Converting First Edition monsters from DRAGON magazine

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Sure, we can go with the rename to avoid confusion with the other poltergeists, and note the name change within.

Poltergeists cannot be forever slain when encountered on the Prime Material plane; one whose body is killed will have its essence banished to Limbo or Gladsheim for a time and will then be able to reappear.

We can modify this...

Lie in State (Su): If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his home layer of the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus--and is likewise reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.
 

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Ok, then:

Petitioning (Su): If a zwergeist dies, its body disappears immediately. The body reappears dead but intact on its home plane (Limbo or Gladsheim). Any equipment the zwergeist was wearing or carrying at the moment of its death is likewise transported-- and is reconstituted if it was destroyed. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports immediately. After petitioning higher powers on its home plane for 1d10 days, the zwergeist's soul is reunited with its body, returning it to full life. If a zwergeist is slain on its home plane, it is dead forever.
 

I like it, but would lean toward rebirth or rejuvenation for the ability name, since they were never specifically called out as petitioners (despite my opinion that they are a form of greater petitioner).
 


Updated.

Skills: 90
Bluff 9, Concentration 9, Escape Artist 9, Hide 9, Listen 9, Move Silently 9, Sleight of Hand 9, Spot 9, Tumble 9?

Feats: Weapon Finesse, 2 more

A zwergeist is 3 feet tall and weighs about X pounds. (20 pounds?)

Zwergeists speak Gnome, (Common?, Slaad?)

Organization: Solitary or jest? (2-4)

Challenge Rating: 4

Treasure: Half standard coins; double goods (gems); standard items? (had C and Qx5)

C:
1-12 1,000s of copper pieces: 20%
1-6 1,000s of silver pieces: 30%
1-4 1,000s of electrum pieces: 10%
1-6 gems: 25%
1-3 jewelry: 20%
Maps or Magic Items: Any 2: 10%

Q:
1-4 gems: 50%


Advancement: 7-18 HD (Small) or by character class?
 
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We need to max out another skill, maybe Diplomacy or Sense Motive? Or maybe Balance is better.

Deft Hands, Persuasive for feats?

They should probably also speak Common, but Slaad would be much more amusing. :p

I think the rest of your suggestions look good.
 


I think you want "similarly-named" rather than "similarly-samed" creatures, but otherwise looks good!
 


Next!

Colfel
Created by Richard Lucas
FREQUENCY: Rare
NO. APPEARING: 3-10 (20-50)
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 7x8
% IN LAIR: 30%
TREASURE TYPE: G
NO. OF ATTACKS: 1 or 3
DAMAGE/ATTACK: 6-16 or 2-5/2-5/1-12
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: Immunity to cold
MAGIC RESISTANCE: Saving throws as 21st-level magic-user
INTELLIGENCE: High
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The colfel, a native of the Negative Material plane, has appeared on the Prime Material only rarely in the recent past, probably due to summonings by powerful magicians desiring greater and more powerful servants. These creatures often compound their strength by banding together into large groups. Rarely will fewer than four or five be encountered. Also, they are highly intelligent, and attack and react accordingly, so they are very dangerous monsters even when fighting vastly superior opposition. A deadly tactic they often use is that of ganging up on just one member of a group of opponents, and attacking until this victim is dead before moving onto the next. Up to four colfel can attack one human-sized creature at the same time.

Colfel usually attack first by charging into a melee and spearing with their horns. The second and subsequent attacks are claw/claw/bite routines.

Colfel have several attributes similar to those of the greater undead. The first is complete immunity to cold- or ice-based attacks of any form. (Colfel consider brown mold excellent food, and if they find a patch they will nurture it carefully. There is a 5% chance on any encounter with colfel that a bed of brown mold will be nearby.) The second undeadlike
attribute is a low-strength energy drain that draws life energy equivalent to 1,000 experience points from an opponent each time the colfel scores a hit with one of its physical attacks.

Colfel also have several weaknesses which, like their strengths, are related to their association with the Negative Material plane. In direct sunlight or its equivalent, they suffer 1 point of damage per round they are exposed. For this reason they venture out of doors only at night, and are always found underground or in the deepest, darkest jungles or forests. They take one and a half times normal damage from all kinds of fire.

Colfel also suffer damage directly from the following spells: light (3 hit points); continual light (6 HP); faerie fire (1 HP per level of caster); pyrotechnics, fireworks form (12 HP); dancing lights (1d4 HP); co/or spray (2d8 HP); prismatic spray (4d6HP additional damage); sunburst, as from a wand of illumination (6d6HP); and prismatic sphere (or wall) (1 HP per segment if within 10”). Each spell except the prismatic sphere or prismatic wall is absorbed and negated when a colfel enters its area of effect.

Proximity to normal fires is also damaging to these creatures; torches (2 HP each), lanterns (4 HP each), and bonfires (3d4 + 3 HP) are quenched and simultaneously injure a colfel when it approaches within 5 feet of one.

Physical description: The colfel is a large quadruped, about 6 feet long and standing 3 feet high at the shoulder. It has black. slimy, furless skin that appears very much like gangrenous flesh. Its eyes are midnight black with starwhite pupils, and the nose is tipped by a pair of sharp prongs. A row of spikes runs down its knobby back.

Originally appeared in Dragon Magazine #56 (1981).
 

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