corrected.

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