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Converting First Edition Monsters


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Shade

Monster Junkie
Reposted from the other thread...

Although "humans", these may be just different enough to deserve a conversion...

THE HEK
FREQUENCY: Uncommon
NO. APPEARING: 20-40
ARMOUR CLASS: 7
MOVE: 6"
HIT DICE: 1d10
% IN LAIR: 15%
TREASURE TYPE: None
NO. OF ATTACKS: 1
DAMAGE/ATTACK By weapon type
SPECIAL ATTACKS. +1 to hit
SPECIAL DEFENCES. Nil
ALIGNMENT Lawful Neutral
SIZE: Small (4'+ tall)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALIJE: Variable

The Hek are small humans. In the years following the Cataclysm they adapted to the harsh conditions of the Ash Mire. They are short and stocky. Body temperature is high (110F). To prevent water loss from sweating, they coat their bodies with a waxy substance derived from the roots of the epycott plant. They are able to survive on only a pint of water a day.

The Hek are obsessed with water. To them it symbolises life, wealth and power. Certain Hek females are able to sense and locate water up to a mile away. These diviners are also able to sense the casting of spells such as create water or create food and water, from up to 5 miles away.

The Hek live in small tribal groups consisting of:

1 7th level fighter-leader
2-3 5th level fighter-lieutenants
20-40 1st level fighter-tribesmen
1-2 0 level female diviners
20-30 0 level females
10-15 0 level young

While in the Ash Mire each Hek will carry 2 days' water in a beautifully fashioned bone and hide water bottle.

The warriors of Hek tribes are all skilled riders of giant striders, and their skill with their weapons gives them +1 on their "to hit" rolls.

The Hek speak their own language, but leaders and licutenants also speak an archaic form of the common tongue.

The Epycott Plant: the Hek survive in the Ash Mire by collecting the roots of the epycott plant. This is a hardy plant that grows only in the Ash Mire. It has a vigorous root system that extends over many miles beneath the dust. At sporadic intervals the roots push towards the surface where bushes sprout rapidly. The bushes live for only a few days before being shrivelled by the sun. During this time the Hek locate the bushes, dig down and harvest the roots.

The roots are pounded to separate fibres from the hard outer skin, leaving the mushy flesh and a waxy juice. The fibres are used to produce clothing, footwear and tents. The flesh is used to feed the Hek's underground fungus gardens and their giant striders. The juice is used as body wax which after a few hours exposure to the air, begins to smell very unpleasant to any non-Hek.

Originally appeared in UK6 – All That Glitters (1984).

Well they're Small, for a start, which isn't standard human size.

Come to think of it there are several versions of "Pygmy" human tribesfolk in D&D. If we do these we'll be converting them next. :confused:

They've also got the racial bonus on attack rolls and riding giant striders, and that water divining ability of the females.

Also, I started this in the wrong thread! :blush:

I'll move what we've got so far to the "Converting First Edition..." thread where it belongs.
 

Cleon

Legend
Reposted from the other thread...

They've also got the racial bonus on attack rolls and riding giant striders, and that water divining ability of the females

The +1 to attack can be accounted for by their Small size in 3rd edition.

It's only certain females that can sense water, it's not something all female Heks can do. So, it's likely either a class ability or something like a Stone Giant Elders' special abilities.

The warriors being skilled Giant Strider riders could just mean they have a few points in Ride and/or pick the Mounted Combat feat.
 

Shade

Monster Junkie
The +1 to attack can be accounted for by their Small size in 3rd edition.

It's only certain females that can sense water, it's not something all female Heks can do. So, it's likely either a class ability or something like a Stone Giant Elders' special abilities.

The warriors being skilled Giant Strider riders could just mean they have a few points in Ride and/or pick the Mounted Combat feat.

That being the case, I'd rather not convert them or make the "water divining" inherent to all hek. I slightly favor the latter. Maybe throw in Mounted Combat as a bonus feat, too. Just some little touches to differentiate 'em.
 

Cleon

Legend
That being the case, I'd rather not convert them or make the "water divining" inherent to all hek. I slightly favor the latter. Maybe throw in Mounted Combat as a bonus feat, too. Just some little touches to differentiate 'em.

So give them some special "Water sense" like a Jarbo?

Dowse Water (Ps): A jarbo can locate any water in a 300-foot radius, even as little as a teaspoonful. It can sense the direction of larger quantities of water at longer ranges - up to a mile for a barrel of water, 50 miles for an oasis.

I'd rather limit it to particular Hek, but I suppose it makes little difference to the big picture.

Don't fancy Mounted Combat as a bonus feats - it's the warriors who are good Striderriders, not all of them.
 
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