Converting Monsters from D&D Official Video Games

These guys aren't so dextrous, either, so I'd make them more melee mashers: power attack, cleave, and great cleave. Maybe substitute ability focus for great cleave.
 

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It looks like the hunting party is the clan:

The most common arrangement is the desert clan. This is a small group,
not usually more than six, excluding children, living as hunters and gatherers in the desert sands.

Updated in Homebrews.
 

Looking mostly done. Let's say 450lbs? I just have no judgment for these things, but I imagine these guys as being skinnier than ogres. For flavor:

This giant is roughly human in appearance and about the size of an ogre, though a bit thinner. Its most distinctive characteristic is its single bright blue eye.

The desert cyclops is a large, roughly human shaped giant with sandy-colored, sometimes rough, skin and a single large eye. While the dress and overall appearance of desert cyclops can vary a great deal, their eyes are almost always a light blue and quite striking.

Many humans hate and fear the desert cyclops because the cyclops's eye can be quite unnerving, as it seems to stare, unblinking, into an unguarded soul. As a result, few desert cyclops live among humans; they tend to keep to themselves in the desert.

One oddity is that desert cyclops like to flavor their food with sand, though it is unknown whether sand is a dietary requirement.

Combat: A desert cyclops prefers to enter melee as quickly as possible once it is committed to fighting. Usually it will attack with its fist or else with a large two-handed weapon.
 



Great. Next!

Acid Blob
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: None (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-8 (1)
ARMOR CLASS: 8
MOVEMENT: 5
HIT DICE: 2
THACØ: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S (2’-3’)
MORALE: (10)
EXP. POINT VALUE: 65

The acid blob is a small but potentially deadly creature living in unkempt underground areas.
Its name gives accurate description to the monster, a moving glob consisting of an acidic substance. The acid blob tends to be green, although darker colors have also been sighted. Unlike many of its ilk, the acid blob does not move on the wall or ceiling, it just hops along the ground.

Combat: The acid blob attacks by striking at prey with its body. The acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. Every non-magical metal weapon which touches the acid blob and every non-magical piece of metal armor which the acid blob hits must make a saving throw or be weakened. Any item failing to save has a 5% cumulative chance of breaking each time it is struck thereafter. For example, a sword which is being used against an acid blob that fails two saving throws has a 10% chance of breaking every time it is used. This corrosion has no effect on magical items.

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

Ecology: Acid blobs are dungeon scavengers, absorbing non-stone items they encounter
for whatever nutrients they require. While they can survive off of non-living materials, acid
blobs prefer living targets and will pursue them until death or lunch.

Source: Al-Qadim: Genie's Curse, p. 47.
 

I have a picture of a bowl of jello jumping around on a cave floor. :lol:

I'd say make this an ooze, aim for CR1 probably.

So the attack does 1d6 acid damage; should this be a touch attack or something else?

How do we want to handle the effect on metals? Does a certain amount of hit point damage to the item? Or does that lead to too much bookkeeping?
 

freyar said:
I have a picture of a bowl of jello jumping around on a cave floor. :lol:

I always thought a "jello mold" that combines the worst aspects of oozes and molds would be funny. :lol:

freyar said:
I'd say make this an ooze, aim for CR1 probably.

Agreed.

freyar said:
So the attack does 1d6 acid damage; should this be a touch attack or something else?

How do we want to handle the effect on metals? Does a certain amount of hit point damage to the item? Or does that lead to too much bookkeeping?

We can probably model both of these off some of the existing oozes...

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

The gray ooze's attack lines:

Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)

Since they reproduce by splitting, should we borrow this?

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
 

If we're going for CR 1, the ooze probably won't be big enough for Split (Ex); though I guess we could drop the minimum hit points to 5, or to be really mean, 2 or 1; one ooze becomes many tiny oozes.
 

I'd go with the gray ooze version for the acid, then. Maybe reduce the slam damage to 1d4+Str bonus?

Maybe allow splitting with 10hp or more, so only advanced acid blobs can split?
 

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