Converting Greyhawk monsters

What the heck, why don't we start with one at 4HD and show it advanced at 8, 12, and 16 HD?

I can go along with that, since Shade seems to have done most of the work already.

Aiiieee! Ninja strike! :eek: :p

Don't be silly, they're clearly fighters. ;)

So what equipment budget do we have for each sample? Since they have Infernal Armament we don't need to spend much of it on weapons, so we can give them some neat armour and miscellaneous magic.
 

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I can go along with that, since Shade seems to have done most of the work already.

Oh, sure. After I've done a 13th-level sample. :p

So what equipment budget do we have for each sample? Since they have Infernal Armament we don't need to spend much of it on weapons, so we can give them some neat armour and miscellaneous magic.

4th = 3,300 gp NPC gear
8th = 9,400 gp NPC gear
12th = 27,000 gp NPC gear
 

Revised...

4th-level Human Fighter
Medium Humanoid
Hit Dice: 4d10+8 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 10, flat-footed 11
Base Attack/Grapple: +4/+7
Attack: Weapon +7 melee (xdx+3) or weapon +5 ranged (xdx)
Full Attack: Weapon +7 (xdx+3) or weapon +5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: x
Special Qualities: x
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Skills: 21 ranks
Feats: 2 plus 3 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 4
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level

8th-level Human Fighter
Medium Humanoid
Hit Dice: 8d10+16 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 10, flat-footed 12
Base Attack/Grapple: +8/+11
Attack: Weapon +11 melee (xdx+3) or weapon +10 ranged (xdx)
Full Attack: Weapon +11/+6 melee (xdx+3) or weapon +10/+5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: x
Special Qualities: x
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Skills: 33 ranks
Feats: 3 plus 5 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 8
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level

12th-level Human Fighter
Medium Humanoid
Hit Dice: 12d10+24 (90 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 10, flat-footed 12
Base Attack/Grapple: +12/+15
Attack: Weapon +15 melee (xdx+3) or weapon +14 ranged (xdx)
Full Attack: Weapon +15/+10/+5 melee (xdx+3) or weapon +14/+9/+4 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: x
Special Qualities: x
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Skills: 45 ranks
Feats: 5 plus 7 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 12
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level

16th-level Human Fighter
Medium Humanoid
Hit Dice: 16d10+48 (136 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 10, flat-footed 12
Base Attack/Grapple: +16/+20
Attack: Weapon +20 melee (xdx+4) or weapon +18 ranged (xdx)
Full Attack: Weapon +20/+15/+10/+5 melee (xdx+4) or weapon +18/+13/+8/+3 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: x
Special Qualities: x
Saves: Fort +12, Ref +7, Will +4
Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Skills: 57 ranks
Feats: 6 plus 9 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 16
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Str boosted at 16th level
 

Applying the template...

Fiend Knight Captain, 4th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 10, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Weapon +9 melee (xdx+5) or weapon +6 ranged (xdx)
Full Attack: Weapon +9 (xdx+5) or weapon +6 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+1)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 5
Saves: Fort +7, Ref +3, Will +0
Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 16
Skills: 21 ranks (Intimidate +4)
Feats: 2 plus 3 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 4+x
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0+x

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level

Fiend Knight Colonel, 8th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 8d10+24 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 10, flat-footed 13
Base Attack/Grapple: +8/+13
Attack: Weapon +13 melee (xdx+5) or weapon +11 ranged (xdx)
Full Attack: Weapon +13/+8 melee (xdx+5) or weapon +11/+6 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 10
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14
Skills: 33 ranks (Intimidate +4)
Feats: 3 plus 5 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 8+x
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0+x

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level

Fiend Knight General, 12th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 12d10+36 (102 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 10, flat-footed 13
Base Attack/Grapple: +12/+17
Attack: Weapon +17 melee (xdx+5) or weapon +15 ranged (xdx)
Full Attack: Weapon +17/+12/+7 melee (xdx+5) or weapon +15/+10/+5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2 unholy)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 15
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 12, Wis 8, Cha 16
Skills: 45 ranks (Intimidate +4)
Feats: 5 plus 7 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 12+x
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0+x

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level

Fiend Knight Marshal, 16th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 16d10+64 (152 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 10, flat-footed 13
Base Attack/Grapple: +16/+22
Attack: Weapon +22 melee (xdx+6) or weapon +19 ranged (xdx)
Full Attack: Weapon +22/+17/+12/+7 melee (xdx+6) or weapon +19/+14/+9/+4 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+3 unholy wounding)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 20
Saves: Fort +13, Ref +8, Will +4
Abilities: Str 22, Dex 16, Con 16, Int 12, Wis 8, Cha 16
Skills: 57 ranks (Intimidate +4)
Feats: 6 plus 9 fighter bonus feats and 1 human bonus feat
Environment: x
Organization: x
Challenge Rating: 16+x
Treasure: x
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0+x

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Str boosted at 16th level
 
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As far as other gear...

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.

+1 chainmail

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.

+2 chainmail

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.

+3 plate

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.

+3 plate
+4 mace of disruption and/or +1 frost/icy burst sword

Blend that with this...

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.

...I suggest...

4th: +1 chainmail (1,250 gp), masterwork composite longbow (+5 Str bonus)(900 gp), masterwork greatsword (350 gp). Total: 2,500/4,300 gp*
8th: +2 chainmail (4,000 gp), +1 composite longbow (+5 Str bonus)(2,900 gp), masterwork greatsword (350 gp). Total: 7,250/12,000 gp*
12th: +3 plate (9,000 gp), +1 composite longbow (+5 Str bonus)(2,900 gp), masterwork greatsword (350 gp). Total: 12,250/35,000 gp*
16th: Demon armor (52,260 gp), +1 composite longbow (+6 Str bonus)(3,000 gp), +1 icy burst greatsword (18,350 gp), +1 heavy mace of disruption (18,312 gp): Total: 91,922/170,000 gp*

*The total available gear value assumes a +1 CR adjustment from the template.

Other items to consider:
Masterwork lance
Frost property on the mid-level knights' weapons
 

That looks a good start.

4th: +1 chainmail (1,250 gp), masterwork composite longbow (+5 Str bonus)(900 gp), masterwork greatsword (350 gp). Total: 2,500/4,300 gp*

1,800 gold to spend.

+1 cloak of resistance (1000 gp)

Some potions?
2nd level (300 gp)
barkskin (+2), bull's strength?, blur?, boar's endurance?, protection from arrows? (10/magic), shield of faith (+3)
Four 1st level (50 gp)?
shield of faith (+2), cure light wounds

How about:
2*300 gp: bull's strength, protection from arrows (10/magic)
4*50 gp: shield of faith (+2), cure light wounds (x2), tanglefoot bag
1000gp: +1 cloak of resistance

Hold on. What's the point of giving them a masterwork greatsword if their Unholy Armaments gives all their weapons an enhancement bonus? Might as well cut the masterwork and spend the 300 gold on another 2nd level potion

8th: +2 chainmail (4,000 gp), +1 composite longbow (+5 Str bonus)(2,900 gp), masterwork greatsword (350 gp). Total: 7,250/12,000 gp*

4,750 gp to spend.

light fortification on the armour? (3000 gp) plus +1 cloak or resistance (1000 gp) and potion of keen edge (750 gp)? Swap masterwork for a potion of blur (300 gp)?

12th: +3 plate (9,000 gp), +1 composite longbow (+5 Str bonus)(2,900 gp), masterwork greatsword (350 gp). Total: 12,250/35,000 gp*

Plenty to spend on here! 22,750 gp left, 23,050 gp if we cut the masterwork.

frost on the weapons? Some stat and save boosting items?

16th: Demon armor (52,260 gp), +1 composite longbow (+6 Str bonus)(3,000 gp), +1 icy burst greatsword (18,350 gp), +1 heavy mace of disruption (18,312 gp): Total: 91,922/170,000 gp*

78,078 gp remaining.

Should have enough for an interesting magic item after the Obligatory stat and save boosters.
 

Hold on. What's the point of giving them a masterwork greatsword if their Unholy Armaments gives all their weapons an enhancement bonus? Might as well cut the masterwork and spend the 300 gold on another 2nd level potion

Yeah, good point. We can reallocate those funds.

The rest looks pretty good. Maybe a greater horn of blasting for the marshal?
 

Yeah, good point. We can reallocate those funds.

The rest looks pretty good. Maybe a greater horn of blasting for the marshal?

That's 70,000 gp, which will use up almost all its spare cash, and I fancied using at least half of it on boosters to toughen up his AC, saves and abilities.

I was thinking more something around 30k, like a robe of scintillating colors or obsidian steed.
 

Good point. We could always go with a lesser horn.

I thought we were giving them undead steeds? In that case, the obsidian steed is probably not the best choice. The robe of scintillating colors could work, although a cloak of minor displacement is cheaper and may serve him better.
 

Go with minor displacement, seems thematically more appropriate. I'd agree on the undead steed. What boosters do we want?
 

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