Converting First Edition Monsters

Casimir Liber

Adventurer
Good move (on taking a chill on the kindred) and yeah I'll see what you come up with with Mandie-bear and go from there.

There are no troglodydtes on Open Game Content and Dnd Beyond only has a hefy Champion of Laogzed as a well-buffed monster (CR 3 HP 59 (7d8 +28) here

I found a 3HD one on homebrew with only a few errors.

My rationale is that when I use DNDbeyond to make encounters, it's good if they are just tehre as needed with no mods needed. Also thinking about biology (tangent coming here), warm blooded critters (mammals, birds, dinosaurs) grow to a size, reach it at sexual maturity and then remain at roughly that size, wherreas cold-blooded critters (fish, other reptiles) can often keep growing so there can be considerable size variation, hence I am liking idea of making larger ones (though none were recorded as anything but size M in 1e...unlike sahuagin). Anyway, am just doing one 4HD leader type, which is very useful for me presentyl and I hope for some others

So I've whipped up a 4HD leader here
 
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Cleon

Adventurer
Pedipalp, Giant (Acid Archer)
Small beast, unaligned
Armor Class 13
Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
11 (+0)​
16 (+3)​
12 (+1)​
3 (−4)​
12 (+1)​
3 (−4)​

Skills Perception +3, Stealth +5
Damage Resistances acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP) Proficiency Bonus +2

Spider Climb. The acid archer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage and the target is grappled (escape DC 10). The acid archer can grapple only one target at a time.

Bite. Melee Weapon Attack: +3 to hit (with Advantage if target grappled), reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Acid Squirt (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 2d6 acid damage and the target must make a DC 11 Dexterity saving throw, failure results in blindness for 1d6 rounds, on a success the target is only blinded for 1 round and takes half damage. Acid archers are immune to this attack.

Description
Also called acid-shooting vinegaroons, acid archer pedipalps were not created by nature but by the drow magically combining multiple different arachnids. An acid archer giant pedipalp resembles a slender long-legged giant schizomid with a body up to 4 feet long. It has eight eyes like a jumping spider, including two binocular-like eyes in the front of its head. Like a normal schizomid, its segmented abdomen ends in a short tail and can curl over its body like a scorpion. Acid archer pedipalps have the same love of darkness and humidity as the amblypygids, uropygids and schizomids they are descended from.

An acid archer has abdominal glands near its tail able to shoot a jet of corrosive fluid powerful enough to dissolve flesh and corrode bone. The fumes from this fluid are so irritating they cause temporary blindness. Although the drow incorporated scorpions and spiders in their ancestry, acid archers do not have venomous fangs or a sting. They prefer to use their acid spray from a distance, then dash into melee once their opponent is blinded and wounded.

Unlike most arachnids, acid archers are social creatures who often hunt in packs. Many drow enclaves keep tame acid-shooting giant vinegaroons as watchbugs and hunting beasts' these are trained to identify drow elves as being other acid archers, so will only attack dark elves they were raised with if the acid archer is so starved it resorts to cannibalism. Wild populations of these giant pedipalps live in the underdark, jungles and tropical forests, descendants of feral acid archers who escaped drow control.

Acid archers can be any color possible for an arachnid, including white, black, tan or brown, green, blue and red. The drow delighted in creating "show breeds" of acid archer and a dark elf spidermaster can identify what clan or house an acid archer belongs to from its coloration and pattern, whether it's as colorful as a peacock or ghostly white. A feral population of acid archers can vary wildly in appearance from one another, but wild acid-shooting vinegaroons will have camouflage colors that match their surroundings.

(Inspired by the Giant Pedipalps from Q1 Queen of the Demonweb Pits (1980) by Gary Gygax and David C. Sutherland III, the original author was Sutherland)
 
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Casimir Liber

Adventurer
I'm getting "Page Not Found" for that link.

In happier news, I've finished the Acid Archer.
I forgot....I haven't published it. Got distracted...
 

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Casimir Liber

Adventurer
Acid archer looks good!

grammatical error in " acid archers do not have venomous sting or fangs."

"Escaped acid archers form wild populations" --> "Escaped acid archers form feral populations"

could also give them a colour scheme ....for us lazy DMs :LOL:
 

Cleon

Adventurer
grammatical error in " acid archers do not have venomous sting or fangs."

I fiddled around with that sentence a lot, the original version was "acid archers are not venomous and lack a scorpion's sting or a spider's fangs" but the grammar got kludged up when I compacted the sentence.

I've changed it to "acid archers do not have venomous fangs or a sting" which is what I was aiming for.

"Escaped acid archers form wild populations" --> "Escaped acid archers form feral populations"

I prefer "wild populations" since I was imagining some populations are "fully wild" like, say, a dingo (which may be descended from the domestic dog but is not considered "feral").

Although, that "escaped" start implies recently turned feral, as does the "bred" bit…

Better tweak that paragraph.

Unlike most arachnids, acid archers are social creatures who often hunt in packs. They are bred to identify drow elves as being other acid archers, so will only attack dark elves they were raised with if the acid archer is so starved it resorts to cannibalism. Many drow enclaves keep trained acid-shooting giant vinegaroons as watchbugs and hunting beasts. Escaped acid archers form wild populations in the underdark, jungles and tropical forests. Acid archer pedipalps have the same love of darkness and humidity as the amblypygids, uropygids and schizomids they are descended from.

[move to 1st paragraph] Acid archer pedipalps have the same love of darkness and humidity as the amblypygids, uropygids and schizomids they are descended from.

Unlike most arachnids, acid archers are social creatures who often hunt in packs. Many drow enclaves keep tame acid-shooting giant vinegaroons as watchbugs and hunting beasts' these are trained to identify drow elves as being other acid archers, so will only attack dark elves they were raised with if the acid archer is so starved it resorts to cannibalism. Wild populations of these giant pedipalps live in the underdark, jungles and tropical forests, descendants of feral acid archers who escaped drow control.
 

Cleon

Adventurer
could also give them a colour scheme ....for us lazy DMs :LOL:

Use your imagination!

Since you insist, I'll add.

Acid archers can be any color possible for an arachnid, including white, black, tan or brown, green, blue and red. The drow delighted in creating "show breeds" of acid archer and a dark elf spidermaster can identify what clan or house an acid archer belongs to from its coloration and pattern, whether it's as colorful as a peacock or ghostly white. A feral population of acid archers can vary wildly in appearance from one another, but wild acid-shooting vinegaroons will have camouflage colors that match their surroundings.
 

Cleon

Adventurer
I forgot....I haven't published it. Got distracted...

trogleader-png.148798


Why has it got a CON lower than a regular Troglodyte's 14 (+2) especially when its Hit Points indicate a +4 CON modifier?

Shouldn't it be proficient in Stealth like a regular Trog?

Giving it a Greatclub seems a bit pointless as it does way better damage with Multiattack (3d4+9 vs 1d8+3). More than twice as much in fact.

Finally, I like the giant dart the old Troglodytes used and feel it could benefit from a ranged weapon.

I think I'll have a go at my own version(s)…
 

Casimir Liber

Adventurer
Use your imagination!

Since you insist, I'll add.

Acid archers can be any color possible for an arachnid, including white, black, tan or brown, green, blue and red. The drow delighted in creating "show breeds" of acid archer and a dark elf spidermaster can identify what clan or house an acid archer belongs to from its coloration and pattern, whether it's as colorful as a peacock or ghostly white. A feral population of acid archers can vary wildly in appearance from one another, but wild acid-shooting vinegaroons will have camouflage colors that match their surroundings.
Brilliant - ultimately it gives flavour and allows a DM to pick it up and describe it vividly to players in 2 seconds.

Goig to bed in a sec. CON was a glitch - used gnoll template when creating as for some annoying reason would not let me use troglodyte monster as a template...weird..go for thy life
 

Cleon

Adventurer
Troglodyte Guard
Medium humanoid (troglodyte), chaotic evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
16 (+3)​
12 (+1)​
14 (+2)​
6 (−2)​
12 (+1)​
8 (−1)​

Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Troglodyte
Challenge 1 (200 XP) Proficiency Bonus +2

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Cave Dart. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Alarm Stink. A troglodyte guard can release a powerful stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the guard must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature gains temporary immunity to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard. This immunity lasts until 1 hour after the encounter ends.

The alarm stink alerts any nearby troglodytes and can convey one simple word's worth of information (such as "intruders!", "food!" or "DRAGON!!"). In still air other troglodytes can smell it from 80 feet away, but wind currents can increase or decrease this distance.

Description
Troglodyte guards are elite warriors who lead small bands of normal troglodytes or act as bodyguards to the tribe's leaders.

They are easily identified by the weapon they carry; the troglodyte cave dart. Made from wood, bone and stone these missile weapons are heavy and fragile, more akin to a harpoon or massive javelin than a dart. Like arrows, they usually break once they make a ranged attack and must be repaired or replaced once used. A guard typically carries 1d4 + 2 cave darts in a crude quiver or bandolier.
 
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Cleon

Adventurer
Troglodyte Warchief
Medium humanoid (troglodyte), chaotic evil
Armor Class 14 (natural armor and shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
16 (+3)​
12 (+1)​
16 (+3)​
8 (−1)​
12 (+1)​
10 (+0)​

Saving Throws Dexterity +3
Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Troglodyte
Challenge 2 (450 XP) Proficiency Bonus +2

Brute. A melee weapon deals one extra die of its damage when the warchief hits with it (included in the attack).

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte warchief can attack two times with a morningstar or cave darts or it can make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Morningstar. Melee Weapon Attack: +5 to hit, one target. Hit: 12 (2d8 + 3) piercing damage.

Cave Dart. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

War Stink. A troglodyte warchief can release a horrendous stench as a free action. Any creature other than a troglodyte that starts its turn within 40 feet of the warchief must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature gains temporary immunity to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte warchief. This immunity lasts until 1 hour after the encounter ends.

The war stink alerts any nearby troglodytes and can convey one or two words worth of information, including names of individual troglodytes or warbands (such as "orc intruders!", "Blackclaws outflank!", "run!" or "set ambush!"). In still air other troglodytes can smell it from 120 feet away, but wind currents can increase or decrease this distance.

Description
A troglodyte warchief is a huge reptilian brute who dominates lesser troglodytes by brute strength and the intensity of its stench.

A small troglodyte tribe may be led by a warchief, possibly with a shaman as the "power behind the throne" but the bigger clans will be ruled by a true troglodyte chieftain who will have one or more warchiefs under their command.

A warchief is normally accompanied by several troglodyte guards and will carry 2d3 + 2 cave darts.
 
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Cleon

Adventurer
Was going to do the full Trog Chieftain but don't have time for it at the moment. Have Christmas Eve events to go to.

Maybe this evening, assuming I haven't had too many beers.

Ta-ta for now!
 

Cleon

Adventurer
Multiattack. The troglodyte warchief makes two attacks with its morningstar or cave darts or it makes three attacks: one with its bite and two with its claws.

The wording of that could be better.

Will change it to:

Multiattack. The troglodyte warchief can attack two times with a morningstar or cave darts or it can make three attacks: one with its bite and two with its claws.

EDIT: Also just noticed that the Morningstar has "Ranged Weapon Attack" as a copy-paste error from the Cave Dart. Plus the Cave Dart should have the range of a javelin. Better fix that!
 
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Cleon

Adventurer
Wrote up a Trog Chieftain but I'm not 100% sure about it. Seems slightly vanilla, just an upgraded version of the Warchief.

Although that is how the AD&D version was I'd like to give it something extra. Will have to think about it…
 

Cleon

Adventurer
Troglodyte Chieftain
Medium humanoid (troglodyte), chaotic evil
Armor Class 15 (natural armor and shield)
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
18 (+4)​
14 (+2)​
18 (+4)​
8 (−1)​
12 (+1)​
12 (+1)​

Saving Throws Dexterity +4, Wisdom +3
Skills Intimidation +3, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Troglodyte
Challenge 4 (1,100 XP) Proficiency Bonus +2

Brute. A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack).

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte chieftain makes three attacks; two with its claws and one with its bite; two with its battleaxe and one with a claw or bite; or three with its cave darts. It can attack with a cave dart instead of any of its melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Battleaxe. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Cave Dart. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

Command Stink. A troglodyte chieftain can release an indescribable stench as a free action. Any creature other than a troglodyte that starts its turn within 60 feet of the chieftain must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the the creature gains temporary immunity to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte chieftain. This immunity lasts until 1 hour after the encounter ends.

The command stink alerts any nearby troglodytes and can convey up to five words of information (such as "Blackclaws outflank; Rottentails throw darts!", "Warchief Smoothnose, withdraw to ambush!"). In still air other troglodytes can smell it from 150 feet away, but wind currents can increase or decrease this distance.

Description
The largest troglodyte warriors can reach over 7 feet in height and rule over entire tribes of troglodytes. Such chieftains are almost always accompanied by a retinue of troglodytes guards and normally have a shaman and one or more warchiefs in their service.

A chieftain normally carries 2d4 + 4 cave darts.
 
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Casimir Liber

Adventurer
...On a roll!!

both look great - only other thing I thought of was something like "Troglodyte tribes will pick up and use random weapons and armour from time to time. If so, the largest and strongest members (i.e. leader-types) will most likely be using them"


WRT credits, I wrote something, which I've now deleted but I guess a truncated history, so

(Brief Statistics for troglodyte leaders and chiefs were given in the 1e and 2e Monster Manuals [Idk what happened in 3e as I never owned the 3e books ...was in my hiatus...])

Also, for the record, the vanilla 3HD trog warrior someone made in 2019 here has 25 adds so I think we can safely say some folks have been wantin' it....
 
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Casimir Liber

Adventurer
Wrote up a Trog Chieftain but I'm not 100% sure about it. Seems slightly vanilla, just an upgraded version of the Warchief.

Although that is how the AD&D version was I'd like to give it something extra. Will have to think about it…
Gygax was good at vanilla - alot of 1e stuff was very vanilla, but I guess it was early days. Can you see the Champion of Laogzed stats on dndbeyond? they are here - public version here if you can't see.

Maybe give a leader type a Feat? Inspiring Leader? Resilient? Slasher? Charger?
 

Cleon

Adventurer
...On a roll!!

both look great - only other thing I thought of was something like "Troglodyte tribes will pick up and use random weapons and armour from time to time. If so, the largest and strongest members (i.e. leader-types) will most likely be using them"


WRT credits, I wrote something, which I've now deleted but I guess a truncated history, so

(Brief Statistics for troglodyte leaders and chiefs were given in the 1e and 2e Monster Manuals [Idk what happened in 3e as I never owned the 3e books ...was in my hiatus...])

In 3E Troglodytes advance by character class, but unlike most humanoid monsters their Monster Manual organization does not list levels, only that they pal around with monitor lizards, their Org line is:

Organization: Clutch (2-5), squad (6-11 plus 1-2 monitor lizards), or band (20-80 plus 20% noncombatants plus 3-13 monitor lizards)

The flavour text does say they are "ruled by the largest and fiercest among them, with subchieftains who have distinguished themselves in battle" but offers no classes or levels, although it does mention they revere Laogzed and their advancement gives their Favoured Class as cleric.

One would think they'd have something more like a Bugbear's "Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)" instead, with mention of subchiefs, chieftains and maybe a shaman of Laogzed.

There are class-leveled 3E trogs scattered about various WotC products, but they're either boring (an ordinary troglodyte with a level of barbarian or a couple of levels of cleric or adept) or weird (such as the illithid-grafted troglodytes in Dungeon #122's "Last Resting Place" or the 10th-level troglodyte ghast fighters in the Dungeon #150's "Prince of Demons").
 

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