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Converting monsters from Second Edition Monstrous Compendiums


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The Burning Man
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Semi- (2-4)
TREASURE: None
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 14 (60 hit points)
THAC0: 7
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16 x2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: Large (18' tall)
MORALE: Variable (see below)
XP VALUE: 10,000

The Burning Man was first researched for the human/troll wars of Utar the Cruel. Utar, knowing the grievous damage that fire dealt to trolls, ordered the wizard Tukah to construct a vast fire machine to lay waste to a troll army. Tukah began by fashioning a giant man-shaped wicker container, which he filled with pitch. On this form the wizard cast burning sphere, true name, fire shield, wish, and geas. Tukah caused the creation to wail with a fearsome keening, an attack that the golem can use once per day. Anyone hearing this terrible keening is struck with fear. Any victim has the same chance of escaping this terror as he has of evading a dragon’s breath (save vs. breath weapon to avoid).

The Burning Man appears as a humanoid figure of glowing red coals covered in white-hot cinders. When it strikes with its fists, burning cinders fall from its body to the body of its foe; there they remain and continue to burn until washed away. Each successful blow covers its opponent in more cinders. Unless this victim is magically protected from fire, the pain of the cinders scorching his flesh also lessens his physical abilities.

Although this is a mighty creation and a powerful servant, extreme care and long thought should be taken before deciding to create one. The fiery nature of this creation fills it with a lust to burn and destroy.even its maker. It is compelled to obedience, but only to the letter of the command. It seeks to pervert the spirit of any command and is for most uses unreliable. Utar was finally defeated by a band of trolls when he was ambushed with only a Burning Man as guard. Utar commanded his construct to attack the trolls; the golem did so, then stood by as a troll ended the life of the Cruel.after all he had been commanded to attack trolls, not protect Utar. After Utar’s demise, the construct was seen to seek the lower parts of the stronghold that led to the secret places of the earth. No doubt somewhere it still burns, hidden where bright light and green things no longer remind it of its unnatural condition.

This golem requires three months of construction time by a wizard of 14th or higher level; it costs 60,000 gold pieces. The Burning Man has the same strength as a flesh golem and can do one point of structural damage each three rounds.

Combat: An assailant has little chance against this creature. The Burning Man is impervious to magical attacks based on fire or lightning. The spell quench fire extinguishes the cinders and reduces the golem’s armor class to AC 6; this lasts one round per experience level of the caster. A + 2 or better magical weapon is needed to damage this construct. A Burning Man regenerates at the rate of one point each turn. Once hacked to pieces, this golem can be kept from regenerating only by mixing the ashes with holy water: When totally destroyed, each fragment of the golem will flash into a brightly burning flame and collapse into ash. This ash, though, can very slowly repair damage to itself, reforming completely from a mere speck unless each ash pile is mixed with holy water and scattered. From the merest dust to full form it returns in a months time.

The terrible keening is a weapon that can be used once each day. Any creature within 80’ of the golem must save versus breath weapon or be affected with fear, as by the wand of the same name. When this creation attacks with its powerful fists, each successful strike showers its opponent with glowing cinders. In addition to the buffeting damage, these cinders continue to burn for one point of damage per round for each shower of cinders until doused with water or earth. Unless magically protected from fire, any opponent so covered will also be affected as though by a symbol of pain for 2-20 minutes. Such effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would continue taking an additional two points of damage per round until doused.

These crude, unintelligent creatures attack almost without strategy. They are best used on the battlefield where their awesome presence can do the most good as they wade into masses of troops. They will usually use their keening ability two rounds after a combat starts. They are too stupid to be affected by illusions, and have no sense of self preservation. Because of the heat they generate, it is rare to find any of them put to use in a noncombat role.

When they are engaged in a task (see below) their Morale is very great (Fearless 20). When they have broken the control from their lords, their Morale is normal (Steady 12), but all of their actions are based on their own desires.

Originally appeared in Dragon Magazine #209 (1994).

Golem, Burning Man
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Semi- (2-4)
TREASURE: None
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 14 (60 hit points)
THAC0: 7
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2d8/2d8
SPECIAL ATTACKS: Keening, cinder shower
SPECIAL DEFENSES: +2 or better weapons to hit; immune to fire, lightning, and illusions; regeneration
MAGIC RESISTANCE: Nil
SIZE: H (18' tall)
MORALE: Variable (see below)
XP VALUE: 10,000

The “burning man” is a golem that appears as a humanoid figure made of glowing red coals covered in white-hot cinders. It radiates waves of heat, and can set fire to flammable materials with a touch. When it strikes with its fists, burning cinders shower from its body; these remain and continue to burn until washed away.

Combat: This crude, unintelligent creature attacks almost without strategy. It is best used on the battlefield where its awesome presence can do the most good as it wades into masses of enemy troops. Because of the heat it generates, this construct is rarely found in a noncombat role.

The golem can use a terrible keening attack once each day. Any creature within 80 feet of the golem must save vs. breath weapon or be affected with fear, as by the wand of fear. The golem will usually use its keening ability two rounds after a combat starts.

When the golem attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for one 1 hit point of damage per round for each shower until doused with water or earth. Unless magically protected from fire, any foe so showered will also be affected as though by a symbol of pain for 2d10 rounds (-4 to attack rolls and -2 to Dexterity). Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused.

A magical weapon of +2 or better enchantment is needed to damage this construct. The golem is impervious to fire- or lightning-based attacks, and illusions. The spell quench fire (reversed 4th level priest spell produce fire) extinguishes the cinders and reduces the golem’s armor class to AC 6; this lasts one round per experience level of the caster.

The golem regenerates at the rate of one point each turn. When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. This ash very slowly regenerates, reforming the golem completely from as little as a mere speck unless each ash pile is mixed with holy water and scattered. Regeneration from the merest dust to full form requires a month’s time. Each time it regenerates there is a 1% cumulative chance it breaks free of its creator’s control.

It has no sense of self-preservation; when engaged in a task the golem’s morale rating is Fearless (20). When they have broken the control from their lords, their Morale is Steady (12), but all of their actions are based on their own desires.

Habitat/Society: Although this is a mighty creation and a powerful servant, extreme care and long thought should be taken before deciding to create one. The fiery nature of this creation fills it with a lust to burn and destroy--even its maker. It is compelled to obedience, but only to the letter of the command. It seeks to pervert the spirit of any command and is for most uses unreliable.

Ecology: This golem requires three months of construction time by a wizard of 14th or higher level; it costs 60,000 gold pieces. Construction is begun by fashioning a giant man-shaped wicker container, which is filled with pitch. On this form the wizard casts burning sphere, animate object, fire shield, wish, and geas.

This is the Monstrous Compendium Annual Volume Two version.


I did a conversion of this way back in April, 2002 here.
 


I originally made it mindless, but I notice the original was semi-intelligent, which would allow it to gain a few skills and feats. Set Int to 3?

Also, the keening should be Cha-based, while I seem to have given it a static DC of 15. Should we boost Cha to 10 (and thus the DC would be 17)?
 

I originally made it mindless, but I notice the original was semi-intelligent, which would allow it to gain a few skills and feats. Set Int to 3?

Also, the keening should be Cha-based, while I seem to have given it a static DC of 15. Should we boost Cha to 10 (and thus the DC would be 17)?

Intelligence 3 is fine by me. I would be OK giving it a higher Cha (12-15 or so, say) and justify it by saying it's a very impressive looking monster.

The stats you've already got look a fine beginning.

I think I'd give it Fast Healing to represent the original's regeneration, say 3 hit points per round?

I also can't help thinking that if it's a red-hot pile of coals spitting white-hot sparks it could add a bit of fire damage to its slam attacks - maybe 1d6 like a salamander?

If you think that boosts the damage too much we can reduce the basic slam damage - e.g. slam (2d8+7 plus 1d6 fire), which is only 1.5 points higher than your earlier conversion's 2d10+7.

EDIT: Actually, scrub that idea - it already does fire damage from its cinder cloud, so giving it +1d6 fire would be gilding the lily.

Speaking of that Cinder Cloud, the original implies the cinders burn forever unless extinguished. Should we add a duration (say 1 minute like a Vrocks spores)?

EDIT: Oh, we also need to replace the original's damage reduction 30/+2. Since it is harmed by "scattering its ashes", how about DR/magic and bludgeoning?
 
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I originally made it mindless, but I notice the original was semi-intelligent, which would allow it to gain a few skills and feats. Set Int to 3?

As for skills and feats.

Maybe max out Intimidate, since it has an "Awesome Presence"? We could also give it a few points in Spot and Listen for its skills, the better to find its enemies/victims with.

17 SP -> 13 Intimidate, 2 Listen, 2 Spot?

For the feats, they should be mostly combat-oriented since that appears to be its raison d'être.

Ability Focus (keening), Improved Overrun, Lightning Reflexes, Power Attack, Weapon Focus (slam) would be useful and straightforward combination but strikes me as a bit dull. I'd welcome any suggested alternatives to jazz it up a bit.
 

Cleon's skills seem reasonable. I want to think about the feats later.

Not sure I'd go with fast healing, since 1/turn is quite slow compared to 1/round. But fast healing would be interesting. I definitely like rejuvenation.

I also have the feeling that Burn (like fire elemental) would be a standard 3e way of handling the cinder shower. But I can go with what Shade's got already, too.
 

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