Converting monsters from Dragon magazine


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Cleon

Legend
That'll work!

Updating the Priest of Ythog-Nthlei Working Draft.

So we're finally done with that one!

Do we have something queued up for this thread?
Power slug?

I guess we could do that. I'm in favour of finishing off groups of monsters from Dragon articles we finished but haven't fully worked through yet.

Abe Ray suggested the Worry-Wart some time ago, another monster from Johnathan M. Richards' Symbiotes and Parasites article in Dragon #259. So far we've only got the Skullcap Ivy converted, which leaves the Blood Pudding, Powerslug and Worry-Wart to do.

If I consult my notes, I see we have the following monsters missing from Dragon Magazine articles the CC has converted at least one monster from:

  • Blood Pudding, Powerslug and Worry-Wart from Dragon#259 Symbiotes and Parasites
  • Albino Crocodile, Plague Moth and Water Cat from Dragon #257 Spawn of the Sewers.
  • Trollhound from Dragon #199 Those Terrible Trolls
  • Caladrius, Calopus, Hydrus, Parandus, Sea Beasts, Sea Orc, Sea Monk, Serra, five Snakes, and Syren from Dragon #199 from Opening the Book of Beasts
  • Dragonfish and Giant Carnivorous Tube Worm from Dragon #190 Deep Beneath the Waves
  • Miscellaneous Automata, Dracones, Gargorian, Righteous Clay and Tundra Beast from Dragon #101 Creature Catalog III
  • Corkie, Fachan [Giant version], Flailtail, Ihagnim, Milikan, Seastar, Ascallion [called Scallion in 2E], Giant Shrike and Sind from Dragon #89 Creature Catalog I
  • LOTS of unique Devils from Dragon #75-76 The Nine Hells
  • Fury and Phoenix from Dragon #47 Creatures From Elsewhere
  • Sand Squid, Screamer and Salt-Water Carrion Crawler from Dragon #46 Temple of Poseidon
  • Jarnkung and Ulik from Dragon #14 Name That Monster Contest


There are also lots of Dragon's Bestiary articles whose CC conversions are incomplete. Missing monsters include:

  • Huntsmen from Dragon #40
  • Tomb Tapper from Dragon #41
  • The Possessor Devils from Dragon #42
  • Sand Lizard and Skyzorr'n from Dragon #45
  • Argas from Dragon #53
  • Stroan from Dragon #54
  • Gem Vars, Shroom from Dragon #56
  • Beguiler from Dragon #58
  • Pooka, Valley Giant, The Tasmanian Devil, The Martian, Baseball Bugbears and Werebeaver from Dragon #60
  • Firetail and Umbrae from Dragon #61


There are a lot of other unconverted monsters absent from the above lists!

Looking through them, the Trollhound from Dragon #199 would be my top choice to convert next.
 

freyar

Extradimensional Explorer
Well, the nominated critters are 1=power slug, 2=worry-wart, 3=trollhound. Let's see what the dice say: [1d3]={1d3}
 




Cleon

Legend
Trollhound Original Stats

Trollhound
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:

NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:

SPECIAL DEFENSES:

MAGIC RESISTANCE:

SIZE:
MORALE:
XP VALUE:
Sub-arctic to sub-tropical land
Very rare
Pack
Night
Carnivore
Semi-(2-4)
Q (½I)
Chaotic neutral
4-24 (4d6)
5
15
3 + 3
17
1
1d4 + 4
Lockbite, disease
Regeneration
Nil
M

Elite (13)
Pup: 175
Adult: 420
Pack leader: 975

A trollhound looks like a large, ugly worg or dire wolf with black pits for eyes. Most trollhounds stand between 4′ and 6′ at the shoulder and bulge with thick muscles and tendons. The skin of a trollhound is a vile mix of violet, gray, and green flesh with patches of coarse, spiky black or gray hair. The lips, tongue, and teeth of trollhounds are inky black. They always smell of waste, death, and decay. Trollhounds possess infravision to 60′.

Combat: Trollhounds are vicious canines that prefer to strike as a pack, if possible. They charge as a chaotic mass, biting and tearing any opponent they can reach. On a natural attack roll of 20, the trollhound has locked its jaws upon an opponent’s limb (see Bite Table). During such a “lockbite,” the hound causes damage automatically on each successive round until it is removed or the victim dies. The hound’s jaws are quite strong and can’t be pried open while the canine is conscious. If it is killed or knocked unconscious for at least one full round the jaws may be forced apart.

A trollhound’s teeth aren’t the only danger in its bite. Ten percent of all trollhounds carry a nonmagical disease of the DM’s choice. When a trollhound bites a foe, there is a 1% chance per point of damage of infecting the victim. During a lockbite, this chance rises to 2% per point of damage. In both cases, the chance to be infected is non-cumulative.

Like other trolls, trollhounds regenerate. They regenerate one hit point per round beginning the round immediately after being wounded. They cannot regenerate fire or acid damage. If they do suffer damage from such attacks and survive, they heal incredibly fast; six hit points per day regardless of their level of activity.

Trollhounds have very keen senses and are excellent hunters. An average hound can track its quarry as well as a 3rd-level ranger, but as a pack, they track as well as a 6th-level ranger. An exceptional pack leader (see below) can track as well as a 9th-level ranger, and so does the pack as long as it leads. Though determined in their pursuit of prey, food dropped in their path will often (95% chance) distract the hounds.

Habitat/Society: In the wild, trollhounds form close-knit, familial packs. The pack stakes out a large territory and roams it constantly, looking for prey. Trollhounds keep several burrows and lairs in their territory, and retreat to the closest when sunrise nears. Trollhounds hate the day, and will not venture out under the sun’s light if they have a choice. Sunlight and continual light spells hurt a trollhound’s eyes and it fights with a -1 penalty on attack and damage rolls and armor class.

Among themselves, trollhounds are never violent, because of an instinctive sense of hierarchy. By scent, trollhounds can tell which of them is stronger and thus secure their places in the pack. The strongest always leads. This is even true between packs, the weaker of the two backing down and retreating after it has scented the other pack.

If a pack of trollhounds numbers ten or more, there is a 25% chance that the pack has an exceptional leader. Such a pack leader has 5+3 hit dice, is +2 to damage rolls, has Low intelligence (5-7), and is tracks as a 9th-level ranger. These leaders are thankfully rare, as their higher intellect allows them to lead their packs with rudimentary tactics that often catch militiamen and adventurers off guard.

Trollhounds also have a great affinity for trolls, and can often be found in their company. In any lair of four or more trolls, there is a 30% chance that a small pack (2d4 hounds) will be present. They act as watchdogs and sentries during the day, and then join their humanoid brethren to hunt when night falls.

All treasure found with trollhounds is incidental. It is either loose coins or gems in their gut, or a former victim’s equipment that was brought to a den on the body.

Ecology: Trollhounds are fearless, ravenous canines that prey upon anything they can catch. They prefer live prey over carrion. Trollhounds often have at least one human or demihuman settlement in their territory, equating the two-legs with the docile livestock that always accompanies them.

Trollhound females are the larger gender and are often, though not always, pack leaders. Females give birth to 1 or 2 pups every two or three years. Pups are born with 1 + 1 HD, are -4 to damage, but can run and hunt five days after birth. In two weeks, if they have survived their first hunts, they can track as well as an adult. Every six months, a pup gains 1+ 1 HD and + 2 to damage until its stats equal an adult’s. Trollhounds can live up to 30 years before their regenerative powers fail and they are devoured by the pack.

Trollhound blood is useful in minor magics and potions concerned with healing and curing or causing disease.

Trollhound Bite table (Roll 1d4)
1
2
3-4
Weapon arm: No attack possible with that arm.
Shield arm: No shield bonus if applicable, -1 AC penalty.
Leg (either): Movement reduced by ½, -2 AC penalty.

Originally appeared in Dragon Magazine #199 ("Dragon's Bestiary - Those terrible trolls" by Alec Baclawski, November 1003).
 

Cleon

Legend
I think it might be helpful comparing some of the Trollhounds stats to those of a Troll and a Worg:

Trollhound
Worg
Troll
INTELLIGENCE:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:

SIZE:
Semi- (2-4)
5
15
3 + 3
17
1
1d4 + 4
Lockbite, disease
Regeneration
Nil
M
Low (5-7)
6
18
3 + 3
17
1
2-8
Nil
Nil
Nil
M (4′-7′)

Low (5-7)
4
12
6 + 6
13
3
5-8/5-8/5-12
See below
Regeneration
Nil
L (9)


Compared to a Worg, the Trollhound has a tougher AC is a bit slower and does more damage with its bite.

Since its THAC0 is the same, I'm inclined to give its bite a higher base damage rather than increasing its Strength. Probably to 1d8 or 2d4.

Speed should be 40 ft., midway between the SRD Worg's 50 and a Troll's 30.

Natural Armour should be midway between a Troll's +5 and a Worg's +2, meaning +3 or +4. I'd favour +3 NA with a Worg's Dex 15 since that gives it AC 15, which is equivalent to the original's AC 5.

I'm wondering about an increased critical threat range for the bite attack so its locking jaws have more of a chance of being triggered.

Intelligence 4 and Wisdom 12? They're not as bright as Worgs.

Charisma 6 like a Troll?

For Constitution I'm thinking 17, derived from taking a Troll's Con 21 and "reverse advancing" it down from Large to Medium.

Oh, and the type is Magical Beast, obviously.

Does that all sound good to you?
 

abe ray

Explorer
Trollhound
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:

NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:

SPECIAL DEFENSES:

MAGIC RESISTANCE:

SIZE:
MORALE:
XP VALUE:
Sub-arctic to sub-tropical land
Very rare
Pack
Night
Carnivore
Semi-(2-4)
Q (½I)
Chaotic neutral
4-24 (4d6)
5
15
3 + 3
17
1
1d4 + 4
Lockbite, disease
Regeneration
Nil
M

Elite (13)
Pup: 175
Adult: 420
Pack leader: 975

A trollhound looks like a large, ugly worg or dire wolf with black pits for eyes. Most trollhounds stand between 4′ and 6′ at the shoulder and bulge with thick muscles and tendons. The skin of a trollhound is a vile mix of violet, gray, and green flesh with patches of coarse, spiky black or gray hair. The lips, tongue, and teeth of trollhounds are inky black. They always smell of waste, death, and decay. Trollhounds possess infravision to 60′.

Combat: Trollhounds are vicious canines that prefer to strike as a pack, if possible. They charge as a chaotic mass, biting and tearing any opponent they can reach. On a natural attack roll of 20, the trollhound has locked its jaws upon an opponent’s limb (see Bite Table). During such a “lockbite,” the hound causes damage automatically on each successive round until it is removed or the victim dies. The hound’s jaws are quite strong and can’t be pried open while the canine is conscious. If it is killed or knocked unconscious for at least one full round the jaws may be forced apart.

A trollhound’s teeth aren’t the only danger in its bite. Ten percent of all trollhounds carry a nonmagical disease of the DM’s choice. When a trollhound bites a foe, there is a 1% chance per point of damage of infecting the victim. During a lockbite, this chance rises to 2% per point of damage. In both cases, the chance to be infected is non-cumulative.

Like other trolls, trollhounds regenerate. They regenerate one hit point per round beginning the round immediately after being wounded. They cannot regenerate fire or acid damage. If they do suffer damage from such attacks and survive, they heal incredibly fast; six hit points per day regardless of their level of activity.

Trollhounds have very keen senses and are excellent hunters. An average hound can track its quarry as well as a 3rd-level ranger, but as a pack, they track as well as a 6th-level ranger. An exceptional pack leader (see below) can track as well as a 9th-level ranger, and so does the pack as long as it leads. Though determined in their pursuit of prey, food dropped in their path will often (95% chance) distract the hounds.

Habitat/Society: In the wild, trollhounds form close-knit, familial packs. The pack stakes out a large territory and roams it constantly, looking for prey. Trollhounds keep several burrows and lairs in their territory, and retreat to the closest when sunrise nears. Trollhounds hate the day, and will not venture out under the sun’s light if they have a choice. Sunlight and continual light spells hurt a trollhound’s eyes and it fights with a -1 penalty on attack and damage rolls and armor class.

Among themselves, trollhounds are never violent, because of an instinctive sense of hierarchy. By scent, trollhounds can tell which of them is stronger and thus secure their places in the pack. The strongest always leads. This is even true between packs, the weaker of the two backing down and retreating after it has scented the other pack.

If a pack of trollhounds numbers ten or more, there is a 25% chance that the pack has an exceptional leader. Such a pack leader has 5+3 hit dice, is +2 to damage rolls, has Low intelligence (5-7), and is tracks as a 9th-level ranger. These leaders are thankfully rare, as their higher intellect allows them to lead their packs with rudimentary tactics that often catch militiamen and adventurers off guard.

Trollhounds also have a great affinity for trolls, and can often be found in their company. In any lair of four or more trolls, there is a 30% chance that a small pack (2d4 hounds) will be present. They act as watchdogs and sentries during the day, and then join their humanoid brethren to hunt when night falls.

All treasure found with trollhounds is incidental. It is either loose coins or gems in their gut, or a former victim’s equipment that was brought to a den on the body.

Ecology: Trollhounds are fearless, ravenous canines that prey upon anything they can catch. They prefer live prey over carrion. Trollhounds often have at least one human or demihuman settlement in their territory, equating the two-legs with the docile livestock that always accompanies them.

Trollhound females are the larger gender and are often, though not always, pack leaders. Females give birth to 1 or 2 pups every two or three years. Pups are born with 1 + 1 HD, are -4 to damage, but can run and hunt five days after birth. In two weeks, if they have survived their first hunts, they can track as well as an adult. Every six months, a pup gains 1+ 1 HD and + 2 to damage until its stats equal an adult’s. Trollhounds can live up to 30 years before their regenerative powers fail and they are devoured by the pack.

Trollhound blood is useful in minor magics and potions concerned with healing and curing or causing disease.

Trollhound Bite table (Roll 1d4)
1
2
3-4
Weapon arm: No attack possible with that arm.
Shield arm: No shield bonus if applicable, -1 AC penalty.
Leg (either): Movement reduced by ½, -2 AC penalty.

Originally appeared in Dragon Magazine #199 ("Dragon's Bestiary - Those terrible trolls" by Alec Baclawski, November 1003).

Don’t forget that after age 16(I think) they loose their regerative ability and are canibilized by their pack!
They are also easily domesticated by trolls as well!
 

Cleon

Legend
Don’t forget that after age 16(I think) they loose their regerative ability and are canibilized by their pack!
They are also easily domesticated by trolls as well!

I wasn't planning to forget it when the conversion gets to the background info stage, but we've got the mechanical elements to figure out first.
 

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