Converting "generic setting" Second Edition monsters


log in or register to remove this ad


Hmm...

I'm wondering if the following creature from Dungeon Magazine #110 (the Dark Sun issue) isn't an actual conversion of these creatures...

Sandknight
Small Elemental (Earth)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17
Base Attack/Grapple: +0/-1
Attack: Blood obsidian greatsword +4 melee (1d10+4)
Full Attack: Blood obsidian greatsword +4 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 17, Dex 13, Con 12, Int 9, Wis 10, Cha 6
Skills: Listen +4
Feats: Dodge
Environment: Elemental Plane of Earth
Organization: Solitary or squad (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

Composed entirely of sand and pebbles, this humanoid-shaped creature wields a massive sword made of glittering obsidian.

Sandknights are the footsoldiers of the Elemental Plane of Earth, endlessly marching across its stony plains and through its underground tunnels. They make war on anyone they have a chance of defeating, heedless of the danger.

A sandknight is almost 4 feet tall and weighs about 50 pounds. Sandknights speak and understand Terran.

Combat
Sandknights are unsubtle fighters. They simply charge their foes and attack them with their swords.

A sandknight can be summoned using a summon monster II spell.

Using a Sandknight's Gear: If summoned to the Material Plane, sandknights give up their swords only if their caster improves their attitude to friendly (they start out indifferent, so it's a DC 15 Diplomacy or Intimidate check). The sword disappears when the summoning spell ends, even if the sandknight was defeated before then.
 

Hmm...

I'm wondering if the following creature from Dungeon Magazine #110 (the Dark Sun issue) isn't an actual conversion of these creatures...

Sandknight

Well there are certainly similarities. The Sand Warriors greater size, speed and HD makes me think one's not a conversion of the other, though.

Anyhow, we could take the Sandknight and enlarge it a size category, but I would prefer a "Sandification" of the Fire Phantom based on an Earth Elemental rather than a Fire one.

It'll be easier just to rough it out and show what I had in mind...
 

Sand Warrior Working Draft

Sand Warrior
Medium Elemental (Earth, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Sandsword +5 melee (1d10+6/19-20)
Full Attack: Sandsword +5 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sandsword
Special Qualities: Darkvision 60 ft., elemental traits, sandwalking, vulnerability to water
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 19, Dex 10, Con 15, Int 6, Wis 11, Cha 8
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

A humanoid figure holding a sword, both the creature and the blade it wields are formed from fine, compressed sand.

Background.

A sand warrior is 6 feet tall and weighs about 300 pounds.

Sand warriors speak Terran.

COMBAT
A sand warrior usually wields its sandsword in both hands.

Sandsword (Ex): A sand warrior's sword is equivalent to a bastard sword. A sandsword is part of the sand warrior's body, it cannot be disarmed but may be sundered like an ordinary weapon. Damage to the sandsword does not harm the sand warrior. A sand warrior can absorb its sandsword as a free action and create a new one as a swift action. If a sand warrior is killed, its sandsword crumbles to loose sand, as does the rest of its body.

Sandwalking (Ex): A sand warrior can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.

Vulnerability to Water (Ex): Water breaks up the body of a sand warrior. Minor contact (such as light rain or being splashed with a vial or cup of water) inflicts 1d3 points of damage per strike, or 1d3 per round for an ongoing effect. Major contact (such as a heavy rain or being drenched in a bucket of water) inflicts 2d6 points of damage. Complete immersion (including being thrown into a volume of water or being hit by a large jet of water, as from the geyser function of a decanter of endless water) inflicts 4d6 points of damage. Spells with the water descriptor do double damage against a sand warrior.
 
Last edited:

Yeah, I like it. :)

Here's a vulnerability to water ability we've used several times before:

Vulnerability to Water (Ex): Firegaunts are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.
 

Yeah, I like it. :)

Here's a vulnerability to water ability we've used several times before:

Vulnerability to Water (Ex): Firegaunts are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

I'd go for something a little different, like this:

Vulnerability to Water (Ex): Water breaks up the body of a sand warrior. Minor contact (such as light rain or being splashed with a vial or cup of water) inflicts 1d3 points of damage per strike, or 1d3 per round for an ongoing effect. Major contact (such as a heavy rain or being drenched in a bucket of water) inflicts 2d6 points of damage. Complete immersion (including being thrown into a volume of water or being hit by a large jet of water, as from the geyser function of a decanter of endless water) inflicts 4d6 points of damage. Spells with the water descriptor do double damage against a sand warrior.
 



Well, I'm generally a fan of recycling similar abilities for consistency's sake, but your suggested revision doesn't stray too far, so I could live with it.
 

Remove ads

Top