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A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)
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<blockquote data-quote="demiurge1138" data-source="post: 2584734" data-attributes="member: 7451"><p>Sorry for the delay, but I've been rather busy.</p><p></p><p>I personally don't think the meenlocks need converting. The original designers did a better job of it than I could, and all it needs are a few skill points and feat juggling to be 3.5 kosher. The chain golem, on the other hand...</p><p></p><p><strong>Chain Golem</strong></p><p><strong>Medium Construct (Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 7d10+20 (58 hp)</p><p><strong>Initiative: </strong> +4</p><p><strong>Speed:</strong> 30ft (6 squares), climb 20ft</p><p><strong>Armor Class:</strong> 22 (+4 Dex, +8 natural), touch 14, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +5/+10</p><p><strong>Attack:</strong> Chain +10 melee (1d8+4 plus infernal wound)</p><p><strong>Full Attack:</strong> 2 chains +10 melee (1d8+4 plus infernal wound)</p><p><strong>Space/Reach:</strong> 5ft/10ft</p><p><strong>Special Attacks:</strong> Bleeding wound, chain barrier</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60ft, DR 5/adamantine, immune to magic, low-light vision, resistance to ranged attacks</p><p><strong>Saves:</strong> Fort +2, Ref +6, Will +2</p><p><strong>Abilities:</strong> Str 21, Dex 18, Con -, Int -, Wis 11, Cha 1</p><p><strong>Skills: </strong> Climb +13</p><p><strong>Feats: </strong> Improved Disarm (B), Improved Trip (B)</p><p><strong>Environment:</strong> Nine Hell of Baator (Jangling Hiter)</p><p><strong>Organization:</strong> Solitary, pair or guard (1-2 plus 2-4 chain devils)</p><p><strong>Challenge Rating: </strong> 7</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 8-14 HD (Medium), 15-21 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>Before you stands a humanoid mass of chains. The chains that form its body continually writhe and coil, lashing out with thin edges or thick chains ending in wicked barbs, blades and spikes.</em></p><p></p><p>The creation of the kytons, a wicked race of chain-wrapped devils, the chain golem is the perfect bodyguard – obedient, attentive and undeniably lethal. The kytons use these golems to guard their prized treasures and foundries and as bodyguards to the influential among them. Other devils and their allies consider it a sign of esteem to have a cadre of chain devils among their staff.</p><p></p><p>A chain golem on the Material Plane is invariably there for a reason, such as object retrieval, on loan to a powerful mortal ally of the kytons, or as an assassin. But what few even in the infernal hierarchy know is that all chain golems default to the mastery of the kyton that created them. Thousands of chain golems, many with access to high-ranking baatezu, have the possibility to be controlled by the kytons at a moment’s notice. If the kytons will ever use this to their advantage, and to what end, remains unknown.</p><p></p><p>A chain golem stands about 7 feet tall and weighs in the neighborhood of 300 pounds. They cannot speak, but constantly echo with the noise of scraping and creaking chains.</p><p></p><p><strong>Combat</strong></p><p>A chain golem follows its master’s orders to the letter, sacrificing itself without thought if necessary. They use their superior reach to trim and disarm opponents, seeming to take mindless pleasure from rending the flesh of a fallen foe with their chain barrier.</p><p></p><p>A chain golem’s natural attacks can act as silver, cold iron or adamantine for the purposes of overcoming damage reduction, but a chain golem must take a move action to switch between these forms of attack (as it shifts the chains within its body to accommodate others for use).</p><p></p><p><strong>Bleeding Wound (Ex):</strong> The chains of a chain golem are deeply serrated and pocked with bits of infernal filth and cruel prongs of fiendish design. An injured creature loses 2 additional hit points each round. The wound does not heal naturally. The continuing hit point loss can be stopped by a DC 13 Heal check, a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.</p><p></p><p><strong>Chain Barrier (Ex):</strong> As a full-round action, a chain golem can unravel its extremities into a barrier of whirling chains, acting as a <em>blade barrier </em> spell (caster level 7th, DC 17) centered on the golem. It may maintain the chain barrier as a standard action on its turn. The save DC is Wisdom based, and includes a +4 racial bonus.</p><p></p><p><strong>Immunity to Magic (Ex):</strong> A chain golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.</p><p></p><p>A magical attack that deals electricity damage slows a chain golem (as the slow spell) for 3 rounds, with no saving throw.</p><p></p><p>A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a chain golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A chain golem gets no saving throw against fire effects.</p><p></p><p><strong>Resistance to Ranged Attacks (Su): </strong> A chain golem has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it and can affect it (except for ranged touch attacks).</p><p></p><p><strong>Construction</strong></p><p>The construction of a chain golem is a secret known only to the kytons. They are very protective of the secrets of chain golem creation and anyone stealing their methods or developing their own through independent research is sure to be the target of kyton assassins.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2584734, member: 7451"] Sorry for the delay, but I've been rather busy. I personally don't think the meenlocks need converting. The original designers did a better job of it than I could, and all it needs are a few skill points and feat juggling to be 3.5 kosher. The chain golem, on the other hand... [B]Chain Golem Medium Construct (Extraplanar)[/B] [B]Hit Dice:[/B] 7d10+20 (58 hp) [B]Initiative: [/B] +4 [B]Speed:[/B] 30ft (6 squares), climb 20ft [B]Armor Class:[/B] 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 [B]Base Attack/Grapple:[/B] +5/+10 [B]Attack:[/B] Chain +10 melee (1d8+4 plus infernal wound) [B]Full Attack:[/B] 2 chains +10 melee (1d8+4 plus infernal wound) [B]Space/Reach:[/B] 5ft/10ft [B]Special Attacks:[/B] Bleeding wound, chain barrier [B]Special Qualities:[/B] Construct traits, darkvision 60ft, DR 5/adamantine, immune to magic, low-light vision, resistance to ranged attacks [B]Saves:[/B] Fort +2, Ref +6, Will +2 [B]Abilities:[/B] Str 21, Dex 18, Con -, Int -, Wis 11, Cha 1 [B]Skills: [/B] Climb +13 [B]Feats: [/B] Improved Disarm (B), Improved Trip (B) [B]Environment:[/B] Nine Hell of Baator (Jangling Hiter) [B]Organization:[/B] Solitary, pair or guard (1-2 plus 2-4 chain devils) [B]Challenge Rating: [/B] 7 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 8-14 HD (Medium), 15-21 HD (Large) [B]Level Adjustment:[/B] - [I]Before you stands a humanoid mass of chains. The chains that form its body continually writhe and coil, lashing out with thin edges or thick chains ending in wicked barbs, blades and spikes.[/I] The creation of the kytons, a wicked race of chain-wrapped devils, the chain golem is the perfect bodyguard – obedient, attentive and undeniably lethal. The kytons use these golems to guard their prized treasures and foundries and as bodyguards to the influential among them. Other devils and their allies consider it a sign of esteem to have a cadre of chain devils among their staff. A chain golem on the Material Plane is invariably there for a reason, such as object retrieval, on loan to a powerful mortal ally of the kytons, or as an assassin. But what few even in the infernal hierarchy know is that all chain golems default to the mastery of the kyton that created them. Thousands of chain golems, many with access to high-ranking baatezu, have the possibility to be controlled by the kytons at a moment’s notice. If the kytons will ever use this to their advantage, and to what end, remains unknown. A chain golem stands about 7 feet tall and weighs in the neighborhood of 300 pounds. They cannot speak, but constantly echo with the noise of scraping and creaking chains. [B]Combat[/B] A chain golem follows its master’s orders to the letter, sacrificing itself without thought if necessary. They use their superior reach to trim and disarm opponents, seeming to take mindless pleasure from rending the flesh of a fallen foe with their chain barrier. A chain golem’s natural attacks can act as silver, cold iron or adamantine for the purposes of overcoming damage reduction, but a chain golem must take a move action to switch between these forms of attack (as it shifts the chains within its body to accommodate others for use). [B]Bleeding Wound (Ex):[/B] The chains of a chain golem are deeply serrated and pocked with bits of infernal filth and cruel prongs of fiendish design. An injured creature loses 2 additional hit points each round. The wound does not heal naturally. The continuing hit point loss can be stopped by a DC 13 Heal check, a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based. [B]Chain Barrier (Ex):[/B] As a full-round action, a chain golem can unravel its extremities into a barrier of whirling chains, acting as a [I]blade barrier [/I] spell (caster level 7th, DC 17) centered on the golem. It may maintain the chain barrier as a standard action on its turn. The save DC is Wisdom based, and includes a +4 racial bonus. [B]Immunity to Magic (Ex):[/B] A chain golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows a chain golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a chain golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A chain golem gets no saving throw against fire effects. [B]Resistance to Ranged Attacks (Su): [/B] A chain golem has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it and can affect it (except for ranged touch attacks). [B]Construction[/B] The construction of a chain golem is a secret known only to the kytons. They are very protective of the secrets of chain golem creation and anyone stealing their methods or developing their own through independent research is sure to be the target of kyton assassins. Demiurge out. [/QUOTE]
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