Converting original D&D and Mystara monsters

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Shade

Monster Junkie
Good suggestions. Like so?

Lightborn (Ex): Wyrds do not count as undead for the purposes of light-based spells that deal extra damage to undead creatures, such as searing light.
 

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Shade

Monster Junkie
Good idea.

Updated.

Wyrds can be harmed only be silver or magical weapons. Being undead, they move silently and are immune to poison and to sleep, charm, and hold spells.

Like the lesser wyrd, the greater wyrd can be hit only by magical or silver weapons and is immune to poison and to sleep, charm, and hold spells.

Racial bonus on Move Silently checks?

DR 5/magic or silver for the lesser? DR 5/magic and silver for the greater? Or DR 10/magic or silver?

This more hideous variety of wyrd, created when an undead spirit occupies the body of an exceptionally high-level elf, is justifiably feared.

For the creating section, should we state that an elf of x or fewer HD/levels becomes a lesser wyrd, and the rest become greater wyrds?

Any creature viewing a greater wyrd must make a successful saving throw vs. spell or be stricken with a dreadful chill that causes a -3 penalty to all attack and damage rolls when fighting the wyrd (successful attacks always inflict at least 1 point of damage). The penalty remains in force until the greater wyrd is destroyed, until the next sunrise, or until the victim receives a remove curse spell from a caster of at least 9th level. The victim, however, is still vulnerable and must roll another saving throw if the greater wyrd appears again, whereas those who make successful saving throws when first confronting the wyrd are immune to the effect until the next sunset.

Something like this...

Dreadful Presence (Su): A creature who views a wyrd must succeed on a DC X Will save or be filled with chilling dread. The affected creature suffers a -3 penalty on attack rolls and damage rolls for 24 hours. The dread effect can also be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell). A creature that successfully saves cannot be affected again by the same wyrd's dreadful presence ability for 24 hours.

A greater wyrd’s globes glow a sickly green. They explode for 1d10 points of damage when they hit, and the victim must make a successful saving throw vs. paralyzation or be paralyzed for 2d4 turns (elves suffer 1d10+5 points of damage from each globe but are immune to the paralyzation effect).

Paralysis (Su): A creature struck by a greater wyrd's light spheres must succeed on a DC X Fortitude save or be paralyzed for x minutes. Elves are immune to this paralysis.
 



freyar

Extradimensional Explorer
Same here.

Let's go DR 10/magic or silver for the greater, I think. This goes along with my HD guess: 7 or fewer HD are lesser wyrds, 8 or more are greater wyrds. I think advancement should be as base creature with the notation that a lesser wyrd that advances to 8HD becomes a greater wyrd.

The rest is good, and I'd go with +8 Move Silently, sure.
 

Shade

Monster Junkie
Updated.

Duration for greater wyrd's paralysis? It was originally 10 to 40 minutes.

Environment: Any?

Organization: Solitary or x (2-6)(lesser) or solitary or pair (greater)?

Challenge Rating: Same as the base creature +1 (lesser) or same as the base creature +2 (greater)?

Treasure: Standard?
Type B = 1,000-6,000 cp, 1,000-3,000 sp, 200-2,000 gp, 100-1,000 pp, 1-8 gems, 1-4 objects, Armor + Weapon for items

Level Adjustment: Same as the base creature +3 (lesser) or same as the base creature +5 (greater)?
 



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