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Converting Monsters from D&D Official Video Games


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Shade

Monster Junkie
We'll do an incredibly easy one next. :D

Ice Hounds
AC: 4; HD: 8; Mv: 12; Int: Low; Size: M; Align: LE;
THAC0: 13; Att: 1; Dmg: 1d10; Spec Attack: None
Spec Def: Nil; EXP: 742

Ice hounds are relatives of the hell hound and are not originally from
the material plane. The creatures are summoned to serve as guards in
cold weather regions. In addition to a normal bite attack, ice hounds
can breathe a cloud of frost, causing 7 points of damage (save for
half damage).

From Treasures of the Savage Frontier.


Basically, we can take a hell hound and swap out fire for cold and be very close to finished. :lol:
 

Shade

Monster Junkie
Incredibly easy. ;)

Ice Hound
Medium Outsider (Evil, Cold, Extraplanar, Lawful)
Hit Dice: 4d8+4 (22 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 cold)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, frosty bite
Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: Nine Hells of Baator
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: +3 (cohort)

The creature resembles a big, powerfully built dog with short, snow-white fur. Its markings, teeth, and tongue are sooty black. It has blue, glowing eyes.

Ice hounds are relatives of the hell hound and are not originally from the Material Plane. The creatures are summoned to serve as guards in cold weather regions.

A typical ice hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.

Ice hounds do not speak but understand Infernal.

Combat

Ice hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn’t run, the pack closes in. Ice hounds track fleeing prey relentlessly.

An ice hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 cold, Reflex DC 13 half. The save DC is Constitution-based.

Frosty Bite (Su): An ice hound deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Skills: Ice hounds have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
 



Shade

Monster Junkie
Alright, then. Here's one that might take a tad longer...

TYRIAN SLIME
CLIMATE/TERRAIN: Subterranean, Mud Flats
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVEMENT: 9
HIT DICE: 5
THACØ: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12 (acid)
SPECIAL ATTACKS: Launch “sticky” secretions
SPECIAL DEFENSES: Immune to crushing and
thrusting weapons, Immune
to fire and acid
MAGIC RESISTANCE: Nil
SIZE: M (4’-6’ in diameter)
MORALE: Average (10)
XP VALUE: 2,000
PSIONICS: Nil

Appearance: This monster resembles any number of other slimes. It is largely composed of bluish green amoeba-like cells that allow it to seep through dark, damp subterranean areas beneath Athas. These creatures, like most others of their kind, can ooze beneath door cracks and move about the ceilings and walls. This allows them to drop on unsuspecting prey.

Combat: When Tyrian slimes attack, they envelop their prey and dissolve it. A Tyrian slime has two types of secretions. The first is a fast-drying, sticky substance that entangles iits prey into motionlessness. This secretion is the slime’s usual first attack. The spraying of this secretion acts like a web spell but affects one target rather than an area. The victim must make a saving throw versus breath weapon. A successful save indicates that the victim has dodged the spray, while failure indicates that the victim is entangled and cannot move.

The second secretion is a highly corrosive acid. This acidic secretion dissolves metal at a surprising rate (chain mail in two rounds, plate mail in three; and magical armor adds one additional round per each plus to Armor Class). The acid is also caustic to flesh and bone. Bone is dissolved on contact and exposed flesh suffers 2-12 (2d6) points of damage per hit.

Habitat/Society: The Tyrian slime is a solitary, asexual creature. It reproduces by dividing itself and is occasionally encountered with its own divided offspring. The Tyrian slime lives to eat and reproduce.

Ecology: Dissolving all types of carrion and refuse, the Tyrian slime is sometimes tolerated as a sort of groundskeeper. However, because of its instinctual reactions, the Tyrian slime occasionally manages to catch neighboring creatures and would-be feeders off-guard, and attacks them.

From Dark Sun: Shattered Lands manual, p.53.
 

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