Converting monsters from First Edition modules

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Ok. let's start on the template then and then go from there leaving the insanity part alone for now. Shade normally does this part right?
 

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We do need Shade to start a homebrews, but we can start thinking about basics.

Can be applied to any humanoid.
Probably mental stat penalties (though choosing from the table of "mutations" might reduce some of those).
What else?
 


Leaders: +4 CHA -2 INT
Warriors: +4 STR/CON -6 INT
Workers: +4 CON -6 INT
Hunters: +4 DEX/CON -6 INT
Thinkers: +4 WIS -2 INT

I can't see adding an extra HD to this template. I'll tack on lowlight vision just due to living in the caves.

Trying to flesh out which stats are priortiy. I can't see these critters being anything more than an ECL of 1.

These things are basically insane humanlike critters who've been experimented on. Their alignment is Lawful(Any). They are bat :):):):) crazy.
 

Those ability score boosts seem a bit too generous. I'm not sure that any physical ability scores changes are justified, regardless of caste.

Insanity is often associated with Wisdom loss, so I'd recommend a Wisdom penalty at the very least.

Darkvision would seem to make more sense than low-light vision considering their habitat, although I could see the argument for both (phosporescent fungus and so forth providing low-light conditions).

I added the basic framework to Homebrews.
 


I figured the bigger creatures were stronger so had more ablities, wanted to counter balance the -stat loss. Insanity isn't INT loss? Wrong there for me. So much to remember.

Darkvision over lowlight is fine that makes sense.

Do we really need a massive template or would a simple ECL of 0 be acceptable here with the majority of the work be the insanity table? Won't the flaws work just as well? This really doesn't seem to be that complex of a conversion as these critters have no real special bonus', no real special additions, just misfigured shells of the base critter.

Only bonus' are their 1d3 (seems right) modifications and the -4 to WIS, their Lawful (any). Considering these things are going nutty why not reduce the avg WIS by -4.

the class table above could be used to say what each critter is like in the caste for the DM to use.


Beetle juice: Fort save DC 12 (this adventure was very low level) or recieve -2 to BAB/DMG
 

Insane but Lawful. I like!

I'd think the Wis penalty, either -2 or -4 is enough to the abilities, although we could have one or more mutation offer a bonus to Str or Dex (I don't get a vibe that these will get Con bonuses, though).

For the mutations, we might want to revisit the troll mutates.
 


BTW, I found the source of the "loss of Wisdom = insanity". It's mainly associated with the Far Realm, particularly the alienist prestige class and the article "Enter the Far Realm" in Dragon Magazine #330.
 

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