Diablo I monsters


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Hey Ferret, I know you want Diablo I monsters, but did you ever get the 3E D&D accessory, Diablo II: Diablerie?

http://www.amazon.com/exec/obidos/tg/detail/-/0786917601/104-0052704-6667130?vi=customer-reviews

If not, it could be the next best thing if you can still get it. (Although some thought it bit the big one.)

As for Diablo I monsters, it might be hard to accomplish that. Trying to get a hold of the original 2nd D&D Diablo book would be even harder, and there's no guarantee that anyone has it. (It too, was supposed to not have been so great.)

Anyway, good luck in finding someone to help you out. I hope to see some conversions here too.

Cheers!

KF72
 

Get it on eBay or something, it was a serious rip off I think. They rushed it far too much and came out with a rather lackluster product in this case. (And this is coming from a guy who really likes Diablo 2)
 


Well, here's a "Burning Dead" (a skeleton-type Diablo undead) template :

BURNING DEAD - This template may be applied to any corporeal aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.
Type: Change to undead.
Hit Dice: d12.
Initiative: adjust for Dex
Speed: - 10 ft.
AC: +1 bonus to natural armor
Attacks: Burning dead creatures have a single claws attack (both claws are combined into one attack).
Damage: If the base creature does not have a claw attack, use the damage values below. Otherwise, use the better value.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: As base creature
Special Qualities :

Hit Dice Qualities
1-3 Fire resistance 5
4-10 Fire resistance 10
11+ Fire resistance 15, DR 1/-
Abilities: Int +0, Wis +2, Str +2, Dex +0, Con -, Chr +0
Saves: adjust for abilities
Feats : Add Toughness as a bonus feat.
Climate/Terrain: Any land and underground
CR :+1 to base creature's CR
 

Diablo I monsters were awesome. Everything from the Succubi to the Illusion Weavers was well thought out.

However, I couldn't convert a monster to save my life, so I plea for some conversions.
 

Fallen One
Small Humanoid (Fallen)
Hit Dice: 1/2d8-1 (1 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 13 (+1 size, +1 Dex, +1 small round steel shield)
Attacks: Small halfspear -1 melee; or javelin +2 ranged; or claws -1 melee
Damage: Small halfspear 1d4-2; or javelin 1d6-2; or claws 1d3-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tearing grapple
Special Qualities: Darkvision 90 ft.
Saves: Fort -1, Ref +3, Will -2
Abilities: Str 6, Dex 12, Con 9, Int 4, Wis 6, Cha 4.
Skills: Spot +2, Listen +2
Feats: Improved Initiative
----
Climate/Terrain: Any underground
Organization: Pair, gang (3-8), or band (9-36)
Challenge Rating: 1/8
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: By character class
LA: +0.
Ability Modifiers: Str -4, Dex +2, Con -2, Int -6, Wis -4, Cha -6.
Aging: 1 (+1d4)/5 (+1d8)/10 (+2d8)/15 (+3d8)
Height: 2'9" (+1d4")
Weight: 25 lb. (+2d6 lb.)

COMBAT
Fallen ones strike with both claws, combining them into a single attack, when unarmed.
Tearing Grapple (Ex): A fallen one deals claws damage whenever it makes a successful grapple check (grapple penalty -6).

Carver
Small Humanoid (Fallen)
Hit Dice: 1d8 (4 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (+1 size, +2 Dex, +1 small round steel shield, +2 leather)
Attacks: Small halfspear +1 melee; or javelin +3 ranged; or 2 claws +1 melee
Damage: Small halfspear 1d4; or javelin 1d6; or claw 1d2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tearing grapple
Special Qualities: Darkvision 100 ft.
Saves: Fort +0, Ref +4, Will -1
Abilities: Str 10, Dex 14, Con 11, Int 6, Wis 8, Cha 6.
Skills: Spot +2, Listen +2
Feats: Improved Initiative
----
Climate/Terrain: Any underground
Organization: Solitary, pair, gang (3-8), or band (9-36)
Challenge Rating: 1/3
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: By character class
LA: +0.
Ability Modifiers: Str +0, Dex +4, Con +0, Int -4, Wis -2, Cha -4.
Aging: 2 (+2d4)/10 (+2d8)/20(+4d8)/30(+6d8)
Height: 3'5" (+1d4")
Weight: 30 lb. (+2d8 lb.)

COMBAT
Carvers strike with two claw attacks when unarmed.
Tearing Grapple (Ex): A carver deals damage from both claws whenever it makes a successful grapple check (grapple penalty -4).

Dark One
Small Humanoid (Fallen)
Hit Dice: 2d8+6 (15 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (+1 size, +2 Dex, +1 small round steel shield, +2 leather)
Attacks: Small halfspear +6 melee; or javelin +4 ranged; or 2 claws +6 melee
Damage: Small halfspear 1d4+4; or javelin 1d6+4; or claw 1d2+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tearing grapple
Special Qualities: Darkvision 110 ft.
Saves: Fort +0, Ref +4, Will -1
Abilities: Str 18, Dex 14, Con 17, Int 6, Wis 8, Cha 6.
Skills: Spot +4, Listen +4
Feats: Improved Initiative
----
Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-8)
Challenge Rating: 1
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: By character class
LA: +1 (ECL +3).
Ability Modifiers: Str +8, Dex +4, Con +6, Int -4, Wis -2, Cha -4.
Aging: 4 (+4d4)/20(+4d8)/40(+8d8)/60(+12d8)
Height: 3'9" (+1d4")
Weight: 40 lb. (+3d8 lb.)

COMBAT
Dark ones strike with two claw attacks when unarmed.
Tearing Grapple (Ex): A dark one deals damage from both claws whenever it makes a successful grapple check (grapple bonus +0).
Foul Chant (Su): A dark one can take a full-round action to chant. Other creatures with the fallen subtype gain +1 to attack and damage rolls in the area of the chanting. Multiple dark ones chanting do not cause a stacking effect.
 
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Not bad, some comments regarding the Dark One: 1. you forgot to add the Foul Chant to the special attacks, I suggest you increase their int, and wis to human standards, as they seem to be the 'leaders' of the fallen ones, also I suggest you increase the range of their darkvision to 120' and their LA to +2.
 

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