Converting First Edition monsters from DRAGON magazine

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Skills: 13 at 23 ranks
Balance 23, Bluff 23, Concentration 23, Diplomacy 23, Intimidate 23, Listen 23, Knowlege (the planes) 23, Search 23, Sense Motive 23, Spellcraft 23, Spot 23, Tumble 23, Use Magic Device 23

Feats: 7
Cleave, Improved Bull Rush, Improved Critical (gore), Multiattack, Power Attack, Quicken Spell-Like Ability (fireball, magic missle)?
 

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Updated.

Organization: Solitary or strike force (one nasthrapur and 1d6 bulezaus or 1-2 goristroi)

Treasure: Standard coins; double goods; standard items?
 


Most greater demons have either a true seeing or see invisibility ability (the goristro has see invis). Do we want to do that for them?

Anything else left?
 

Let's give them true seeing, unless you just feel like distinguishing them a little more from balors. I don't see anything left to do off-hand. :)
 


Another from the requests bin...

Poltergeist
Created by Craig Stenseth
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -3
MOVE: 12"
HIT DICE: 6
% IN LAIR: 20%
TREASURE TYPE: C, Q x 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLlGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: S (3'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense modes: Nil

Poltergeists are the spirits of chaotic gnomes from Limbo and Gladsheim sent to the Prime Material Plane to spread the influence of chaos. They enjoy jokes and tricks, and their magical nature makes it difficult to do anything to stop them. And when they are provoked by someone trying to spoil their chaotic fun, they become as single-minded in their purpose as a berserker.

Poltergeists can use several spells of an illusionary nature. At will, they can perform the following feats of magic, at the 8th level of spell-use ability: Audible glamer, Hypnotism, Invisibility and Ventriloquism. They have infravision (60') and can teleport with no chance of error up to once per turn. The creatures are immune to cold-based attacks and are unaffected by charm, hold and sleep spells and attack forms. A poltergeist only takes half damage from electrical and fire-based attacks, which is reduced to one-fourth if it makes a
successful save.

Poltergeists will be armed as follows: 15% with club &sling, 30% with club & spear, 40% with short sword, 15% with short sword &spear. There is a 15% chance for any poltergeist carrying a club or sword that the weapon is magical (+1).

The chaotic nature of poltergeists makes it difficult to describe them in terms of general characteristics. They tend to show hatred for the same creatures that gnomes hate (goblins,
kobolds and orcs in particular), but will not hesitate to attack or beleaguer any character they encounter.

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.

From Dragon Magazine #55 (1981).
 



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