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Converting monsters from Dragon magazine (Part Two)

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Here's the "one of these things is not like the other" leftover undine we decided to rename "ondine" to avoid confusion.

UNDINE
FREQUENCY: Very rare (uncommon on Elemental Plane of Water)
NO. APPEARING: 2-20
ARMOR CLASS: 6
MOVE: //12.
HIT DICE: 2
% IN LAIR: 80%
TREASURE TYPE: P, R, any two magic
items (20%)
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Rapid drowning, paralysis
SPECIAL DEFENSES: Invisible in water, plane shift
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: S(3. long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/163 + 2/hp

These creatures come from the Elemental Plane of Water. Like water weirds, they enjoy drowning their victims; it is also believed that they survive by draining the lifeforce of their victims. In appearance, undines are similar to miniature merwomen; they have a single, scaled, lateral tail (much like that of a dolphin) which is connected to a humanoid upper body.

Their lairs are simply areas of water which they use as a base for traveling between planes, This area is found along a well-traveled route, populated seacoast, or any other area which offers a great number of potential victims. As a result, many bodies often litter the floor of the lake, river, or ocean that they inhabit.

Undines have the ability to charm monsters as per the spell, usable once per day. By doing so, undines can command larger sea creatures (whales, giant squids, or octopi) to do their bidding. Undines use these larger creatures to destroy ships or whisk sailors from decks. Once in the water, these sailors are then attacked by the undines, who attempt to slay them. During this time, the other creatures do not attack as the undine must kill the victim themselves in order to consume their lifeforce. An (invisible) undine grasps a person on a successful to-hit roll, which causes the victim to save vs. paralysis or become completely paralyzed. The victim drowns in 1-2 rounds, even if able to take a deep breath before going under. Undines are not strong, so a mobile character can easily escape from one’s clutches.

Undines are naturally invisible in water, even if attacking. If an undine is losing a battle, the creature flees for its lair. Characters attempting to locate an undine must use magical means (spells or devices) to do so. In extreme cases, as when the undine’s death is the probable outcome of combat, this creature may use its ability to transport itself back to the Elemental Plane of Water if no other means of escape is available. This plane shift ability works once per year, so they are reluctant to use it.

Originally appeared in Dragon Magazine #116 (1986).
 


Indeed. Paralysis by touch rather than by gaze, but the other mechanic should probably port over nicely.

So to get these things going, lets look at ability scores. We know Int is Low (5-7). The flavor text notes they aren't strong, so low Str. Dex is probably decent, based on their AC, and the fact that they will most likely rely on a touch attack. Cha should be good for their reliance on SLAs. Con appears average.
 

These creatures are similar to nereids, which have the following ability scores:

Str 9 Dex 17 Con 12 Int 13 Wis 12 Cha 16

It's also worth noting that nereids are fey.
 

I like these being Outsider (water) or Elemental, actually. Tritons are Outsider (Water) and give me a similar vibe.
 

I also think Monstrous Humanoid (extraplanar) or even Magical Beast (extraplanar) could work. But I'm inclined to go with Outsider (Water). I like the idea of fey, but I think the tie to the Elemental Plane of Water rules that out.
 

I like Outsider, as I too got the triton vibe.

The nereid physical scores should be a good start. Since these are Small, they should be weaker. Since their AC translates to 14, and they get a +1 for Small size, I think the nereid's Dex of 17 works perfectly. :cool:

How about Str 7, Dex 17, Con 10, Int 5, Wis 12, Cha 16?
 

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