Converting monsters from Second Edition Monstrous Compendiums

Can't think of any other skill they might particularly need, so let's keep Hide, at least for now.

Skill Focus (Tumble) works here. Could go with Ability Focus if you want to bump the stunning dive.

CR 1, I guess. They might be a weak CR 2, but their damage is pretty low and the DC on the stun isn't quite enough for the higher CR.
 

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Can't think of any other skill they might particularly need, so let's keep Hide, at least for now.

Intimidate? They're probably pretty scary.

Skill Focus (Tumble) works here. Could go with Ability Focus if you want to bump the stunning dive.

Either of those would be alright, although I'm tempted by Alertness to improve their usefulness as scouts.

CR 1, I guess. They might be a weak CR 2, but their damage is pretty low and the DC on the stun isn't quite enough for the higher CR.

I consider CR 1 to be enough for them.
 

Intimidate could work, though I don't feel like that fits their MO. I think I prefer Hide.

Alertness works for me, actually.

CR 1 is fine.
 



Sure thing!

So we're changing it to:

Skills: Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10
Feats: Alertness, Hover (B), Weapon Finesse (B)

Apart from that, we just need a weight (5 to 8 pounds?), some tactics and an Advancement - 3-4 HD (Tiny)?
 



Sounds good. Actually, in the "summon or dispatch mistress," shouldn't we change the "If an arcane head is damaged or prevented from moving..." to "If an arcane head is destroyed or prevented from moving"?

For Mullonga's heads, have them advance a bit? Actually, now that I think about it, I'd like advancement to go a bit higher to let them get into a bit better CR range for Mullonga.
 

Updated.

Shall we work on Mullonga's underbar?

For the heads? Sure.

I suggest giving them at least the maximum HD of a standard arcane head and preferably more - I'm thinking we should increase it to 6 HD.

Then I'd give them the elite stat array.

Head Racial Bonuses: Str -6, Dex +10, Con —, Int +0, Wis +2, Cha +2
Elite Array: 15 14 13 12 10 8

Str 14-6, Dex 15+10, Con —, Int 10+0, Wis 13+2, Cha 12+2

Mullonga's Arcane Heads: Str 8, Dex 25, Con —, Int 10, Wis 15, Cha 14, Hit Dice 6d12 (39 hp).

They'll also need an improved (greater teleport plus plane shift) version of Summon Mistress:

Summon or Dispatch Mullonga (Sp): A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport and/or plane shift spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport and plane shift).

If an arcane head of Mullonga is damaged or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th level spell (CL 15th).
 

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