Converting monsters from Dragon magazine

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Lookin' good. Updated.

Hmm, I'd prefer astral construct VII so both Construction prereqs include a 7th level spell/power.

Also, I'm afraid I misquoted the cost. I was aiming to make the total price 5000 gp more that a Flesh Golem's 20k, or 25k. Don't think they need be that much more expensive that a Fleshie.

Thus, I'd prefer it:
The golem costs 13,500 gp to create, which includes 1,000 gp for rare unguents and the special Underdark fungi. Assembling the body requires a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, (or, if a psion, animal affinity, astral construct VII, metamorphosis, psychofeedback, restore extremity); Price 25,000 gp; Cost 13,500 gp + 960 XP.
Apart from those quibbles it looks good to go.
 


Updated, and moving on...

Ceremorph, Tzakandi

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Conununity
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: D
ALIGNMENT: Neutral Evil
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVEMENT: 8, Swim 12
HIT DICE: 6
THAC0: 15
NO. ATTACKS: 3 or 1 by weapon
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Spit acid, psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: 30%
SIZE: M (7')
MORALE: Fanatic (17-18)
XPVALUE: 1,400

Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/3/10
Att/Def: II, PH, PsC/IF, TW, MB
Score: =Int
PSPs: 4d6+50

Player's Option: #AT 1; MTHAC0 14; MAC 8

Psychokinesis-Sciences: detonate, telekinesis; Devotions: control light, inertial barrier, levitation, molecular agitation, molecular manipulation
Psychometabolism-Sciences: complete healing; Devotions: adrenaline control, body control, heightened senses, chameleon power, cell adjustment

A popular area of illithid research involves larval implantation in a variety of host species. Many humanoid races serve as good candidates for implantation, undergoing normal ceremorphosis and developing into typical mind £layers. Quite a few humanoid races reject larval implantation or become new forms known collectively as "flayer-kin." The tzakandi are one such breed, created by the ceremorphosis of lizard men. Tzakandi resemble lizard men with more intelligence in their eyes and more deeply green skin. Their heads are longer than those of normal lizard men, tapering at the top into two long tentacles that fall down their backs like writhing ponytails. Tzakandi are always on edge, ready to pounce on any threat to their illithid masters. In addition to being able to converse with the illithids mentally, tzakandi speak the language of lizard men.

Combat: Illithids value tzakandi ceremorphs for one reasonthey are extremely vicious. The illithids provide their prize enforcers with large training halls in which to hone their abilities with live captives to practice on. Preferring to work in pairs, one of the ceremorphs focuses its attention on spellcasters and psionicists while the other engages any fighters present. They attack with a claw/claw/bite routine. Intelligent enough to use their psionic powers effectively, tzakandi often activate sensory and defensive powers and use offensive powers to soften up the competition before engaging in melee. When set against powerful opposition, the ceremorphs employ hit-and-run tactics, with one on the offensive as the other seeks cover. If they are acting as bodyguards, however, they do not retreat until the threat has passed or until they are dead. Once per day, each tzakandi may spit a glob of acid, a form of the substance illithid tentacles exude when burrowing through the cranium, that causes 2d8 points of damage (save vs. poison for half) on contact before becoming inert. Their aim is good enough to allow them to hit the eyes of their opponents on an attack roll at least three points better than needed. If successful, the victim not only suffers damage but is also effectively blinded for 1d6 rounds.

Habitat/Society: Tzakandi are valued as personal guards in illithid communities but are still treated as inferiors. Still, they are happy with their lot in life. Tzakandi are housed near their master's chambers, they are kept well fed, and they frequently are called on to do what they love most: fight and kill.

Ecology: The larvae chosen for lizard man implantation are usually larger and more aggressive than most, but they seem less intelligent according to some inscrutable illifhid standard. Normally these specimens would be devoured by the elder brain, as they are unsuitable for regular implantation. They bond to the first illithid they see after the completion of their ceremorphosis and serve it without question or hesitation.

Originally appeared in Dragon Magazine #255 (1999).
 

Well, my first question was going to be if these were different than the "half-illithid lizardfolk" samples from one of the later MMs, but I think th eacid spit is a bit different. Let's go for it.
 

Well, my first question was going to be if these were different than the "half-illithid lizardfolk" samples from one of the later MMs, but I think th eacid spit is a bit different. Let's go for it.

The 3E Half-Illithid Lizardfolk? I only have a vague recollection of it, but I think it was a weaker creature, with less than the 6 HD this beastie has. I guess the Tzakandi could be a half-illithid lizardfolk with a few class levels, but as you say it would miss the acid spit.

Besides, I'd prefer to make this a straight monster.

So, these will obviously be Medium-sized and have the (Psionic, Reptilian) subtypes, but what type - Humanoid or Monstrous Humanoid seem most likely.

I prefer Monstrous Humanoid, since they have a bunch of psionic powers and are described as potent combatants (=> good BAB?). The Monstrous Humanoid's good Will save would also suit them, methinks.

They're the same size as regular lizardmen, so may have similar physical stats, but are considerable smarter - Very intelligent (11-12) instead of low (5-7). The 3E Lizardfolk is Int 9, so we could just boost all its mental stats by two apiece.

It's also got an AC one point better than a regular AD&D lizardman - are they more agile (+2 Dex) or have tougher scales? (more NA).

Since they're "always on edge, ready to pounce" I wouldn't mind upping their Dexterity, and maybe give them Improved Initiative when we get around to the feats.

That would make them:

Str 13, Dex 12, Con 13, Int 11, Wis 12, Cha 12

We might want to tweak some of those scores upwards depending on what psionic powers we pick for them.
 

I'd lean toward aberration, since they're mutants with illithid bits.

The ability scores look good, maybe even a tad low. We can try 'em out and always increase them if needed.
 

I'd lean toward aberration, since they're mutants with illithid bits.

The ability scores look good, maybe even a tad low. We can try 'em out and always increase them if needed.

Oh, fiddlesticks! I was going to mention Aberration as another possibility, but never got around to it.

Anyhows, I prefer the good Reflex and BAB of the Monstrous Humanoid, but I'll go along with Aberration if it's a deal-breaker.

Another thing I wondered about was nudging their Strength up. Their 1-4 claw attack is almost twice the damage of a standard AD&D Lizard Man's 1-2 claw, so they could be stronger and have big talons.

Maybe Strength 15?

Anyhow, shall we talk about their psionic powers?

Are we going to give them psionic power points & manifestation levels (presumably as a 6th level Psion, since it has far too many of them to learn as a mid-low level Psychic Warrior) or make them all Psi-Like Abilities?

It might help if we work out some equivalents for their listed psionic devotions:

Psychokinesis
-Sciences:
--detonate - energy burst?
--telekinesis - telekinetic force OR telekinetic thrust?
-Devotions:
--control light - control light
--inertial barrier - that's 4th level, swap to biofeedback OR inertial armour?
--levitation - psionic levitate
--molecular agitation - matter agitation
--molecular manipulation - this is 8th level in 3E, better drop or change it!

Psychometabolism
-Sciences:
--complete healing - change to body adjustment OR hostile empathic transfer?
-Devotions:
--adrenaline control - it's like haste, what's the 3E psionic equivalent?
--body control - body purification OR body equilibrium?
--heightened senses - danger sense OR ubiquitous vision?
--chameleon power - chameleon
--cell adjustment - wasn't this like 3E's specific energy adaptation?

Anyhow, that's 13 powers, some of 3rd level, so a 6th level Psion seems to be a fair baseline.
 



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