Converting monsters from First Edition modules

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Shade

Monster Junkie
Anyhow... :lol:

Tin Man
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +x
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+x
Attack: Slam +x melee (x+x) or "axe" +x melee (x+x)
Full Attack: Slam +x melee (x+x) and/or "axe" +x melee (x+x)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, "reflective surface"
Saves: Fort +2, Ref +2, Will +2
Abilities: Str x, Dex x, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -
 

dhaga

First Post
When reduced to 0 hp or less, it is not destroyed but merely immobilized. It can only be destroyed by melting in red dragon breath or hotter.

This would be an interesting mechanic to keep.

Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.
 

Shade

Monster Junkie
dhaga said:
This would be an interesting mechanic to keep.

Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.

I like! :)
 

dhaga

First Post
Shade said:
Woot.

Probably not super strong. Str. 18? 20 at most, I would say. Dex 7 or 8.
+4 natural armor?

It is immune to most spells, but water- or ice-based attacks (normal or magical) cause it to become stiff and immobile in 1-4 rounds. (Thorough oiling will free it.)

Seize (Ex): Any water- or ice-based attack will cause the tin man to seize up and become immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.

We could leave it at that, neither stating nor denying that oiling is the ONLY way to free him. Leave it up to imaginative players and DMs to find other ways, if no oil is available… :)

Or we could state that without oiling, the tin man will be able to move freely again in X rounds.
 

Shade

Monster Junkie
dhaga said:
Probably not super strong. Str. 18? 20 at most, I would say. Dex 7 or 8.
+4 natural armor?

Looking at similar size, similar composition golems:

Tin Golem: Str 14, Dex 10,
Chain Golem: Str 18, Dex 17
Junk Golem: Str 18, Dex 8

So I'd say your recommendations are about on target. Let's go with Str 18, Dex 8.

dhaga said:
Seize (Ex): Any water- or ice-based attack will cause the tin man to seize up and become immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.

We could leave it at that, neither stating nor denying that oiling is the ONLY way to free him. Leave it up to imaginative players and DMs to find other ways, if no oil is available… :)

Or we could state that without oiling, the tin man will be able to move freely again in X rounds.

Sounds good. Modifying slightly...

Immunity to Magic (Ex): A tin man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).

Seize (Ex): A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost, or within the area of a sleet storm) will cause the tin man to seize up and become immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.

How do we want to deal with mundane cold and water? Do we want to specify a certain temperature upon which it will seize up? Does it need to be submerged in water, or simply within a rainstorm?
 

dhaga

First Post
Shade said:
How do we want to deal with mundane cold and water? Do we want to specify a certain temperature upon which it will seize up? Does it need to be submerged in water, or simply within a rainstorm?

I'd say any temperature below freezing will cause it to seize up. Since any water-based effect will do it, I'd say a rainstorm would be sufficient, as well. Anything that causes water to drip down onto the joints.
 

Shade

Monster Junkie
Updated in Homebrews.

How do we want to deal with this:

The tin man is immune to damage from lightwands; its shiny surface reflects the shots. If a shot hits, however, it is reflected in a random direction (roll 1d6):
Die Roll (1d6) Direction
1 90 degrees left
2 45 degrees left
3 Back at attacker
4 45 degrees right
5 90 degrees right
6 Straight up

Any target in the path of the reflection must make a saving throw vs. wands or take 1-8 points of damage.
 

dhaga

First Post
The tin man is immune to damage from lightwands; its shiny surface reflects the shots. If a shot hits, however, it is reflected in a random direction (roll 1d6):
Die Roll (1d6) Direction
1 90 degrees left
2 45 degrees left
3 Back at attacker
4 45 degrees right
5 90 degrees right
6 Straight up

Any target in the path of the reflection must make a saving throw vs. wands or take 1-8 points of damage.

We could expand on it to include directed magical attacks, including magic missile, like the Tarrasque and its reflective carapace.

The text can remain similar, change the roll to 1d8 and use the grenade table to determine the direction of reflection (or 1d10 and allow up and down as directions).

The last part can be rewritten to "Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or take full damage."

So if a magic missile got reflected and hit someone, they would take full damage, with no save, since magic missile does not allow a save.
 

Mortis

First Post
dhaga said:
We could expand on it to include directed magical attacks, including magic missile, like the Tarrasque and its reflective carapace.

...

The last part can be rewritten to "Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or take full damage."
Change 'or take full damage' to 'or suffer the full effect' (or something similar) for those cases in which damage is not caused but another effect is such as petrification for example.

Regards
Mortis
 

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