Converting "generic setting" Second Edition monsters


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Shade

Monster Junkie
Dwarf Crusher

CLIMATE/TERRAIN: Any Land
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
No. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 6
HIT DICE: 14 (60 hit points)
THAC0: 7
No. OF ATTACKS: 1
DAMAGE/ATTACK: 3d8:
SPECIAL ATTACKS: +1 attack bonus vs. dwarves, heat metal
SPECIAL DEFENSES: Immune to most spells and weapons, traps edged weapons, +2 bonus to surprise rolls
MAGIC RESISTANCE: Nil
SIZE: L (7' tall)
MORALE: Fearless (19-20)
XP VALUE: 8,000

The dwarf crusher is a specialized version of the stone golem specifically created to defeat dwarves, though any group of warriors would find it formidable.
At first glance, the dwarf crusher looks like a statue of a squat, ugly dwarf, crudely done. The head seems small for the massive body, and features two faces (one on each side) with ropy beards, slack jaws, beady eyes, jug ears, cob noses, and sloping brows. The chunky torso is made up of several flat, rotatable discs. The construct has sausage-shaped arms that hang down past its knees, and the legs are thick and stumpy. All the joints look bulbous, as though inflamed or arthritic. In fact, the joints allow the limbs to swivel in any direction.
The dwarf crusher seems to move with a ponderous waddle, but its swiveling joints make it surprisingly agile. The creature's outer skin seems stony, but actually consists of very dense clay laid over a stone core.

Combat: The dwarf crusher is mindless and unrelenting in combat. It strikes at opponents with its massive fists. The construct's two faces and swivel joints allow it to attack in any direction; it has no rear. The dwarf crusher's all-around vision gives it a +2 bonus to its own surprise rolls. Once a turn, the dwarf crusher can send forth a wave of volcanic heat. The effect is equivalent to a heat metal spell from a 12th level caster. The construct can generate heat and make a physical attack. It always favors creatures engaged in melee against it to any other target. The dwarf crusher gains a +1 bonus to attack rolls when fighting dwarves of any type.
The construct is immune to all weapons except those of +2 or better enchantment. There is a 25% chance that any edged weapon (type P or S) used to attack the dwarf crusher will become lodged in the construct. Roll ld4 along with the attack die; if the d4 shows a 1, the edged weapon is stuck in the dwarf crusher even if the attack missed (the weapon struck the construct,but inflicted no damage). When a weapon sticks in the dwarf crusher, the body part where the weapon is trapped immediately swivels, automatically wrenching the weapon from the wielder's hand. (A weapon such as a cestus or natural weapon cannot be dropped; the attacker suffers 3d8 points of damage instead of being disarmed and cannot attack with the affected member for 1d6 rounds.) To recover a stuck weapon, a character must make an attack roll vs. Armor Class 0 to seize the weapon, followed by a successful Bend Bars roll. If the Bend Bars roll is a 91 or higher, the weapon breaks (unless it is an artifact). If the dwarf crusher is destroyed, stuck weapons can be loosened in one turn with no risk of breaking them.
Most spells have no effect on the dwarf crusher. A transmute rock to mud spell slows the dwarf crusher for 2d6 rounds. Its reverse, transmute mud to rock, heals the construct, restoring all lost hit points. A stone to flesh spell does not actually change the dwarf crusher's structure, but the effect renders the construct vulnerable to normal weapons during the following round. This does not include spells, except for those that cause direct damage. When the dwarf crusher is thus vulnerable, weapons cannot become stuck in it, and trapped weapons fall out.

Habitat/Society: The dwarf crusher is the brainchild of the evil wizard Tairdo, whose hatred of dwarves borders on the pathological. To date, Tairdo has created only a few dwarf crushers, and they guard his subterranean lair.

Ecology: Like all golems, the dwarf crusher does not eat, sleep, breathe, or reproduce. Barring destruction in combat, it is undying. Creating a dwarf crusher would require access to Tairdo's notes on its construction, 85,000 gold pieces for materials, and three months of work. The creator must be a wizard of at least 16th level, and must cast the following spells: wish, polymorph any object, geas, and wall of fire.

Originally appeared in Axe of the Dwarvish Lords (1999).
 

freyar

Extradimensional Explorer
Start with a stone golem, increase Dex a little to account for the joints, change slow to heat metal/fire effect, add racial bonus vs dwarves, add something about disarming (maybe a Ref save mechanic). Seems like immunity to magic is the same as the stone golem.
 

Cleon

Legend
Start with a stone golem, increase Dex a little to account for the joints, change slow to heat metal/fire effect, add racial bonus vs dwarves, add something about disarming (maybe a Ref save mechanic). Seems like immunity to magic is the same as the stone golem.

That looks the way to go. Its stats are very similar to a standard AD&D stone golem.

I've got to love the way Tairdo made it in the shape of a fat, two-faced dwarf specifically for crushing dwarves - that's really rubbing it in!

Do you think a +1 attack vs dwarves is enough? I'm thinking that's a fairly negligible boost against its intended target, how about giving its attacks the equivalent of the bane quality (+2 attack, +2d6+2 damage) against "Humanoid, Dwarf"?
 

freyar

Extradimensional Explorer
Going dwarf bane makes a lot of sense to me. I think +1 was supposed to be a lot more special back in 1999.
 

Shade

Monster Junkie
Added to Homebrews.

Here's something we might modify for the "trap weapon" ability:

Reflexive Sunder (Ex): The armor plates that cover a rukanyr shift and rub against each other in combat, creating a jarring sound like that of trees rubbing together in a high wind. Anyone who strikes a rukanyr with a slashing or piercing melee attack must make a Reflex save (DC 11) or the armor plates shift and crush the weapon, dealing 4d6+5 points of damage to the weapon and tearing it from the victim's grasp. The weapon lands at the attacker's feet if it is not broken by the damage. The save DC is Dexterity-based.
 

freyar

Extradimensional Explorer
That's pretty much perfect; the sunder is a little different than the original dwarf crusher, but I think this is a little more logical given how the construct works (as well as being a little more standard). We should also add that Reflexive Sunder doesn't work when the dwarf crusher is affected by stone to flesh (under immunity to magic).
 


Cleon

Legend

Why did you make the Dwarf Bane an (Ex) power? I'd think (Su) would be a lot more fitting.

Here's something we might modify for the "trap weapon" ability:

Reflexive Sunder (Ex): The armor plates that cover a rukanyr shift and rub against each other in combat, creating a jarring sound like that of trees rubbing together in a high wind. Anyone who strikes a rukanyr with a slashing or piercing melee attack must make a Reflex save (DC 11) or the armor plates shift and crush the weapon, dealing 4d6+5 points of damage to the weapon and tearing it from the victim's grasp. The weapon lands at the attacker's feet if it is not broken by the damage. The save DC is Dexterity-based.

That looks pretty close, except I'd make it ALL weapons that strike the golem, not just slashing & piercing, since the original can disarm you of a mace as easily as an axe, and the original quite clearly says it keeps hold of the weapon. It also needs some tweaking of flavour text.

We could also rewrite it a bit to be more like the description, something like:

Reflexive Disarm (Ex): The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a Reflex save (DC A) or the armor plates shift and trap the weapon, then rotate and tear the weapon from the victim's grasp. If the weapon is one that can't be disarmed (such as a natural weapon or a cestus) the armour plates crush the victim's weapon for B points of damage and then release the weapon. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +C modifier on its opposed attack roll, including a +D bonus). The save DC is Dexterity-based.
 

freyar

Extradimensional Explorer
It should be piercing and slashing only because it says that only "edged weapons (types P and S)" can get caught. Your other changes are ok, though the double disarming thing gets a bit complex.

PS. This is in the original, too, but I don't understand why captured weapons aren't damaged but natural weapons, etc, are. Seems awfully gamist to me.
 

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