Converting monsters from Dragon magazine (Part Two)

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Sure, we can stick with what we've got.

Skills: 8

Feats: 2

Treasure: x
It has U, V, W, Z...

U:
10-80 gems: 90%
5-30 jewelry: 80%
Maps or Magic Items: 1 of each magic excluding potions & scrolls: 70%

V:
Maps or Magic Items: 2 of each magic excluding potions & scrolls: 85%

W:
5-30 1,000s of gold pieces: 60%
1-8 100s of platinum pieces: 15%
10-80 gems: 60%
5-40 jewelry: 50%
Maps or Magic Items: 1 map: 55%

X:
Maps or Magic Items: 1 misc. magic plus 1 potion: 60%

Advancement: x

A surchur is 9 to 10 feet tall and weighs x pounds.

Surchurs cannot speak, but understand Undercommon?
 

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Uhh, max Spot?

I'm thinking Power Attack for one feat. Maybe something "exotic" like Stand Still from the psionics section for the other.

Ummm, does that seem like standard treasure? Seems like a bit of a mess.

6-9 HD (Large), 10-20 HD (Huge)?

1000 lb?

Language looks good.
 



Wailing Wights

A few priests hired by Acererak to consecrate his new temple also found their unfortunate way into the mass grave of Acererak's treachery. In the fullness of time, two animated to form undead creatures whose abilities combine the ill attributes of wights and banshees; the screaming wail of these two former priests (hereafter referred to as wailing wights) has the power to temporarily drain life energy levels from living creatures within earshot!

A wailing wight can scream once every round--all who hear must make a save vs. spells or be drained of one experience level. Assuming a victim is still alive after an encounter with these creatures, the stolen levels return at a rate of one level per turn. The effects of the scream are cumulative, and those who are drained to 0 level are slain, doomed to rise again as a standard wight. Note that there are some similarities between wailing wights and what some arcane texts refer to as agarats; however, unlike agarats, the touch of a wailing wight inflicts permanent level drain in the same manner as a standard wight.

One of the two wailing wights constantly wanders the Undertomb, giving vent to its misery in a howl of pure pain; explorers have a 20% chance to encounter this wandering undead for every three turns they spend within the Undertomb. The other is always found at the side of Moghadam in his lair.

Wailing Wights (2): AC 0; MV 12; HD 8 + 6; hp 56,70; THAC0 12; #AT 1; Dmg 1d6; SA Touch causes permanent energy drain, scream causes temporary energy drain; SD Hit only by +2 or better magical weapons; immune to charm, hold, sleep, cold, poison and death magic, turns as special undead; SZ M (6' tall); ML Elite (14); Int Average (9); AL LE; XP 3,000.

Originally appeared in Dragon Magazine #249 (1998).
 


Good idea!

Something like this?

If the attack succeeds, the subject gains 1d4 negative levels.

Wail (Su): As a standard action, a wailing wight can unleash a screaming wail. All creatures within x feet that can hear the wailing must succeed on a DC X Fortitude save or gain 1 negative level. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). The save DC is Charisma-based.

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains one lost level per hour. Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from the wail don’t last long enough to do so.

An undead creature that hears the wail gains 1d4x5 temporary hit points for 1 hour.

And borrowing from the standard wight...

Create Spawn (Su): Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. Spawn are under the command of the wailing wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a wailing wight’s slam attack gain one negative level. The DC is x for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wailing wight gains 5 temporary hit points.
 

I don't think we should keep it 1d4 negative levels from the wail... but I do like it giving undead temporary HP.
 

Oops! That line was a leftover cut'n'paste remnant. It should be 1 negative level.

Compared to 2e wights, these have:
  • 4 more HD
  • 5 better AC
  • 1 higher damage die
  • Better plus weapon needed to hit

3e Wight ability scores: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15

Maybe boost Dex by 4, nat armor by 3, to account for the additional AC?

Int is the same, so I'd leave that and Wis unchanged. Maybe boost Cha a bit?

Raise slam damage to d6?

3e wights have no DR. How about adding 5/silver? Wights used to require a silver or magic weapon to hit them.
 


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