D&D 3E/3.5 Converting monsters from Mayfair Games Role Aids product line

freyar

Extradimensional Explorer
A lot of these do look convertible! (Well, I'm not sure if the rats are different enough from dire rats.) Maybe we should do a few sometime.
 

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Knightfall

World of Kulan DM
Some important Role Aids abbreviations...

Role Aids -> AD&D
STR (Strength) -> same
INT (Intellect) -> Intelligence
INS (Insight) -> Wisdom
DEX (Dexterity) -> same
STA (Stamina) -> Constitution
APL (Appeal) -> Charisma

HTK -> Hit points
AT -> Attacks
DM -> Damage
 

Knightfall

World of Kulan DM
Melatuis, keep up the great work.

BTW, I found a copy of the "Demons: Denizens of Vecheron" monster folio today. It is KEWL!!! :cool:

I really want the other three now! :D
 

Melatuis

Explorer
New Monsters from CSotIOL box 4.

Blue Yetch
Frequency: Very Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Q
HTK: Special,
AC: 6
MV: l",
AT:0
DM: See following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M-L
Spells: None
Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following.
Magic Resistence: See following
Psionic Ability: Nil

Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration.

Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material.

If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact.

Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds.

Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse.
 

Melatuis

Explorer
Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.

The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.
 

Melatuis

Explorer
Sandman
Frequency: Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Nil
HTK: 33-45 (9D8),
AC: N/A
MV: 3" man form/9" dispersed
A T: 2,
DM: see following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M
Spells: None
Specials: Sandblast (Sleep spell) and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.

Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.

Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):

Saves vs. Sandblasts
Character State/ Sleep Modifier/ Definition
Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)
Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds
Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.
Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds
Note: Definitional terms are flexible at GM discretion.
 

Melatuis

Explorer
Dust Spider
Frequency: Rare
No. Appearing: 1D4
% in Lair: 75
Treasure Type: E
HTK: 1D8,
AC: 8
MV:6"*/l5",
AT: 1
DM: 1D4,
THACO: 19
AL: Neutral
INT: Low,
SZ: S
Spells: None
Specials: Poison
Magic Resistence: Standard
Psionic Ability: Nil

Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied.

When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character.
 


Shade

Monster Junkie
I don't know if these are open enough to stick in the Creature Catalogue, but I'm definitely up for converting them and giving them their own completed thread in Homebrews.

"Blue Yetch" is a great name! :cool:
 


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