Converting Monsters from D&D Official Video Games


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Proposed text:
These small blobs live in dark, subterranean places, and are composed of acidic goo. They are usually green, but darker varieties have been reported. Acid blobs are scavengers, and will consume anything except stone. However, they prefer organic matter, and will pursue living targets until death or lunch. Unlike many of its ilk, acid blobs do not move on the wall or ceiling; they just hop along the ground.

These small blobs are usually found in groups, since new acid blobs are created by separating from their host and then joining together. This is a purely instinctual occurrence since the blobs have no intelligence.
 





Elemental, Miniature
TYPE: Air Earth Fire Water
CLIMATE/TERRAIN: Any Land Any Land Any Land Any Water/
Shore
FREQUENCY: Uncommon Uncommon Uncommon Uncommon
ORGANIZATION: Pack Pack Pack Pack
ACTIVITY CYCLE: Any Any Any Any
DIET: Air Earth, Any Any
Metal, Com- Liquid
Gem bustible
INTELLIGENCE: Animal (1) Animal (1) Animal (1) Animal (1)
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
NO. APPEARING 2-12 2-8 2-12 3-18
ARMOR CLASS: 6 6 7 7
MOVEMENT: 14 6 12 10
HIT DICE: 1 1+3 1+2 1+1
THACØ: 19 19 19 19
NO. OF ATTACKS: 1 1 1 1
DAMAGE/ATTACK: 1-3 1-4 2-5 1-4
SPECIAL ATTACKS: Nil Nil Nil Nil
SPECIAL DEFENSES: See Below See Below See Below See Below
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: S (2’) S (2’) S (2’) S (2’)
MORALE: Average (10) Average (10) Average (10) Average (10)
EXP. POINT VALUE: 35 65 35 35

It is not known how miniature elementals came into existence. They used to be extremely rare, and were considered to be myth by most scholars, but recent reports of sightings and attacks by the elementals have increased. Some conjecture that they are small bits of larger elementals which broke free, and now roam of their own accord.

The miniature elementals are all less than two feet tall and look like their element. Fire
elementals are small moving balls of flame, air elementals are little whirlwinds, earth
elementals are moving rocks, and water elementals are bouncing blobs of cohesive water.

Whatever their origin, the miniature elementals have become a large nuisance in some areas. Although seldom powerful enough to kill an alert warrior, and not intelligent enough to plan
attacks against weak opponents, the elementals are not to be ignored. Often traveling in packs, they can be dangerous when surrounding a lone target. Rumors are also circulating about larger versions of the miniature water elemental attacking merchant ships, though this is yet to be confirmed.

As of the date of this writing, no mage has been able to purposely conjure a miniature
elemental. Perhaps they are too small to be grabbed from their respective elemental planes
by magical snares.

Combat: All miniature elementals attack by launching their body at their targets. In addition, earth elementals launch bits of stone at the target. None of them are powerful enough to cause any extra damage — for instance, a blow by the fire elemental does not require any saving throw to keep items from burning.

All of the elementals have special defenses against certain types of attacks. Water-based
spells do 1 point less of damage per die (minimum 1 point per die) against miniature water
elementals and fire-based spells have the same damage reduction against miniature fire elementals. Attacks by cutting weapons do one-half damage to miniature earth elementals and lastly, magical weapons (or spells) are needed to damage the miniature air elemental.

Source: Al-Qadim: Genie's Curse, p. 53.
 


Yep, and with those stats, the rest should be fairly easy.

They will all have slam attacks, and the earth variety will have a ranged attack.

The only major difference between them otherwise will be the Special Qualities.
Special Qualities (Air): DR 20/magic
Special Qualities (Earth): DR 10/piercing or bludgeoning
Special Qualities (Fire): Fire Resist 10 (or Immune to Fire...)
Special Qualities (Water): Water (Cold?) Resist 10 (or Immune to Water / Cold...)

Organization will be Pack (2-12) -- Air
Pack (2-8) -- Earth
Pack (2-12) -- Fire
Pack (3-18) -- Water
 

Downsizing the elementals yields the following pertinent stats:

Air Elemental
Str 6, Dex 19, Con 10, Int 4, Wis 11, Cha 11, slam 1d3

Earth Elemental
Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11, slam 1d4

Fire Elemental
Str 6, Dex 15, Con 10, Int 4, Wis 11, Cha 11, slam 1d3 plus 1d3 fire

Water Elemental
Str 10, Dex 12, Con 13, Int 4, Wis 11, Cha 11, slam 1d4

We also know that Int will be 1 for all of them.
 

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