Converting Monsters from D&D Official Video Games


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Let's do the vigilant next. This one is odd, because it is essentially only a floating eyeball. It had no attacks, but could cast haste on itself (mainly to get the boost of speed that 2E haste allowed) and would fly toward the party, but did no harm.

I'm thinking that we should make them the extracted eyeball of a beholder, and have them serve as scouts for those that use them. The main question that comes to mind: should we leave them as aberrations, or make them constructs or even undead?

Also, I think we should give them both haste and expeditious retreat, so they are closer to the 2E version of the spell.

Perhaps we could also give them either telepathy or an empathic link with their master and/or their allies. We could also give them sending or something similar to relay information as a spell-like ability.

Thoughts?
 

First their type: That is a though question, how do we want to make more of them? Undead is probably the best answer. Btw, did it have any attack forms?

Anyways, lets assume that they are undead, thus giving them a d12 HD.

Haste and Expedious Retreat sounds good.

Also, I would go with empathic link rather than telepathy.
 

No, they had no attack forms. I'm not even sure what sort of attack form we could give them (slam, perhaps?).

I like the idea of undead. Perhaps we could add some flavor text that beholder mages often use their extracted eyeballs to create vigilants to spy for them.

Empathic link it is, then.
 

I like those ideas.

Personally I would like Aberration, largely because I fancy the idea of a huge beholder city with lots of disgusting ocular alien-like lifeforms cruising all over the place... it has a certain Lovecraftian charm. But Undead isn't bad. Besides, tweaking stats for personal use isn't that hard. Undead it is.
 

Vigilant
Tiny Undead
Hit Dice: 7d12 (45 hp)
Initiative: +7
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 22 (+2 size, +3 Dex, +7 natural), touch 15, flat-footed 19
Base Attack/Grapple: +3/-9
Attack: Slam +1 melee (1d2-4)
Full Attack: Slam +1 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., empathic link, flight, spell-like abilities, swift flight
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 3, Dex 17, Con -, Int 7, Wis 12, Cha 11
Skills: Search +8, Listen +3, Spot +13
Feats: Alertness (B), Improved Initiative, Lightning Reflexes, Run
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 8-14 HD (Tiny); 15-21 HD (Small)
Level Adjustment: --

A large eyeball floats before you.

A vigilant is created by extracting the eye of a beholder and granting it unlife. They are used primarily as spies by beholder mages, necromancers, and evil clerics.

While they sometimes arise spontaneously, vigilants can be created by a caster of at least 12th level using the create undead spell.

Vigilants cannot speak.

Combat

Vigilants rarely attack, but when pressed, they can slam into opponents.

Empathic Link (Su): The vigilant has an empathic link with its creator out to a distance of up to 1 mile. The creator cannot see through the vigilant's eye, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the creator has the same connection to an item or place that the vigilant does.

Flight (Ex): A vigilant's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Spell-Like Abilities: At will—haste (self only). Caster level 5th.

Swift Flight (Sp): Once per hour, a vigilant may increase its fly speed by 30 feet. This functions exactly like the expeditious retreat spell, except it applies to its fly speed instead of its land speed. Caster level 5th.

The vigilant first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 
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The above stat block should get us started. Should it have all-around vision like most beholders? I'm thinking it should not, since it is a single eyeball.

In the game, its ability scores were Str 9, Dex 9, Con 9, Int 9, Wis 9, Cha 9. I think we should change them. Con is obviously gone, Str should be lower, Dex probably higher. Any suggestions?
 


Updated with the Krishnath suggested. However, I think the mental stats may be too low now. These critters seemed remotely intelligent in the game, and they do have a few minor spell-like abilities. How about raising it up to Int 7 and Cha 11, keeping Wis at 12?

Also, should we ditch all-around vision?
 

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