Converting First Edition monsters from DRAGON magazine

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and here's the last request i remember seeing:

Necroton
Created by Phil Meyers
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3/-1
MOVE: 12?
HIT DICE: 40,45,50,55 or 60 hit points (8-12 dice)
% IN LAIR: 0%
TREASURE TYPE: F
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2- 12/2- 12
SPECIAL ATTACKS: Eyebeams
SPECIAL DEFENSES: +1 or better weapon to hit; see below
MAGIC RESISTANCE: See below
INTELLIGENCE: Semi-
ALIGNMENT: Neutral or Neutral (evil)
SIZE: L (4?-6? diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

A greedy wizard is said to have designed the first Necroton. There can be no doubt that this is the case, for the appearance of the metal-bodied Necroton is convincing proof of its artificial origin. At first glance this creature appears to be some sort of giant crab. Its large, oval-shaped metallic body and multiple sets of legs give this impression, as do its two forepincers. However, its luminous central eye marks it as something quite more than this.
The Necroton is a golem-like creature created by a Neutral or Evil Magic-User using the following spells: Wish, Polymorph Any Object, Wizard Eye, Geas, Hold Monster, Fireball, and Detect Magic. The cost and construction time is the same as that required for iron golems.
A Necroton?s purpose is to gather treasure for its creator, and to this end it can be employed in two ways. First, if the creator has a specific target in mind, the actions of the creature can be directed by the creator. This can be done by normal verbal commands or by means of a Message spell. In either case the creator must accompany the Necroton personally, for it will not heed instructions from anyone else. If the creator owns a Crystal Ball a special form of direct control is possible. The crystal ball enables the creator to see what the Necroton sees and allows the transmission of commands from afar by means of a message spell. When used in this fashion there is no range limitation to the message spell, and intervening objects other than lead will not block the transmission.
A creating wizard who has better things to do may elect to send the creature out on its own without direct guidance. In this case the creator gives the creature a simple set of instructions at the outset of its mission. Thereafter the Necroton will unquestioningly obey these orders until they are countermanded by the creator.
A Necroton prefers to attack by means of its powerful central eye. This eye can fire a paralysis ray that will paralyze any single creature for 1-3 turns. It can fire this ray every other round. Once per day the central eye can fire an energy burst that acts as a fireball spell equal to the hit dice of the Necroton in six-sided dice. The range of both eye attacks is 15?. The energy burst can be fired in place of the paralysis beam in any given round, but the Necroton will be unable to use its paralysis beam for three rounds thereafter, because it must build up its power during that time. Either of these attack forms can be used in melee in addition to the creature?s physical attack by means of its pincers.
Most Necrotons are instructed not to use their fireballs unless pressed, for the explosion may damage the magic items that the creature has been sent to collect. During the round before the fireball is set off, the translucent ridge on the Necroton?s back will pulsate with a white light that grows to peak intensity just before the fireball is loosed. The creature can abort throwing its fireball if all possible targets have moved out of range at this time. The creator may at any time give a self-destruct command which will do damage as the fireball, but will be centered on the Necroton. It is also 33% likely that this will happen when the creature is destroyed in combat.
If the Necroton is successful in paralyzing 1 or more members of a party and driving the others off, it will approach the fallen victims and loot their bodies with its pincers. The central eye can detect magic, 6? range, and all magic items will be taken first. Treasure in the form of gold, platinum, gems, or jewelry will be taken also. The creature then opens a compartment in its back and loads the treasure inside ? this compartment is 3?x3?x l? in large Necrotons and 2?x2?x l? in smaller ones. If its treasure compartment is full, or if some other instruction from its master requires it, the creature will then return to its master. Whether or not it kills its helpless victims depends on its instructions.
Often a Necroton will be used in conjunction with other minions of the Magic-User whose assignment is to soften up a party for the Necroton?s attack. If it is encountered as a wandering monster it is 75% likely that its creator is watching its activities from afar by means of a crystal ball as explained previously. Otherwise it will be acting on its own, and in such a case it is 25% likely to be returning to its master with treasure. Such a treasure will consist of all the treasures listed for Treasure Type F. A Necroton can also be placed in a particular spot by its master. where it will remain, dormant, until magic Items are brought within 6? of its hiding place. It will then attack on its own to gain treasure for its master.
The central eye of the Necroton can be attacked separately. It is AC -1 and takes 15 hit points that are not part of the Necroton?s basic total. If the creature loses its central eye it is blinded and will retreat as best it can unless ordered to do otherwise by its creator. Necrotons have no difficulty traveling underwater on the sea floor. Fire-based attacks will slow a Necroton, but the creature is otherwise unaffected by spells. These creatures are vulnerable to the attacks of Rust Monsters.
Hit Dice
Experience Point Value
8
1375 + 10/h.p.
9
2100 + 12/h.p.
10
3150 + 15/h.p.
11-12
4550 + 16/h.p.
 

some preliminary stats for the necroton:

Necroton
Medium? Construct
Hit Dice: 8d10+20 (64 hp)
Initiative: +X
Speed: 30 ft (6 squares)
Armor Class: 17 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +6/+X
Attack: Pincer +X melee (2d6+5)
Full Attack: 2 pincers +X melee (2d6+X)
Space/Reach: 5 ft/5 ft
Special Attacks: fireball ray, paralysis ray, self-destruct
Special Qualities: construct traits, damage reduction X/X, darkvision 60 ft, detect magic, immunity to magic, low-light vision
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con ---, Int 3, Wis X, Cha X
Skills: 11
Feats: 3

Environment: X
Organization: Solitary
Challenge Rating: X
Treasure: Standard
Alignment: Usually neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: ---

A necroton is 4-6 feet in diameter and weighs about X pounds.

COMBAT

Originally found in Dragon Magazine #42 ("Dragon's Bestiary," October 1980, Phil Meyers).
 



Here ya go for reference:

Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based.

The four eye effects are:
Fire: Deals 12d6 points of fire damage to the target (Reflex half).
Cold: Deals 12d6 points of cold damage to the target (Reflex half).
Electricity: Deals 12d6 points of electricity damage to the target (Reflex half).
Petrification: The target must succeed on a Fortitude save or turn to stone permanently.
 


makes sense.

Eye Rays (Su): A necroton's central eye can produce two different magical rays with a range of 100 feet. The first ray is usable once every 2 rounds, and the target must succeed on a Fortitude save or be paralyzed for (1d3 minutes?). The second ray is usable once per day, and acts as a fireball spell (caster level 8th; Reflex half) wherever it hits. Each round, it can fire one ray as a free action, though it cannot use the paralysis ray for three rounds after using the fireball ray, as the paralysis ray must rebuild its power. A necroton can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is X. The save DC is Dexterity-based.
 

Slight rewording:

Eye Rays (Su): A necroton's central eye can produce two different magical rays with a range of 100 feet. The first ray is usable every other round, and the target must succeed on a Fortitude save or be paralyzed for (1d3 minutes?). The second ray is usable once per day, and acts as a fireball spell centered on the target (caster level 8th; Reflex half). Each round, it can fire one ray as a free action, though it cannot use the paralysis ray for three rounds after using the fireball ray, as the paralysis ray must rebuild its power. A necroton can fire an eye ray in the same round that it makes physical attacks. The save DCs for all rays is X. The save DCs are Dexterity-based.
 

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