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Converting "generic setting" Second Edition monsters

Well we need something about how to work out the heart's HD, and if you can come up with something simpler than a table that give reasonable figures for the 'heart's size and HD I'd be glad to hear it.

Being a fan of simplicity, I'd just stat 'em up at a base size and assume a certain number of tomb wardens, then note that they advance by X HD for each additional tomb warden. ;)

Still, you're approach is acceptable, and I find Example #2 preferable.
 

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Still, you're approach is acceptable, and I find Example #2 preferable.

Let's use the Table & Example for advancement then.

Now that that's settled, shall start on the actual stats?

For a basic tombheart we'd better use two 11-HD Wardens as the linked Wardens, since that's the weakest it will go.

The current table says it'd be a Small Construct with 11 Hit Dice, although I'd be game for modifying the table to make them start out Medium-sized if you'd prefer them that way.

Its stats would probably be pretty similar to a Tomb Warden except for it being immobile and having 4 tendril attacks. The original version has tendrils that do 2d8 damage, but I'll assume that's for a Medium-sized Tombheart and scale the damage down for our Small basic 'heart.

So, we've got something like:

EDIT: Changed to start out Medium-sized and adding Dispelling Blow.

Golem, Tombheart
Medium Construct
Hit Dice: 11d10+30 (80 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Tentacle +13 melee (1d10+5)
Full Attack: 4 tentacles +13 melee (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., dispelling blow, fast healing 1, immunity to magic, low-light vision, wall bound
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 21, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Buttress (1 plus 2-4 tomb wardens) or wall (1 plus 4-24 tomb wardens)
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: Special (see below)
Level Adjustment: —

Advancement
The size and Hit Dice of a Tombheart depends on the number, size and Hit Dice of the Tomb Wardens it is linked to. A Tombheart must be linked to at least two Tomb Wardens, which must all have the same Hit Dice. The Tombheart has a size and Hit Dice according to the following table:

'No. of Tomb'''''Tombheart
''Wardens'''''Size''''''Hit Dice
'''''2'''''As Warden''As Warden * 1
''''3-4''''As Warden''As Warden * 1.5
''''5-6''''As Warden''As Warden * 2
''''7-8''''Warden +1''As Warden * 2.5
''''9-12'''Warden +1''As Warden * 3
'''13-16'''Warden +2''As Warden * 3.5
'''17-24'''Warden +2''As Warden * 4
'''25-32'''Warden +3''As Warden * 4.5
'''33-40'''Warden +3''As Warden * 5

Example: A wall of seven Tomb Wardens will have a Tombheart one size larger than the Wardens with 2.5 times the Hit Dice of each Warden, thus the Tombheart of seven standard Tomb Wardens (Medium-sized 11 HD) is Large-sized and has 27 Hit Dice.

We'll need to modify Wall Bound so it can only strike through stone with its tentacles and note that its Wardens can walk through it as easily as the rest of its wall.

Apart from that is their anything you'd like?

I wondered about Improved Grab and Constrict for the tentacles, but don't much like the idea - I prefer striking tentacles only.
 
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Oh, and Shade, did you miss the niggles about the Tomb Warden stats I brought up in post #83.

Firstly, the rejuvenation description has "fullly" with three Ls.

Secondly, the Surprise description "A tomb warden melded with the wall receives a +20 circumstance bonus on Hide and Move Silently checks the round after exiting, often allowing them to surprise intruders." doesn't make a great deal of sense since (a) we've reworked its meld with wall power into wall bound and (b) it ca never "exit" from the wall.

I suggest a replacement with the following:

Surprise (Ex): A tomb warden in relief form (see Wall Bound, below) receives a +20 circumstance bonus on Hide and Move Silently checks, often allowing them to surprise intruders.
 


I'd very much prefer starting at the same size as the wardens. But, yes, these are pretty simple. We might give them dispelling blow, also; the original isn't totally clear on that point. I think I'd like that.

Just thinking a little. The original text says "If the heart is destroyed, all the construct's sections stop functioning within 3d6 turns." What if we replace the warden's rejuvenation ability with the following (numbers subject to change)?

Heart Dependent (Su): Each tomb warden is linked to a construct known as a tombheart, which is embedded in the same wall as the warden. As long as the tombheart is functioning, tomb wardens have fast healing 1 and a destroyed tomb warden is restored to a fully functioning state with maximum hp after 24 hours. However, if the tombheart is destroyed, all tomb wardens linked to it become inert after 1 hour.
 

I'd very much prefer starting at the same size as the wardens.

Agreed.

We might give them dispelling blow, also; the original isn't totally clear on that point. I think I'd like that.

Me too. Let's do that.

Just thinking a little. The original text says "If the heart is destroyed, all the construct's sections stop functioning within 3d6 turns." What if we replace the warden's rejuvenation ability with the following (numbers subject to change)?

Heart Dependent (Su): Each tomb warden is linked to a construct known as a tombheart, which is embedded in the same wall as the warden. As long as the tombheart is functioning, tomb wardens have fast healing 1 and a destroyed tomb warden is restored to a fully functioning state with maximum hp after 24 hours. However, if the tombheart is destroyed, all tomb wardens linked to it become inert after 1 hour.

Great idea. Let's do that too!
 

I'd very much prefer starting at the same size as the wardens. But, yes, these are pretty simple. We might give them dispelling blow, also; the original isn't totally clear on that point. I think I'd like that.

Just thinking a little. The original text says "If the heart is destroyed, all the construct's sections stop functioning within 3d6 turns." What if we replace the warden's rejuvenation ability with the following (numbers subject to change)?

Heart Dependent (Su): Each tomb warden is linked to a construct known as a tombheart, which is embedded in the same wall as the warden. As long as the tombheart is functioning, tomb wardens have fast healing 1 and a destroyed tomb warden is restored to a fully functioning state with maximum hp after 24 hours. However, if the tombheart is destroyed, all tomb wardens linked to it become inert after 1 hour.

All good ideas, especially the "Heart Dependent".

I'll modify my Tombheart proposal appropriately.
 


Ok, here's what we have for the warden:
Wall Bound (Su): A tomb warden is part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 wardens must occupy at least 4 5-foot squares). Some walls are far larger than the wardens bound to them, giving these golems space to maneuver.

A tomb warden can take the form of a shallow carving on the surface of its wall. In its relief carving form, the golem can see and hear out of the stone surface that it is melded with. The golem can also take on a three dimensional form and move through the stone of its wall as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. Tomb wardens may never leave the wall they are part of. It may lean out of its wall to attack intruders, but must keep at least half its body within the wall. Any carvings or paintings on the wall will shift and alter to accommodate the movement of the tomb warden. The tomb warden can switch between its 2D and 3D forms as a free action.

What needs to be changed? Just take out the second paragraph and insert a line about attacking through the wall? Maybe another one that wardens can move through tombhearts freely?
 

What needs to be changed? Just take out the second paragraph and insert a line about attacking through the wall? Maybe another one that wardens can move through tombhearts freely?

Yes, that's it basically. Something like:

Wall Bound (Su): A tombheart is linked to two or more tomb wardens, both heart and wardens are part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 Medium-sized wardens must occupy at least 4 5-foot squares).

A tombheart is hidden somewhere within its wall, the stone wall covering it is at least a foot thick, and often 5 feet or more. There is no bulge, mark or other sign upon the wall's surface to show were the tombheart is. To attack a tombheart an opponent must dig into the wall to reach it or enter the wall using passwall or similar magic. The tombheart's immobile body cannot flee attack, but it can produce four powerful tentacles to defend itself, these tentacles can move through solid stone as easily as an octopus's tentacles reach through water, leaving no hole or ripple in their wake.

A tomb warden can walk through a tombheart as easily as any other part of the wall, and a tombheart's tentacles can strike through a tomb warden as if the warden was not there.
 

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