Converting Maztica and Horde monsters

BOZ said:
found it yet? ;)
I was too stubborn to stop and ask for directions, so it took awhile. ;)

Add "/x3" to the warhammer's damage on the attack lines.

CR 7 or 8? Not as good as a vrock at CR 9, but at least as good as a succubus at CR 7.

Usually chaotic evil sounds good.

LA: +4
+1 unbalanced ability scores
+2 natural armor (additional +1 due to 5 points beyond first 5)
+1 for breath weapon

A shimnus speaks Common and Giant. (?)

Suggested Skill Ranks: Bluff 12, Disguise 12, Intimidate 12, Jump 6, Knowledge (nature) 6, Knowledge (the planes) 6, Listen 9, Search 6, Sense Motive 6, Spot 9, Survival 6, Swim 6

Suggested Feats: Exotic Weapon Proficiency (shimnus pincers), Great Fortitude, Iron Will, Power Attack
 

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ok, here are the new stat blocks:

Shimnus (Greater Spirit)
Medium Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Full Attack: 2 claws +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +7 Will +9
Abilities: Str 21, Dex 12, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +11, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive

Shimnus – Huge Form
Huge Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+14
Attack: Claw +19 melee (4d6+13) or +1 pincers +20 melee (4d8+14) or +2 warhammer +21 melee (3d6+15/x3)
Full Attack: 2 claws +19 melee (4d6+13) or +1 pincers +20 melee (4d8+14) or +2 warhammer +21 melee (3d6+15/x3)
Space/Reach: 15 ft/15 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +5 Will +9
Abilities: Str 37, Dex 8, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +19, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive

Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
 

Huge form notes:

Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19

Grapple bonus should be +30.

I think all the attacks need to be incremented by 1, since it gained +8 from Str, -2 from size, for a total change of +6.

Swim should go up by 8.
 







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