Converting Monsters from D&D Official Video Games


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Shade

Monster Junkie
I modified the physical ability scores a bit. Since they had more hit points than a standard beholder in the game, and since their poison will rely on Con for the DC, I raised Con. I also raised Dex since it seems to go along with the serpentine aspects, and lowered Str to even this out. Does this seem reasonable?

For feats, do we want to go with the beholder standards of Flyby Attack, Great Fortitude, Improved Initiative, and Iron Will?

Do we want to stick with the medusa's poison damage of 1d6 Str/2d6 Str, or do something different? If so, any suggestions?

I thought to go along with the usual theme of eye rays, we could have the snakes spit venom. Whaddya think?
 
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Krishnath

First Post
Abilities: Yes.
Feats: Yes.
Poison: Initial 1d6 Dex, secondary: Turn to stone permanently...
Spit Venom: Nah, not really needed.
 
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Shade

Monster Junkie
Updated.

For the gaze range, do we want to go with the standard of 30 feet, or something else (perhaps like the 150-foot range of the beholder's antimagic eye)?

Following this method we used earlier for beholderkin skills, I'd recommend: Hide 12, Knowledge (arcana) 5, Listen 7, Search 10, Spot 10, Survival 0.

That would give us modified scores of Hide +10, Knowledge (arcana) +6, Listen +11, Search +15, Spot +18, Survival +2 (+4 following tracks). Does that work?

Double standard treasure like a beholder?

CR 12? (It's not quite as versatile as the standard beholder at CR 13).
 



Shade

Monster Junkie
Next up is the sentinel. Here's what we know about it from the game:

Str 10, Dex 10, Con 10, Int 13, Wis 13, Cha 10
AC 2
40 HP
No resistances

No eye rays, but has monster summon I, II, and III, and animal summon I, II, and III.

As usual, we'll use Krishnath's suggested HD (5d8).

Here's the stat block:

Beholderkin, Sentinel
Small Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/-3
Attack: Bite +2 melee (2d4-2)
Full Attack: Bite +2 melee (2d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Summon creature
Special Qualities: All-around vision, darkvision 60 ft., flight
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 6, Dex 14, Con 16, Int 17, Wis 17, Cha 15
Skills: Concentration +11, Hide +14, Knowledge (arcana) +11, Listen +5, Search +15, Spot +17, Survival +3 (+5 following tracks)
Feats: Alertness (B), Augment Summoning, Spell Focus (Conjuration)
Environment: Cold hills and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

A 3-foot wide orb floats in midair. It bears a large central, and numerous smaller eyes dot its body. The smaller eyes vary in apperance, some seem like cats' eyes, others like those of reptiles, some like those of fish, and some of more alien origin.

Sentinels are mutant beholderkin created by Lycanth the Enlightented, a powerful wizard in the service of the dragon Abazigal. Because sentinels are created via experimentation on standard beholderkin, true beholders and their kin will attack them on sight.

A sentinel is a 3-foot wide orb dominated by a central eye. Numerous smaller eyes cover its body, each appearing to have come from a different species of creature. Unlike many beholderkin, its central eye serves no special function.

Sentinels speak the language of Beholders, Common, Abyssal and Infernal.

Combat

Sentinels generally prefer to summon creatures to do their fighting for them, staying back and playing the role of commander and tactician. They use their bite attacks only as a last resort.

Summon Creature (Sp): Once per round, a sentinel can summon any creature on the summon monster III or summon nature's ally III lists with automatic success. Alternatively, the sentinel may summon 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind. Summoned creatures may appear anywhere within 60 feet of the sentinel. This ability is the equivalent of a 3rd-level spell.

All-Around Vision (Ex): Sentinels are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): A sentinel'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.

The sentinel first appeared in the Black Isle computer game Baldurs Gate II: Throne of Bhaal, (2001).
 
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Shade

Monster Junkie
Questions:

Do we want to make them similar in form to normal beholderkin (central eye, stalks) or just a floating eyeball like they were in the game?

Obviously, we'll give them summon monster I-III and summon nature's ally I-III. However, do we want these to be spell-like abilities or eye rays of some sort.

Should they have all-around vision?

Since these guys are completely summoning-reliant, I'm thinking it should have Augment Summoning as one of feats. Should it replace Improved Initiative or Iron Will? Also, it needs higher Cha than it had in the game. At least 13 (what it normally takes to cast summon monster/ally III). Any suggestions?
 

Krishnath

First Post
I don't think the summoning spells would work as rays, I suggest simply to make the summoned creatures appear within 60' of the beholder-kin. As for how they should look, I suggest we go with the standard beholder look. Central body, one eye, a number of eyestalks. Perhaps giving it some slight variation, dropping the stalks for eyes placed randomly on it's body perhaps?
All around vision is almost a must for beholder-kin.
As for Augment Summoning, one of the prereqs for the feat is Spell-focus: Conjuration, so dropping both Improved Initiative and Iron will is a must to acomodate the two other feats.
 

Shade

Monster Junkie
Krishnath said:
I don't think the summoning spells would work as rays, I suggest simply to make the summoned creatures appear within 60' of the beholder-kin.
OK, I'll try to work something up.

Krishnath said:
As for how they should look, I suggest we go with the standard beholder look. Central body, one eye, a number of eyestalks. Perhaps giving it some slight variation, dropping the stalks for eyes placed randomly on it's body perhaps?
Oooh, I like that idea! :cool: How about the eyes all be of different creatures, to represent the variety of creatures it can summon?

Krishnath said:
All around vision is almost a must for beholder-kin.
I'll add it.

Krishnath said:
As for Augment Summoning, one of the prereqs for the feat is Spell-focus: Conjuration, so dropping both Improved Initiative and Iron will is a must to acomodate the two other feats.
Good catch! That takes care of the feats.

For ability scores, how about: Str 6, Dex 14, Con 16, Int 17, Wis 17, Cha 15? (This is based off the gauth, sized down to Small).
 

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