Converting monsters from Dragon magazine (Part Two)

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Shade

Monster Junkie
Sea Giant
FREQUENCY: Uncommon [Very rare]
NO APPEARING: 1-2
ARMOR CLASS: 6 or better
MOVE: 12"//30" [//30"]
HIT DICE: 12 [16-19]
% IN LAIR: 25% [10%]
TREASURE TYPE: E [E, Qxl00]
NO. OF ATTACKS: 1 fist or weapon [or tail smash]
DAMAGE/ATTACK: 5-30 [8-48] or by weapon type (see below) [or see below]
SPECIAL ATTACKS: Rending, hurling rocks for 2-20 hp damage [or spell use; psionics possible]
SPECIAL DEFENSES: Resistance to cold, pressure, and poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very [Exceptional]
ALIGNMENT Neutral good [Neutral]
SIZE: L (15' tall) [L (25' long or more)]
PSIONIC ABILITY Nil [See below]
Attack/Defense Modes: Nil [See below]
LEVEL/X.P. VALUE: VIII/4800 + 16/hp
[X/10,250 + 20/hp to 19,100 + 30/hp]

Note: Figures in [brackets] are for Type II sea giant.

The sea giant is an evolutionary offshoot of giantkind which returned to the sea and are adapted to a marine environment. The lesser form (Type I) is amphibious and spends part of its time on land, while the other form (Type II) spends its entire life in or upon the ocean.

The Type I sea giant can be found living in large coastal grottoes, on small islands or in small (for a giant) towers near deserted strands. (Such a tower will have a waterfilled tunnel or bore leading directly to the sea.) Of all the species of giantkind, this one is the most friendly toward humans and demi-humans. Amphibious sea giants are known to have rescued small fishing skiffs caught in storms and people in danger of drowning. Fishermen sometimes report seeing one of these giants swimming on or just below the surface of the sea.

Type I sea giants have skin color ranging from light green for those in tropical waters to light blue for those inhabiting polar regions. This giant has webbing between its fingers and toes, is as strong as a fire giant (22 strength) but taller and slimmer, and has little apparent body hair except for the top of its head. An amphibious sea giant is capable of deep dives (as far as 500') and long submersions (up to an hour) before needing to resurface for air.

The Type II sea giant has wholly adapted to life in the sea. A solitary being, the marine sea giant lives most of his life (possibly with a mate) in the depths of the ocean and rarely ventures near the surface. This giant possesses gills, but has also retained a pair of vestigial lungs which enable him to function on the ocean surface for up to an hour at a time.

The skin color of a marine sea giant varies from sea green to icy blue, with a mane of white hair crowning the head. The hands are webbed much like a duck's feet, but are able to grasp and hold objects. The lower half of the body is shaped like the tail of a whale, ending in a set of horizontal flukes. The giant can use this tail to strike at foes, doing damage of 2-12, 4-16, 4-24, or 5-30 hp depending on the giant's hit dice.

The marine sea giant has strength equivalent to a storm giant (24 strength) and is usually encountered when carrying a huge trident. For this reason, some individuals have mistaken the giant for Poseidon (or another similarly powerful sea-dwelling deity) and offered it treasure. Depending on his precise alignment (50% are inclined toward evil, 50% toward good), this giant will either accept such offerings and take advantage of the situation, or decline the treasure and inform the individuals of their mistake.

Sages speculate that the marine sea giant lives a nomadic existence, usually roaming the depths but sometimes dwelling temporarily in a great undersea cavern or in a castle constructed of stone, large sea shells, and the bones of sea monsters. If adventurers come upon such a castle, the jewel-treasure they find within it will be mostly composed of large pearls.

Sailors believe that the sighting of a marine sea giant foretells a coming storm; if the giant is looking toward the ship when seen, then the storm will take a life, but if he is facing away from the ship then the storm will be weathered without loss. This belief may have its foundation in the fact that the Type II sea giant has some innate spell-like abilities. The giant can perform the following feats, each twice per day and one per round: control weather, predict weather, control winds, weather summoning, animal summoning III (sea creatures only), and polymorph others (into some form of sea creature).

There is a 5% chance that any Type II sea giant will be psionic, with 140-190 ability points and randomly determined attack and defense modes. A psionic sea giant will have the following disciplines, all performed at the 12th level of mastery: animal telepathy, body weaponry, clairaudience, clairvoyance, and telepathy.

All sea giants have a natural armor class of 6 which they can augment. Amphibious sea giants may wear specially made armor of leather (improving AC by one or two places) and carry a shield; marine sea giants are often attired in armor made of giant shells or the hides of sea beasts (improving AC by two to five places) and often bear shields made from the shell of a dragon turtle or an archelon. Although they can do great damage with their fists, sea giants often carry weapons; either type may be found carrying trident and net, spear, or a form of heavy crossbow which is usable underwater -- all sized appropriately for use by giants, of course, and doing twice (for Type I) or three times (for Type II) the damage of a normal-sized weapon of the same sort.

If a sea giant attacks barehanded against a size L opponent and the 'to hit' roll is a natural 18 or higher, the giant has succeeded in grabbing his foe with both hands, and can do additional rending damage of 3-18 hp damage (for Type I) or 4-24 hp damage (for Type II) in the same round.

As a byproduct of their ability to withstand the cold and pressure of the ocean depths, sea giants take only one-half normal damage from cold-based attacks and the various Bigby's hand spells (save, when applicable, for one-quarter damage). They are unaffected by injected poisons of any sort, since the toxin is simply absorbed by the layer of insulating fat which protects their bodies. Both types of sea giant possess infravision (12" range) and a form of underwater sonar which they use for navigation and identification in the lightless depths, to a range of 600'.

Originally appeared in Dragon Magazine #101 (1985).
 

Shade

Monster Junkie
Sea Giant
FREQUENCY: Uncommon [Very rare]
NO APPEARING: 1-2
ARMOR CLASS: 6 or better
MOVE: 12"//30" [//30"]
HIT DICE: 12 [16-19]
% IN LAIR: 25% [10%]
TREASURE TYPE: E [E, Qxl00]
NO. OF ATTACKS: 1 fist or weapon [or tail smash]
DAMAGE/ATTACK: 5-30 [8-48] or by weapon type (see below) [or see below]
SPECIAL ATTACKS: Rending, hurling rocks for 2-20 hp damage [or spell use; psionics possible]
SPECIAL DEFENSES: Resistance to cold, pressure, and poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very [Exceptional]
ALIGNMENT Neutral good [Neutral]
SIZE: L (15' tall) [L (25' long or more)]
PSIONIC ABILITY Nil [See below]
Attack/Defense Modes: Nil [See below]
LEVEL/X.P. VALUE: VIII/4800 + 16/hp
[X/10,250 + 20/hp to 19,100 + 30/hp]

Note: Figures in [brackets] are for Type II sea giant.

The sea giant is an evolutionary offshoot of giantkind which returned to the sea and are adapted to a marine environment. The lesser form (Type I) is amphibious and spends part of its time on land, while the other form (Type II) spends its entire life in or upon the ocean.

The Type I sea giant can be found living in large coastal grottoes, on small islands or in small (for a giant) towers near deserted strands. (Such a tower will have a waterfilled tunnel or bore leading directly to the sea.) Of all the species of giantkind, this one is the most friendly toward humans and demi-humans. Amphibious sea giants are known to have rescued small fishing skiffs caught in storms and people in danger of drowning. Fishermen sometimes report seeing one of these giants swimming on or just below the surface of the sea.

Type I sea giants have skin color ranging from light green for those in tropical waters to light blue for those inhabiting polar regions. This giant has webbing between its fingers and toes, is as strong as a fire giant (22 strength) but taller and slimmer, and has little apparent body hair except for the top of its head. An amphibious sea giant is capable of deep dives (as far as 500') and long submersions (up to an hour) before needing to resurface for air.

The Type II sea giant has wholly adapted to life in the sea. A solitary being, the marine sea giant lives most of his life (possibly with a mate) in the depths of the ocean and rarely ventures near the surface. This giant possesses gills, but has also retained a pair of vestigial lungs which enable him to function on the ocean surface for up to an hour at a time.

The skin color of a marine sea giant varies from sea green to icy blue, with a mane of white hair crowning the head. The hands are webbed much like a duck's feet, but are able to grasp and hold objects. The lower half of the body is shaped like the tail of a whale, ending in a set of horizontal flukes. The giant can use this tail to strike at foes, doing damage of 2-12, 4-16, 4-24, or 5-30 hp depending on the giant's hit dice.

The marine sea giant has strength equivalent to a storm giant (24 strength) and is usually encountered when carrying a huge trident. For this reason, some individuals have mistaken the giant for Poseidon (or another similarly powerful sea-dwelling deity) and offered it treasure. Depending on his precise alignment (50% are inclined toward evil, 50% toward good), this giant will either accept such offerings and take advantage of the situation, or decline the treasure and inform the individuals of their mistake.

Sages speculate that the marine sea giant lives a nomadic existence, usually roaming the depths but sometimes dwelling temporarily in a great undersea cavern or in a castle constructed of stone, large sea shells, and the bones of sea monsters. If adventurers come upon such a castle, the jewel-treasure they find within it will be mostly composed of large pearls.

Sailors believe that the sighting of a marine sea giant foretells a coming storm; if the giant is looking toward the ship when seen, then the storm will take a life, but if he is facing away from the ship then the storm will be weathered without loss. This belief may have its foundation in the fact that the Type II sea giant has some innate spell-like abilities. The giant can perform the following feats, each twice per day and one per round: control weather, predict weather, control winds, weather summoning, animal summoning III (sea creatures only), and polymorph others (into some form of sea creature).

There is a 5% chance that any Type II sea giant will be psionic, with 140-190 ability points and randomly determined attack and defense modes. A psionic sea giant will have the following disciplines, all performed at the 12th level of mastery: animal telepathy, body weaponry, clairaudience, clairvoyance, and telepathy.

All sea giants have a natural armor class of 6 which they can augment. Amphibious sea giants may wear specially made armor of leather (improving AC by one or two places) and carry a shield; marine sea giants are often attired in armor made of giant shells or the hides of sea beasts (improving AC by two to five places) and often bear shields made from the shell of a dragon turtle or an archelon. Although they can do great damage with their fists, sea giants often carry weapons; either type may be found carrying trident and net, spear, or a form of heavy crossbow which is usable underwater -- all sized appropriately for use by giants, of course, and doing twice (for Type I) or three times (for Type II) the damage of a normal-sized weapon of the same sort.

If a sea giant attacks barehanded against a size L opponent and the 'to hit' roll is a natural 18 or higher, the giant has succeeded in grabbing his foe with both hands, and can do additional rending damage of 3-18 hp damage (for Type I) or 4-24 hp damage (for Type II) in the same round.

As a byproduct of their ability to withstand the cold and pressure of the ocean depths, sea giants take only one-half normal damage from cold-based attacks and the various Bigby's hand spells (save, when applicable, for one-quarter damage). They are unaffected by injected poisons of any sort, since the toxin is simply absorbed by the layer of insulating fat which protects their bodies. Both types of sea giant possess infravision (12" range) and a form of underwater sonar which they use for navigation and identification in the lightless depths, to a range of 600'.

Originally appeared in Dragon Magazine #101 (1985).
 

RavinRay

Explorer
From the name alone I guessed it might have similarities to the ocean giant in Monster Manual II, and the Type II giant does physically resemble it.
 

Shade

Monster Junkie
Indeed. I think they're different enough to warrant conversion, but we can definitely use the ocean giant for inspiration.
 

freyar

Extradimensional Explorer
Huh, do we want to do these as a single conversion (just do the type II with a note that there is a slightly weaker amphibious version) or two separate conversions?
 



Shade

Monster Junkie
Let's start with lesser (Type I).

It's as strong as a fire giant, but taller and slimmer. Int is Very (11-12).

Fire giant scores: Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Maybe Str 31, Dex 11, Con 19, Int 12, Wis 15, Cha 13?

All sea giants have a natural armor class of 6 which they can augment.

So +6 natural armor? A fire giant is +8 natural.
 

freyar

Extradimensional Explorer
Those abilities look good, and so does +6 natural armor.

Giant (aquatic) with amphibious SQ? Or
An amphibious sea giant is capable of deep dives (as far as 500') and long submersions (up to an hour) before needing to resurface for air.
just Giant with a good water breathing ability?
 

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