Converting Greyhawk monsters


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Here's what we've got left. Not terribly exciting. :(

From Monstrous Compendium Greyhawk Appendix:
  • Raven (Crow), Huge - Animal
From Return to White Plume Mountain:
  • Crab Swarm - Vermin Swarm
 


Here's what we've got left. Not terribly exciting. :(

From Monstrous Compendium Greyhawk Appendix:
  • Raven (Crow), Huge - Animal
From Return to White Plume Mountain:
  • Crab Swarm - Vermin Swarm

Well we had someone ask about the Crab Swarm, so we could do that first.
 



Crab Swarm

Crab swarm (500 crabs each): AC 10; MV 6; HD 1-1 each; hp 1 each; THACO 20; #AT 1 each (pincer nip); Dmg 1; SA swarm attack (collective); SD immune to normal heat and fire; SZ T ( 2 in diameter); ML elite (14); Int animal (1); AL NE; XP 1 each.
Special Abilities: SA-all creatures within a 10-foot diameter area must save vs. paralyzation or suffer 3d6 points of damage/round (or ld6 points/round with a successful save) from the swarm attack; SD-immune to normal heat and fire.

These tiny offspring of a giant crab live together in large nests, or swarms, of 500 individuals each. Individually, these tiny, 1-inch-diameter crustaceans are merely vicious, but in a group they can be deadly. Should anyone disturb their nest, they burst forth like angry army ants to cover a 10-foot-diameter area in 1 round. Any living thing caught within the swarm must make a successful saving throw vs. paralyzation or suffer 3d6 points of damage per round of contact; success reduces the damage to ld6 points per round. Any damage-producing area effect spell (excluding those based on heat or fire) kills all the crabs within its area of effect.

Originally appeared in Return to White Plume Mountain (1999)
 

Here are the monstrous crab stats from Stormwrack...

Monstrous Crab, Small
Small Vermin (Aquatic)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Attack: Claw +1 melee (1d4)
Full Attack: 2 claws +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d4, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +8, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: -
 

Here are the monstrous crab stats from Stormwrack...

Monstrous Crab, Small

Reduce that to Tiny and cut the Toughness feat and it'll do for the component animal of a Crab Swarm...

Monstrous Crab, Tiny
Tiny Vermin (Aquatic)
Hit Dice: ½d8 (2 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/-6
Attack: Claw +2 melee (1d3-2)
Full Attack: 2 claws +2 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Constrict 2d3-2, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: —
Environment: Temperate aquatic
Organization: Colony (8–16) [?]
[I like Solitary, scrabble (2-4 swarms), or horde (5-8 swarms) for the Swarms]
Challenge Rating: 1/4 [I feel it should be lower, like CR 1/6 or 1/8]
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
 

These are supposed to be 2 inches in diameter, which feels more like diminutive to me. That gives us

Abilities: Str 4, Dex 13, Con 10, Int —, Wis 11, Cha 2
Claw damage of 1d2-3

Though I might consider a nonstandard advancement to toughen them up a little.
 

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