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Converting monsters from Dragon magazine

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Updated. I believe we're finished now.

I'll post the next one, but if anyone else feels the mapmaker's stick needs more work, feel free to comment on it.

Ankou
CLIMATE/TERRAIN: Any inhabited area
FREQUENCY: Very rare (Rare)
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Low (5-7)
TREASURE TYPE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type (doubled)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Never surprised; detects hidden or invisible beings within 60’
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Champion (15-16)
XP VALUE: 975

The ankou is an undead creature who was a miserly farmer or peasant in life, a person so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them. When death claims such a person, his soul sometimes returns as an ankou, roaming the countryside in search of other victims to collect.

An ankou appears quite ordinary at a distance, seeming to be a poor farmer on the road late at night, perhaps returning from a market town. It wears typical rural clothing: ragged shoes or boots; worn, patched and dusty work clothes; and sometimes a broad-brimmed work hat set to cover its eyes. Closer inspection reveals it as an emaciated old man, with parched lips and with skin pulled tightly across the face and body. Three things upset this picture. First, an ankou is usually armed with a farmer’s scythe (50%), a long sword that it carries without a scabbard (20%), or a large club (20%); it is unarmed 10% of the time. Second, as an ankou takes its slow; stiff and deliberate steps forward, its head never ceases to turn from side to side, its glowing, flame-red eyes scanning the land to either side looking for prey. Third, the ankou is always followed by an apparently sourceless, wooden creaking sound. This is a product of an invisible cart pulled by an equally invisible ox or horse that is even more emaciated than the ankou. The purpose of the cart (a gift of some netherworld god of evil) is to carry away the bodies of the ankou’s victims, leaving behind nothing to mark its victims’ last struggles. Sometimes the sound of the cart can be heard minutes before the ankou appears, apparently stepping out of the lengthening shadows of dusk or merely approaching along a darkened road.

Combat: The ankou is not particular about whom it kills, but it is more likely to be encountered by solitary travelers than by groups (treat the ankou as if it were only “rare” on such occasions). It has excellent senses of hearing and sight, so it can detect anyone in hiding and cannot be surprised. Even with this ability, it will still attack only those who are accessible. The ankou cannot cross open water or flame, though rough ground slows neither itself nor its beast-drawn cart.

In combat the ankou usually fights with a weapon, doing double damage on all hits (2-16 hp damage with a sword, club, or scythe) because of its great strength and carefully aimed attacks. As it is as slow as a zombie, it gets only one attack per round and always strikes last. If unarmed, an ankou attacks by grabbing at its opponent and attempting to wrap its thin arms around the victim’s chest to crush him. The ankou needs to make a single to-hit roll; if it succeeds, the ankou has caught the victim in a bear hug of fantastic strength, its fingers locking together with startling power. Every round thereafter, the ankou does damage equal to the victim’s armor class (armor type and magical bonuses apply, but shield and dexterity bonuses do not, for the purposes of this calculation). Victims with armor classes of 1 or less take no damage. The hugged victim may attack the ankou with a one-handed melee weapon at - 2 to hit; he may instead elect to attempt to break the ankou’s hold, which can be done if he makes a successful bend bars/lift gates strength roll (one attempt per round allowed with no limit to the number of attempts).

Being undead, the ankou is unaffected by spells involving sleep, hold, charm, or cold of any sort, and its excellent senses negate the effects of many illusions (giving it a bonus of + 3 on saving throws vs. illusions). It can be turned by good clerics (or caused to ignore evil ones) as if it were a spectre. The touch of holy water instantly causes it and its cart to return to the nether realms of Tartarus without the possibility of a saving throw.

The invisible cart and beast of burden can be directly attacked only by casting a dispel evil or exorcise spell upon them, which will instantly destroy them (though they will re-form on the following night if the ankou still exists). Weapon blows and magical effects are ineffective against them.

Habitat/Society: The ankou is a very slow and patient creature with the ceaseless endurance of the undead. If an ankou’s victim escapes alive, it will follow him at its slow, plodding pace for the rest of the night, until it either catches and dispassionately kills him, or until the first light of dawn intrudes, banishing the ankou back to Tartarus until the next dusk. It has no memory to speak of and so will not resume its pursuit the next night out of any spite. But if the ankou encounters the same traveler on some subsequent night, it will attack him normally, as if the first encounter had never occurred.

Ecology: The ankou is probably the undead that contributes the least to the ecology of a world. As with others of its ilk, it neither eats nor can be safely eaten by Prime Material plane dwellers. But unlike other undead, it does not leave even the lifeless bodies of its victims behind to be eaten or picked through for treasures. All that remains after an ankou’s attack are a line of the victim’s footprints that end at the point where the victim was waylaid by the driver of an ox or horse-pulled cart, and the wheel ruts that continue down the road, fading to nothingness.

Originally appeared in Dragon Magazine #162 (1990).
 

I'm not sure why these rods have the +1 light mace bit since they are touch attacks, but that's ok too. I'm happy with it.

These ankou look kind of fun, lots of nice bits to them.
 

SPECIAL DEFENSES: Never surprised; detects hidden or invisible beings within 60’

Combat: The ankou is not particular about whom it kills, but it is more likely to be encountered by solitary travelers than by groups (treat the ankou as if it were only “rare” on such occasions). It has excellent senses of hearing and sight, so it can detect anyone in hiding and cannot be surprised. Even with this ability, it will still attack only those who are accessible.

Blindsight 60 feet?

The ankou cannot cross open water or flame, though rough ground slows neither itself nor its beast-drawn cart.

The first part resembles vampire weaknesses.

All-terrain movement like the roller sheen?

In combat the ankou usually fights with a weapon, doing double damage on all hits (2-16 hp damage with a sword, club, or scythe) because of its great strength and carefully aimed attacks.

We'll need to give it a decent Str score. Improved Critical as a bonus feat with its scythe?

NO. OF ATTACKS: 2

As it is as slow as a zombie, it gets only one attack per round and always strikes last.

Nice contradiction there. :confused:

Single Actions only like a zombie?

If unarmed, an ankou attacks by grabbing at its opponent and attempting to wrap its thin arms around the victim’s chest to crush him. The ankou needs to make a single to-hit roll; if it succeeds, the ankou has caught the victim in a bear hug of fantastic strength, its fingers locking together with startling power. Every round thereafter, the ankou does damage equal to the victim’s armor class (armor type and magical bonuses apply, but shield and dexterity bonuses do not, for the purposes of this calculation). Victims with armor classes of 1 or less take no damage. The hugged victim may attack the ankou with a one-handed melee weapon at - 2 to hit; he may instead elect to attempt to break the ankou’s hold, which can be done if he makes a successful bend bars/lift gates strength roll (one attempt per round allowed with no limit to the number of attempts).

Improved grab/constrict?

Being undead, the ankou is unaffected by spells involving sleep, hold, charm, or cold of any sort, and its excellent senses negate the effects of many illusions (giving it a bonus of + 3 on saving throws vs. illusions).

Does blindsight help with illusions?

It can be turned by good clerics (or caused to ignore evil ones) as if it were a spectre.

Spectres have +2 turn resistance.

The touch of holy water instantly causes it and its cart to return to the nether realms of Tartarus without the possibility of a saving throw.

Str 20, Dex 8, Con -, Int 7, Wis 12, Cha 17?
 

Yes to about all of that.

I'm undecided about the single actions and will let you know. ;)

I think blindsight would make it essentially immune to visual illusions but nothing else. That's an ok tradeoff for me, but we could go with a save bonus vs illusions if everyone else wants.

I kind of like the idea of making them extraplanar and having them treat holy water like banishment or something.
 


How's this?

Mapmaker’s Stick: This magic rod has a glowing point. It can etch any substance, including flesh. A mapmaker's stick acts as a +1 light mace that deals 1d4 points of damage to anything it touches, ignoring hardness and damage reduction of all kinds. If used as a weapon, it requires a melee touch attack. Marks left behind by a mapmaker's stick may be removed with an erase spell. Healing spells restore the damage, but do not remove the marks. A mapmaker's stick only functions for creatures with the Chaotic subtype (or those who succeed on a Use Magic Device check to emulate the Chaotic subtype).

Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, arcane mark, erase, creator must have the Chaotic subtype; Price 5,000 gp.

That looks good, except I'd add a bit saying you don't add your Strength bonus to damage. E.g.:
Mapmaker’s Stick: This magic rod has a glowing point. It can etch any substance, including flesh. A mapmaker's stick acts as a +1 light mace that deals 1d4 points of damage to anything it touches, ignoring hardness and damage reduction of all kinds. If used as a weapon, it requires a melee touch attack and the wielder does not add their Strength bonus to the damage. Marks left behind by a mapmaker's stick may be removed with an erase spell. Healing spells restore the damage, but do not remove the marks. A mapmaker's stick only functions for creatures with the Chaotic subtype (or those who succeed on a Use Magic Device check to emulate the Chaotic subtype).

Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, arcane mark, erase, creator must have the Chaotic subtype; Price 5,000 gp.
Apart from that quibble, I think we're good to go.

EDIT: I've just read freyar's post and realized the mapmaker should get a +1 attack bonus with its stick if it acts like a +1 magical weapon, giving it +13/+8 melee instead of +12/+7.

I'm not sure why these rods have the +1 light mace bit since they are touch attacks, but that's ok too. I'm happy with it.
 
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Blindsight 60 feet?

I agree to blindsight, but I'd be tempted to drop the range to 30 feet or so, even though the original "detects hidden or invisible beings within 60 feet".

All-terrain movement like the roller sheen?

Sure, why not.

We'll need to give it a decent Str score. Improved Critical as a bonus feat with its scythe?

I'd give it a high Strength and weapon damage a size larger than usual. Either give it that extraordinary ability some munchkin PC races have to wield oversized weapons (I forget what its called) or give it a supernatural ability that (nonmagical?) weapons it wields are treated as a size larger.

Single Actions only like a zombie?

No, I'll vote for standard actions.

Improved grab/constrict?

Definitely.

Str 20, Dex 8, Con -, Int 7, Wis 12, Cha 17?

I'd swap the Wisdom and Charisma around, since this thing has such keen senses, isn't described as being very social and lacks spell-like attacks.

So, Str 20, Dex 8, Con -, Int 7, Wis 17, Cha 12?
 

I'd like to keep the high Cha, but I'm willing to duplicate the 17 in Wis. :)

I see no reason to reduce the blindsight range, since the original had 60-foot range. It's not like it benefits greatly due to ranged attacks or whatnot.

Added to Homebrews.

Also, fixed Mapmaker.
 

Let's keep blindsight 60 ft. Going with the Dex penalty makes the most sense.

1d8+Str for constrict?

Shall we work on the cart?
 

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