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Converting monsters from First Edition modules

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dhaga

First Post
1200 gp sounds fair to me :)
Lightwand ranged touch +7 (I think)

I believe the Armor Class should be 15, instead of 5 ;)

Environment: Any?
Organization: Solitary, Cluster (2-5), or Community (? - ?)
 

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Shade

Monster Junkie
dhaga said:
1200 gp sounds fair to me :)
Lightwand ranged touch +7 (I think)

I believe the Armor Class should be 15, instead of 5 ;)

Environment: Any?
Organization: Solitary, Cluster (2-5), or Community (? - ?)

Good catches on my miscalculations and typos. :)

Any will probably wourk for environment.

Since they have kings, I'd imagine a community could be rather large. At least 100, probably. Thoughts?

Noble Chak are 1-4 Hit Dice larger than the average, with a corresponding damage bonus (1-4), and are AC 3. Kings have at least 10 Hit Dice, with bite damage 2d10 and AC0.

Special advancement?
 

dhaga

First Post
Community (100 - 1000)

Advancement: 6-9 (Large, Noble); 10-15 (Huge, King)

Then note the stat changes at the bottom of the creature entry.
Something like:
Noble chak are stronger and tougher than normal chak.
Make the following adjustments for Noble chak:
- +4 Str
- +2 natural armor
Noble chak otherwise have the same statistics as normal chak.

King chak are the largest and toughest of their kind.
Make the following adjustments for King chak:
- size increase Large to Huge (include stat changes in the stat block for ease of use)
- +4 natural armor
- bonus feat: Improved Natural Attack

Thoughts?

Aside from advancement details, do we need anything else for the Chak?
 
Last edited:



Shade

Monster Junkie
Good deal. Per the Savage Species guidelines, LA breaks down as follows:

+1 for climb speed
+1 for natural armor
+1 for unbalanced ability scores
+2 for Con-damaging poison
----------------------------
+5 total

Does this sound about right?
 


Shade

Monster Junkie
Next!

Tin Man
(New Monster)
Armor Class: 6
Move: 9"
Hit Dice: 6
Hit Points: 27
No. of Attacks: 1 axe or fist
Damage: 1-8 or 1-4
THACO: 13
Alignment: N
Size: M(6')
Intelligence: non

The tin man is a tin golem, found during Part 2 of this adventure. Long ago, the Chak bought it from another race and sold it to the Grippli. If the party brings the tin man along, they may learn how to activate and control it by talking with the Chak advisors, and it may prove useful.

Once activated, the tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions. 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.) It can be affected by normal or magical weapons. 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. The tin man can be activated or deactivated by the command word "Zihweeg."

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.

Source: I11: Needle
 



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