Converting monsters from Dragon magazine

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Challenge Rating: x

Treasure: x

Level Adjustment: +x

Mozgriken speak Gnome and Undercommon?

Challenge Rating 3?
They may be sneaky but aren't much good in a fight.

Treasure: None?
The original didn't have any wealth (presumably its Illithid masters kept all the goodies)

Level Adjustment: +5?
They've got a lot of exploitable abilities.

As for their languages I'd add Common to that list, since svirfneblins can speak that too.
 

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Gu’Armori
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -4
MOVE: 12.
HIT DICE: 1 hp (but attacks as 12 HD monster)
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: 2 fists or 2 sword blows
DAMAGE/ATTACK: 2-1 6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 5%
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (6. tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/5100

Gu’armori (singular: gu’armoru) are animated suits of armor constructed through the combined efforts of a magicuser of at least 16th level and a cleric of at least 11th level. The creation of a single gu’armoru requires the fabrication of a suit of adamantite-alloyed armor, the life energy of a fallen fighter of at least 12th level, and the casting of the following spells: animate dead, animate object, enchant an item, geas, magic jar, and raise dead. The exact procedure is performed according to a jealously guarded arcane ritual-only three written copies of the instructions are known to exist. The process takes at least four months to complete, at a cost of 35,000 gp for each gu’armoru.

Gu’armori may be encountered stationed at entrances, in treasure rooms, or in the company of their creators as personal guards. They will attack anyone who approaches within 30’ of the area or thing they have been instructed to guard, unless a special command word known only to the creators is spoken. They will never venture more than 90’ from that which they have been instructed to protect. The original purpose of the gu’armoru cannot be altered by any means, magical or otherwise, except by one or both of the creators.

The “life force” which powers a gu’armoru qualifies the creature to be classified as a special type of undead entity, and any cleric has a 2% -per-level chance of recognizing one as such. If recognition occurs, a cleric of 11th level or higher may (if he chooses to make the attempt) affect a gu’armoru by rolling a 20 on d20, thereby “turning” the energy-spark which animates the gu’armoru and resulting in the explosion of the armor, with effects as described below.

Gu’armori are formidable offensively, able to inflict 2-16 hp damage on a hit with either of their armored fists (some are outfitted with two-handed swords, but number of attacks and damage per attack are the same in either case), and are extremely difficult to hit in return. A successful physical attack requires a weapon of +3 power or better. Gu’armori are immune to mental attack forms, and are well shielded against other magical attacks. In addition to their 5% magic resistance, they are also allowed saving throws against all spells capable of causing physical damage or any sort of physical effect (such as a levitate spell), .including those against which a save is not normally allowed (such as magic missile) and those for which a saving throw normally only halves damage (such as dragon breath). In any case, a successful saving throw indicates that the gu’armoru suffered no damage or other adverse effect.

However, if a gu’armoru takes even 1 hit point of damage or is physically affected (i.e., moved) against its “will”, the result is spectacular and potentially deadly. This seemingly insignificant amount of “damage” disrupts the delicate balance of dweomers which maintain the gu’armoru, and it will instantly blow apart, sending shards of armor in all directions. Any characters or creatures within 5’ of the explosion automatically take 12 hp damage apiece, and anyone from 5’ + to 30’ away must save versus wands to avoid taking 2-12 hp damage.

Gu’armori may be found guarding any type of treasure, and on occasion may be “on guard” protecting nothing at all, their creators having died or been forced to abandon them without having a chance to alter their instructions.

Originally appeared in Dragon Magazine #101 (1985).
 

This doesn't seem a very effective guardian. All that effort by high-level characters and you get a creature with 1 hit point that explodes for a whole 12 points of damage.

We could either leave it as is but drastically reduce the Construction/Creation requirements to better match its limited effectiveness or boost its effectiveness in combat and top it off with a much, much nastier death throes.

Which would you prefer?
 

I agree. There's a kernel of a good creature in there, but it needs work.

However, if a gu’armoru takes even 1 hit point of damage or is physically affected (i.e., moved) against its “will”, the result is spectacular and potentially deadly. This seemingly insignificant amount of “damage” disrupts the delicate balance of dweomers which maintain the gu’armoru, and it will instantly blow apart, sending shards of armor in all directions.

I'd suggest we remove the "taking damage" portion of the above, leaving only spells that forcibly affect its movement and/or task to trigger the death throes.

In other words, give it immunity to magic, and make spells and effects like plane shift or a bar-lgura's abduction ability trigger the death throes.

Alternatively, we could have it explode upon taking damage, but reform the next round. Rinse and repeat. A bit like the old Harryhausen skeletons. :devil:

Regardless of the approach, I think they should have tomb-tainted characteristics and probably martial memories (fighter BAB and maybe some fighter bonus feats).
 

I agree. There's a kernel of a good creature in there, but it needs work.

I'd suggest we remove the "taking damage" portion of the above, leaving only spells that forcibly affect its movement and/or task to trigger the death throes.

In other words, give it immunity to magic, and make spells and effects like plane shift or a bar-lgura's abduction ability trigger the death throes.

Alternatively, we could have it explode upon taking damage, but reform the next round. Rinse and repeat. A bit like the old Harryhausen skeletons. :devil:

I would rather keep the "single explosion" bit but make it harder to achieve. Don't much care for immunity to magic for it.

Something like:

Explosive Instability (Ex): Whenever a gu'armori takes damage or fails a saving throw against a spell or spell-like ability it must make a Fortitude save (DC equals spell DC or hit points of damage taken) or it will explode, destroying the gu'armori and doing [LOTS] of damage to everything with a [BIG] ft. radius burst (DC X Reflex save for half damage). The save DC is Strength-based.

Then I'd give it a really formidable DR and SR, so its hard to actually inflict hit points of damage and spell saves on it, plus some kind of "entitled to save vs all spells" ability.

Maybe DR 20/epic and SR30?

Shrug Off Magic (Su): A gu'armori makes a saving throw against any spell or spell-like ability that affects it, even spells that normally do not allow saving throws. Furthermore, it uses its Will save when making saving throws against all spells, spell-like abilities and supernatural powers.

Regardless of the approach, I think they should have tomb-tainted characteristics and probably martial memories (fighter BAB and maybe some fighter bonus feats).

Yes, that makes sense.
 


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