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Converting Monsters from D&D Official Video Games

Shade

Monster Junkie
This thread will work just like BOZ's conversion threads. For a list of monsters to work from, see this list:

http://www.enworld.org/forums/showthread.php?t=73170

First up is the Bit O' Moander, from Curse of the Azure Bonds and Pools of Darkness, as requested by zeo_evil in another thread. This guy is a bit tricky, since unlike most of the monsters in the "Gold Box" games, his stats were not listed in the Adventure Journals.

For a picture of the Bit O' Moander:
http://wizard.ecohost.com/curse.htm

Here is what we do know:
-The Bit o' Moander is plantlike, for the wand of defoliation in CotAB damaged it the same as the shambling mounds.
-140 hp
-AC 0
-It has poison and ability to petrify victims.
-IIRC, it was 3x3 squares in the game, which would make it 15x15 and Huge in 3.5 terms.

Moander (The Darkbringer, the Jawed God, the Rotting God, the Great Dread God) was an ancient God of rot, corruption and decay, who enjoyed tormenting lesser beings and making them destroy that which they held most dear. The Darkbringer was known at various times throughout history as She, He and even It, and sought to control every aspect of it's worshipper's lives, viewing them only as puppets. It sought to corrupt and destroy all who would not bow down before it. Apparently Moander has been killed on it's own plane, but by whom is not really known.

From the FR Timeline:

75 Year of Clinging Death
Moander the Darkbringer hurls his forces and the "creeping evil" against the elven city of Tsornyl, blighting much of the surrounding woods. The magic of Moander twists all life, both follower and victim alike, into corrupt monsters, including deepspawn and shambling mounds. While the evil could not be destroyed, High Magic severed the creeping evil from Moander and imprisoned the corruption at Tsornyl (soon to be called the Darkwatch). This weakened the Darkbringer's presence in Toril, though it cost the lives of thirty-two elves, including two High Mages, to sever and bind the power.

171 Year of Unkind Weapons
The elves of Cormanthyr complete a two-year-long seige and running battle to destroy the sole surviving temple of Moander in the northern forest (at the site of modern Yulash). The elves raze the temple after slaying all of Moander's priests. The Coronal and sixteen of Cormanthyr's High Mages cast the binding High Magic that banishes the Jawed God from the Realms until it is freed by a nonborn child. From this time foward, Moander remains a lurking evil trapped beneath the ruins of his final temple.

Now, I could see us approaching this in several different ways.

1.) We could make it an Aspect of Moander (from the Miniatures Handbook).
2.) We could make it an Outsider with plantlike traits.
3.) We could make it an advanced shambling mound with additional properties.

Personally, I like option 2. What are your opinions?
 

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zeo_evil

First Post
Abomination of Moander
Huge Outsider (Chaotic, Evil)
Hit Dice: 24d8+192 (300 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 30 ft.
AC: 35 (+3 Dex, +24 Natural, -2 Size) touch 11, flat-footed 32
Base Attack/Grapple: +24/+39
Attack: Slam
Full Attack: 2 slams, bite
Space/Reach: 15 ft./15 ft.
Special Attacks:Constrict, improved grab
Special Qualities: Darkvision 120 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 20
Saves: Fort +22, Ref +17, Will +16
Abilities: Str 25, Dex 15, Con 27, Int 17, Wis 15, Cha 19


Constrict
Improved Grab
Immunity to Electricity

Big Shambling Mound. Start here?
 

Shade

Monster Junkie
Thanks for the suggestions! I lowered the HD a bit, to keep it closer to its orignal 140 hp. I kept the Dex low, as it seemed kind of lumbering. Any reason for recommending the burrow speed?

Here are the preliminary stats. I haven't played the game in several years, so I can't remember the details of its petrification and poison (online walkthroughs state that it can deliver both these affects), so correct me if I'm wrong on the delivery methods.

Bit o' Moander
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +15/+32
Attack: Slam +23 melee (2d8+9 plus poison)
Full Attack: 2 slams +23 melee (2d8+9 plus poison)
Space/Reach: 15 ft./15 ft
Special Attacks: Improved grab, constrict 2d8+13, petrifying gaze, poison
Special Qualities: Darkvision 120 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 20
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 29, Dex 10, Con 21, Int 17, Wis 15, Cha 19
Skills: Climb +27, Hide +14*, Intimidate +22, Jump +27, Listen +24, Knowledge (dungeoneering) +21, Knowledge (nature) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Move Silently +22, Spot +20, Survival +2 (+4 aboveground in natural environments, +4 underground, +4 on other planes), Swim +17
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pod (3-8)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment: -

Standing nearly 15 feet tall, this hulking green mass of slime, fungus and rotting vegetation has a vaguely humanoid shape. It reeks of decay.

Originally formed when the imprisoned god Moander attempted to return to the Material Plane via a gate opened by its high priestess Mogion, a bit o' Moander is a severed portion of the Rotting God. Although it contains but a fraction of the Jawed God's power, a bit o' Moander is still a formidable force of destruction.

A bit o' Moander is 15 feet tall and weighs 8,000 pounds.

A bit o' Moander speaks Common and Abyssal in a deep, gurgling voice, but rarely chooses to converse with other creatures.

COMBAT

A bit o' Moander batters or constricts its opponents with two huge, armlike appendages, while attempting to petrify foes with its deadly gaze.

Improved Grab (Ex): To use this ability, a bit o' Moander must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A bit o' Moander deals 2d8+13 points of damage with a successful grapple check.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 21 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Immunity to Electricity (Ex): A bit o' Moander takes no damage from electricity. Instead, any electricity attack used against a A bit o' Moander temporarily grants it 1d4 points of Constitution. The bit o' Moander loses these points at the rate of 1 per hour.

Skills: A bit o' Moander has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A bit o' Moander has a +4 racial bonus on Hide, Listen, and Move Silently checks. *It has a +12 racial bonus on Hide checks when in a swampy or forested area.

The bit o' Moander first appeared in the SSI computer game Curse of the Azure Bonds (1989), and later appeared in the SSI computer game Pools of Darkness, (1991).
 
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Shade

Monster Junkie
Further research reveals that there is a more powerful version, the Red Bit o' Moander, in the Pools of Darkness game. I vaguely remember these guys. Here is a quote from a walkthru: "The insta-death-by-poison, basically-immune-to-magic Red Bits o' Moander are also obnoxious)."

Should we make the red bits o' Moander next, and give them SR and stronger poison?
 

Shade

Monster Junkie
Updated the stats in the previous post. Research indicates that Moander's realm was the 223rd layer of the Abyss, hence the environment line and languages.

Any suggestions on the CR? I have it at 13, but it may be too low.
 




Shade

Monster Junkie
I may try to reinstall Pools of Darkness and see if I can learn more about the red bits o' moander. In the meantime, moving on...


From the Pools of Darkness Adventure Journal:

Pet of Kalistes
AC:-1 HD:13 Mv:18 Int: High Size: L
Align: CE THAC0/:7 Att:3 MR:85%
Dmg: 2d8/2d6/2d6 Spec Att: Poisonous bite, magic
Spec Def: Blink, immunities XP: 14000

These are highly intelligent spiders created by the Marilith Kalistes. She uses them as guards and messengers. Their bite is so poisonous that a target must save versus poison at -2 or die. They can see invisible objects and can cast the following spells once per day: Death spell, Disintegrate, Feeblemind, Fire Touch, Fire Shield and Charm Monsters. They are immune to poison, death effects and charm.



I pretty much finished this one awhile back, but I'm open to suggestions. Although it did not state that it was a demon, it seemed appropriate to make it one, similar to the bebelith.

Pet of Kalistes
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 13d8+104 (162 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 20 ft.
AC: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +13/+24
Attack: Bite +19 melee (2d6+7 plus poison)
Full Attack: Bite +19 melee (2d8+7 plus poison) and 2 claws +14 melee (2d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blink, damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, and poison, spell resistance 28, telepathy 100 ft.
Saves: Fort +16, Ref +9, Will +12
Abilities: Str 24, Dex 12, Con 26, Int 14, Wis 14, Cha 18
Skills: Bluff +20, Climb +15, Concentration +18, Diplomacy +20, Hide +17, Intimidate +20, Knowledge (the planes) +18, Listen +18, Move Silently +17, Sense Motive +18, Spellcraft +18, Spot +18
Feats: Ability Focus (poison), Improved Initiative, Improved Grapple, Iron Will, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 14–22 HD (Huge); 23–39 HD (Gargantuan)
Level Adjustment: -

This huge, purple spider's eyes gleam with a fiendish intellect.

These are highly intelligent spiders created by the marilith Kalistes. She uses them as guards and messengers.

A Pet of Kalistes has a legspan of more than 14 feet and weighs over 2,000 pounds.

A Pet of Kalistes speaks Abyssal.

COMBAT

A Pet of Kalistes usually activates its fire shield before entering combat, then relies on its formidable combat prowess to poison as many foes as possible. It saves its spell-like abilities for difficult opponents, targeting spellcasters with feeblemind.

A Pet of Kalistes’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 26, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: 1/day—charm monster (DC 18), disintegrate (DC 20), feeblemind (DC 19), fire shield, scorching ray. Caster level 13th. The save DCs are Charisma-based.

Blink (Su): A Pet of Kalistes can use blink as the spell (caster level 13th), and can evoke or end the effect as a free action.

See Invisibility (Su): A Pet of Kalistes continuously uses this ability, as the spell (caster level 13th).

Skills: A Pet of Kalistes has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +8 racial bonus on Hide checks.

The Pet of Kalistes first appeared in the SSI computer game Pools of Darkness, (1991).
 
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Shade

Monster Junkie
I'm not opposed to it, but is there a particular reason? They struck me as similar to bebeliths--demons, but not true tanar'ri.

If we do make 'em true tanar'ri, we'll need to add the summon tanar'ri ability. Any suggestions on what to summon?
 



Shade

Monster Junkie
I think I'm going to leave it as a non-tanar'ri, mainly because they were created by a marilith. Also, they struck me as serving a role similar to the yochlol, which also (at this time, at least) do not have the tanar'ri subtype.
 

Shade

Monster Junkie
Moving on, here's another resident of the marilith Kaliste's domain.

From the Pools of Darkness Adventure Journal:

Electric Spider
AC:4 HD:5 Mv:12 Int: Low Size: L
Align: CE THAC0/:15 Att:1 Dmg:2d4
Spec Att: Lightning breath
Spec Def: Immunity to electricity XP:650

Electric spiders can be found throughout Kalistes dimension. They can
breathe a lightning bolt similar to that of a blue dragon's. They
favor narrow confines where they can bounce their bolt through a
victim several times.


I'm thinking Magical Beast (Extraplanar) for these guys. Any thoughts?
 


Shade

Monster Junkie
Cool. Is there an Electricity subtype? I couldn't find one in the Types and Subtypes chapter of the MM.
 

Krishnath

First Post
Not officially, but the electricity and acid subtypes are the logical extention of the cold and fire subtypes.

Using this logic, a creature with the electricity subtype would have electricity immunity and acid vulnerability.

Does that make sense to anyone besides me?
 

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