• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Converting original D&D and Mystara monsters

Status
Not open for further replies.

Shade

Monster Junkie
We can modify the iron golem's construction again...

An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Replace cloudkill with ghoul touch (for paralysis) and sound burst (for stunning)?

Clay (at same CR) costs 40,000 gp.

Maybe require Knowledge history check in addition to the other smithing checks?
 

log in or register to remove this ad

Mortis

First Post
Shade said:
Replace cloudkill with ghoul touch (for paralysis) and sound burst (for stunning)?

Clay (at same CR) costs 40,000 gp.
Yes to all that

Maybe require Knowledge history check in addition to the other smithing checks?
Not sure on this though, maybe a decipher script check to translate the insectile race's writings?

Regards
Mortis
 

Shade

Monster Junkie
Mortis said:
Not sure on this though, maybe a decipher script check to translate the insectile race's writings?

I like that. DC 30?

Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
 


Shade

Monster Junkie
Wheeee!

From D&D Companions Set:

Hydrax*
Armor Class: 2
Hit Dice: 5** to 12**
Move: 60’ (20’)
Swimming: 180‘ (60‘)
Attacks: 2 claws or special
Damage: 1-10/1-10 or see below
No. Appearing: 1 (1)
Save As: Fighter, double level
Morale: 9
Treasure Type: Special
Alignment: Lawful
XP Value by Hit Dice: Variable

A hydrax is an intelligent crab-like creature made of ice. It is native to the Elemental Plane of Water, and almost never found on the Prime Plane. Although the hydrax are Lawful in behavior, most are evil.

A hydrax has 6 legs and 3 claws, equally positioned around a crab-like body. Hydrax are immune to normal weapons, all 1st and 2nd level spells, and to all attacks based on fire. A hydrax can detect invisible at will, and can cast detect magic, web, dispel magic, ice storm/wall, and water to ice 3 times per day (all as if a 9th level magic-user).

The hydrax use tools made of ice, and build cities and devices of all sorts. Their enemies are the undines and the kryst, and they fear air-type creatures and attacks.


From Mystara Monstrous Compendium Appendix:

The elementals of law are intelligent creatures native to one of the four elemental planes. Each dedicates itself to maintaining the forces of law on both its home plane and the Prime Material Plane, yet they differ wildly in their methods of achieving this goal.

All elementals of law are immune to poison, normal weapons, and 1st- and 2nd-level spells. They also can cast detect invisibility at will.

Hydrax
Climate/Terrain: Any water
Freq: Very rare
Org: Solitary
Activity Cycle: Any
Diet: Ice
Int: Very (12)
Treasure: Nil
Alignment: Lawful evil or lawful neutral
# App: 1
AC: 2
Movement: 6, Sw 18
HD: 5-12
THAC0: 5-6 HD: 15, 7-8 HD: 13; 9-10 HD: 11, 11-12 HD: 9
# Attacks: 2
Dmg/Att; 1d10/1d10 (claws)
SA: Spells
SD: See Below
MR: Nil
Size: L (8' wide)
Morale: Elite (14)
XP Value: varies

Hydraxes are native to the Elemental Plane of Water, and of the elementals of law, they seem the least likely to venture from their home plane. These large, crablike creatures of deep blue ice have 8-foot bodies with six legs and two claws.

Combat: In battle, the hydrax attacks with either its two icy claws (causing Id10 points of damage each) or with spells. It can cast detect magic, web, dispel magic, wall of ice, and transmute dust to water three times per day. Once per week it also may use reflecting pool at the level at which it casts the others-as a 9th-level spellcaster. Hydraxes are immune to all water-based attacks, but suffer maximum damage from fire-based attacks.

Habitat/Society: Hydraxes are solitary creatures who, though lawful in behavior, tend to align with the forces of evil. They spend much of their time creating complex cities and devices of great beauty with tools made of ice. They seldom work together on such efforts, however. Each hydrax instead waits its turn to add to their strange group efforts.

Ecology: The most common enemies of the hydraxes are the undlnes and the erdeens; the crablike elementals fear earth-type creatures and earth attacks, pamcularly those of the erdeens.
 

Mortis

First Post
We need too be careful here, the two versions contain contradicting text, for example -

Companions set said:
Hydrax are immune <snip> and to all attacks based on fire.
Monstrous Compendium said:
Hydraxes are immune <snip> but suffer maximum damage from fire-based attacks.
:confused:

This is obviously related to the way the Planes interacted with each other in the two rule sets. As is also shown below.

Although why they fear earth elementals (etc) but take max damage from fire effects is strange.

Companion set said:
and they fear air-type creatures and attacks.
Monstrous Compendium said:
the crablike elementals fear earth-type creatures and earth attacks

So, I assume that we use the rules for the standard 3.5e Elemental Planes for strength and weaknesses?

Regards
Mortis
 
Last edited:

Shade

Monster Junkie
Mortis said:
So, I assume that we use the rules for the standard 3.5e Elemental Planes for strength and weaknesses?

I think that's probably the best approach. Good catch!
 

Mortis

First Post
Mortis said:
Although why they fear earth elementals (etc) but take max damage from fire effects is strange.
Maybe what they really fear are magma based creatures - but now we're getting into para-elementals ;)

Enough of that!

Where should we start? Creature size and type?
Large Elemental (Cold, Extraplanar, Lawful, Water)?

Regards
Mortis
 

Shade

Monster Junkie
Mortis said:
Where should we start? Creature size and type?
Large Elemental (Cold, Extraplanar, Lawful, Water)?

Looks good.

We've got our Int (12). Here are some comparable Large elementals....

Ice Paraelemental, Large: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Water Elemental, Large: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Chraal: Str 21, Dex 11, Con 20, Int 9, Wis 10, Cha 14
Immoth: Str 18, Dex 16, Con 19, Int 14, Wis 13, Cha 21
 


Status
Not open for further replies.

Voidrunner's Codex

Remove ads

Top