Converting monsters from First Edition modules

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Shade

Monster Junkie
How's this?

"Reflective Surface" (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.
 

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freyar

Extradimensional Explorer
RC, I know Shade responded to you elsewhere, but I'd also like to say that you're welcome. This is fun stuff, much better than making NPC stat blocks! ;)

The tin man can be activated or deactivated by the command word "Zihweeg."

Deactivation (Ex): The tin man becomes immobilized if it hears the word "Zihweeg." This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).
 

dhaga

First Post
Shade said:
How's this?

"Reflective Surface" (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.

Looks great, Shade :)

freyar said:
Deactivation (Ex): The tin man becomes immobilized if it hears the word "Zihweeg." This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).

Looks good to me :)

Str 18 and Dex 8 allow us to fill in some more x's:
Initiative: -1
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee ((1d6?)+4) or "axe" +8 melee (1d8?+4/x3)
 

Shade

Monster Junkie
Updated in Homebrews.

I went back into the module, and it looks like the tin man simply has the option of wielding an axe. The axe is not part of its body.

Thus, the attack lines should be:

Attack: Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Full Attack: 2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)

Attached is the pic of tin man:
 

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dhaga

First Post
Looks good. Just need a CR, and some text.
CR 3? It's hard to kill, but will become immobilized quickly if assaulted physically.

Text:
The tin man is a tin golem. Once activated, using the command word, the tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.

Tactics:
A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.
 





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