Converting Greyhawk monsters

This next one looks like a variant half-fiend...

Fiend Knight
ORGANIZATION: Group
ACTIVITY CYCLE: Constant (do not need rest)
DIET: None
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 to 10d10 +
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold spells and illusion/phantasm spells below fourth level
MAGIC RESISTANCE: Nil
SIZE: M (6’+)
MORALE: Fearless (20)
XP VALUE: Variable

The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.

Combat: Fiend knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th-level fighter would become a 5-HD fiend knight. Nearly all fiend knights are 10th level or below, with three exceptions: leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend plate mail +3. Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8 plate mail +1, 9 plate mail +2, 10 plate mail +3), else nonmagical plate mail. Fiend knights always employ two-handed weapons, usually twohanded swords, and composite long bows. Again, they are 5% per level likely to have magical weapons (use the table above, independently for each weapon type). Leaders are always armed with magical weapons, and the 11 + HD leaders all possess powerful ones: a two-handed sword of cold +3 and a twohanded sword +3, giant slayer.

The fiend knights have high ability scores. All possess Strengths of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.

Habitat/Society: The current composition of the fiend knights, in addition to their leaders, is approximately 80 cavalry, 20 of whom ride undead steeds, the other 60 riding normal heavy warhorses. Treat the undead steeds as heavy warhorses with immunity to sleep, charm and hold spells. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman.s flails in addition to twohanded weapons.

The 120 heavy infantry each carry a long spear and a variety of polearms in addition to other weaponry. They have a 2% chance per level for a magical polearm.

As currently organized, the fiend knights wear gold visors and bear a heraldic emblem etched on their armor over the heart. For cavalry, the emblem is a tan horse, and for infantry, it is a bronze baboon. The infantry are known as “The Howlers,” for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.

Ecology: Fiend knights are not undead, and have none of their weaknesses: they cannot be turned, harmed by holy water, and so on. They are simply wholly controlled humans loyal to Ivid, created by a precursor of the malign rituals that brought the animus to Oerth. The unfeeling, .programmed" nature of the fiend knights, make them feared by all. Even Ivid’s other troops hate and fear them, and loathe having to serve with them.

Originally appeared in Dragon Magazine #206 (1994).

The Fiend-Knights
The Fiend-Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mindcontrolling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking. Their statistics are:

ORGANIZATION: Group
ACTIVITY CYCLE: Any (do not need food or rest)
DIET: Do not require food
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 - 9d10+
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold
spells and illusion/phantasm spells below 4th level
MAGIC RESISTANCE: Standard
SIZE: M (6'+)
MORALE: Fearless (20)
XP VALUE: Variable

Fiend-knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th level fighter would become a 5 HD fiend-knight. Nearly all of the fiend-knights are 10th level or below, with three exceptions—leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend armor +3 (plate mail). Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8, plate mail +1, 9, plate mail +2, 10, plate mail +3), else nonmagical plate. Fiend-knights always employ two-handed weapons, usually two-handed swords, and also composite longbows. Again, they are 5% per level likely to have magical weapons (roll as above, independently for each weapon type). Leaders always possess such items, and the 11+ HD leaders all possess powerful ones: a sword of cold +3; two-handed sword; and a two-handed sword +3, giant slayer. The fiend-knights have high ability scores. All possess Strength scores of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.

The current composition of the fiend-knights, in addition to their leaders, is:

Approximately 80 cavalry, 20 of whom ride undead steeds (treat as heavy warhorses with immunity to sleep, charm and hold spells), the other 60 riding normal heavy warhorses. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman's flails in addition to two-handed weapons. There are 120 heavy infantry, each of whom possesses long spears and a variety of pole arms in addition to other weaponry. They have a 2% chance per level for a magical pole arm.

As currently organized, the fiend-knights wear gold visors and have a heraldic emblem etched on to their armor over the heart. For cavalry, this is a tan horse, and for infantry it is a bronze baboon. The infantry are known as "The Howlers," for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.

Fiend-knights are not undead, and have none of the weaknesses of such (cannot be turned, etc.). They are simply wholly controlled humans, created by a precursor of the malign rituals which brought the animus to Oerth. The unfeeling nature of these fiend-knights, their insensibility to pain, and their "programmed" nature, make them alien and feared by all. Other of Ivid's troops hate and fear them, and loathe having to serve with them.

Originally appeared in Ivid the Undying (1995 ).
 

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Good call. Updated.

For the fiend-knight, we could probably borrow some of the features of the half-fiend template, such as the ability score adjustments.

In a nutshell, it looks like a fiend-knight gains:
  • The outsider type
  • Immunity to sleep and mind-affecting spells and abilities (except those of their creator and maybe devils)
  • Boosts to most, if not all, ability scores

Since they are created by baatezu relics, I would disallow chaotic evil alignment for them.
 

Good call. Updated.

For the fiend-knight, we could probably borrow some of the features of the half-fiend template, such as the ability score adjustments.

In a nutshell, it looks like a fiend-knight gains:
  • The outsider type
  • Immunity to sleep and mind-affecting spells and abilities (except those of their creator and maybe devils)
  • Boosts to most, if not all, ability scores

Since they are created by baatezu relics, I would disallow chaotic evil alignment for them.

Yes, these aren't filling me with much excitement, they're basically just fighters.

They look more like the Fiendish template to me than the Half-Fiend.

What can we do to jazz them up, since they foot soldiers howl to strike fear in their foes, maybe a "Howling" special attack?

Perhaps an "infernal weapon" power so any weapon they wield becomes unholy and gains an enhancement bonus?

Oh, and we mustn't forget their immunity to low-level illusions.
 


Before we get too far into jazzing 'em up, I want to check out the Demonic Knight of Doom from Dragon #59 and the Knight Terror from Dragon #249 to keep them all distinct.
 

The former looks like a precursor to the fiend-knights...

Demonic Knights of Doom
FREQUENCY: Very rare
NO. APPEARING: Variable (see below)
ARMOR CLASS: Variable
MOVE: 12” on foot, 21” mounted (see below)
HIT DICE: 4-10 hit dice +
% IN LAIR: Nil
TREASURE TYPE: Varies (see below)
NO. OF ATTACKS: As level plus special
DAMAGE/ATTACK: Per weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Armor absorbs heat-based attacks
MAGIC RESISTANCE: Standard
INTELLIGENCE: Controlled, but exceptional
ALIGNMENT: Chaotic evil, neutral evil, or lawful evil
SIZE: L (6-7’)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These Knights appear as normal men with undistinguishable features, their faces hidden by visors. They always wear gold-plated armor — in defiance and mockery, it is said, of those aligned lawful good. They will appear mounted or on foot depending upon the type of unit they are leading, with that variability described below. These controlled servants of the OverKing and Xaene were created by the two wizards to marshal armies and to convert all whom they encounter, by the sword or by fear of death.

4th-5th level: These generally serve as captains of forces of from 100-200 lowerlevel soldiers. They use +1 swords. Their +1 chain mail absorbs 10% of the damage from any heat-based attack.

6th-7th level: These knights are greater captains, or colonels, in charge of contingents ranging from 200-500 men. They use +2 swords, and their +2 chain mail will absorb 15% of the damage from heat-based attacks.

8th-10th level: These are the generals of campaigns, leading armies of 1,000-4,000 men or more. They wear +3 plate and wield +2 two-handed swords. Their armor absorbs 20% of the damage from heat-based attacks. It is rumored that there are but five of these generals, and the toughest of the lot is a 10th-level knight who rides a horse that spits flame.

11th level and up: There are only two Marshals. The greater of the two serves the Northern and Eastern Provinces. He is armed with a sword of cold and +3 plate. He is said not to fear fire of any type. The lesser Marshal, serving the Southern and Western Provinces, is armed with a mace of disruption +4 and is armored in +3 plate. The latter Marshal is at this time much in the consul of the Holy Censor of Medegia. It is rumored that the Marshals can withstand all fires but dragon breath.

These knights all have scores of 15 or better in each ability. Though none of them has done open combat within the recent past, it is highly rumored that some of the generals and most definitely the Marshals have superhuman strengths and constitutions.

The makeup of any unit the knights are leading is detailed below. They always lead troops of veteran to elite status, and will always have a varying number of personal guards (5-15% of listed troop numbers) of levels 2nd through 4th. These retainers are said to be the handpicked troops of OverKing lrvid himself, which he entrusts to the knights to send on special missions of raiding, spying, etc.; thus, they gain +1 on all morale checks during such missions. They generally come armored as the type of unit they are assigned to, but the 4th-level retainers are typically bedecked with +1 weapons and armor.

Unit composition
35% cavalry, as follows:
10% light horse scouts with swords, spears, leather or studded leather armor, target shields.
15% medium horse with swords, lances, chain hauberks, kite shields.
10% heavy horse with lances, bastard swords, full plate or plate mail, kite shields.

50% infantry:
10% light skirmish type with assorted light swords, axes, maces, no shields.
20% medium foot with long swords, spears, maces, chain hauberk, no shields.
10% heavy foot with bastard swords, long spears, assorted pole arms, chain mail, and shields.
10% armored foot with halberds, pikes, assorted pole arms, full plate or plate mail, no shields.

15% Missile:
5% light archers with short bows, spears, short swords, leather jerkins.
3% light crossbowmen with light crossbows, short swords, axes, leather jerkins.
2% longbowmen with longbows, swords, leather armor.
5% horse archers with composite bows, swords, studded leather armor, target shields.

Some popular or notable units include the following:

Heavy Foot regiment: Symbol is a bronze baboon, and the mode (color) of dress is colored saffrons, chocolates, and bone white. This regiment is known as the “howlers” when they go into combat, for they howl and scream, causing many a non-battle-ready foreign unit to retreat in dismay.

Medium Horse regiment: Symbol is a tan horse, and dress is black and aquamarine. This unit is known for expertise with the javelin while either mounted or dismounted. Their nickname is the “bolters,” for they are hard to keep from charging into a fray once the battle has been joined.

Horse-Archer regiment: Symbol is two silver arrows crossed upon the colors of ebony and scarlet. These warriors are very accurate with their composite bows and are called the “pointers,” for they always lead the way on campaigns and skirmish missions.

Note: The assigning of these names, colors, etc. was made easy by the application and use of the Dungeon Masters Guide. Though a wealth of material dealing with the armies of the World of Greyhawk will be published in the future, there are always units from the Great Kingdom (or any land, for that matter) forming, reforming; or disbanding, so the want for new unit types, names, and colors along with the units’ distinctive features and/or capabilities are always needed and helpful to both the miniature collector or to those players and/or DMs who wish a more realistic tone to their assorted “paper” armies.

Originally appeared in Dragon Magazine #59 (1982).
 


Knight terrors are lawful evil, Wisdom-draining undead knights. Those might be a better heir to the "lawful evil death knight" mantel.

The fiend-knights aren't all super-elite. They range from low-level fighters up to champions. Thus, I don't want the template to grant too many over-the-top abilities.
 

I can go with that, then. Let's make these any evil (despite the diabolic relics -- maybe they're not strong enough to change the alignment away from chaotic?), mix the half-fiend and fiendish templates, and add just one or two small abilities. And make them have a few fighter levels as a prereq.
 

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