Converting Monsters from Dungeon Magazine

Updated.

I don't mind the same Int for them. I noticed the original has neutral alignment, which fits better with the "non-vengeful" flavor text I worked up.

Most AD&D Neutral undead became Neutral Evil in 3rd edition (e.g. skeletons, zombies), so I'd rather make the lesser ones NE.

Even if they started out N, they'd pick up nasty habits from hanging around with Ghuls.:p
 

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Most AD&D Neutral undead became Neutral Evil in 3rd edition (e.g. skeletons, zombies), so I'd rather make the lesser ones NE.

Even if they started out N, they'd pick up nasty habits from hanging around with Ghuls.:p

Ahh, but those are mindless undead, while the lesser ghost mounts are not. I fancy them neutral, as that would explain their lack of maliciousness toward riders, as well as allowing for them to serve as steeds to deathless. :)

If you feel as strongly as I do, we can have freyar don his gauntlets of tiebreaking and mask of the final word. :p

Or we could compromise as "Always neutral, often evil".
 

Ahh, but those are mindless undead, while the lesser ghost mounts are not. I fancy them neutral, as that would explain their lack of maliciousness toward riders, as well as allowing for them to serve as steeds to deathless. :)

If you feel as strongly as I do, we can have freyar don his gauntlets of tiebreaking and mask of the final word. :p

Or we could compromise as "Always neutral, often evil".

Well "Always neutral, often evil" would suit me a little better, but I don't mind "Always neutral" if you prefer it.

Those ties cost money you know, we don't want to break too many. :eek:
 



The morkoth’s tunnels are not devoid of life. Predatory fish have adapted to life in this alien environment to rpey on the morkoth’s near-helpless victims. Blind and mindless, these translucent fish resemble large barracudas. They lurk at bends in the tunnels and sense the vibrations of approaching prey. The morkoth’s agents are charged with killing these creatures whenever they encounter them, as they interfere with the morkoth’s food supply.

Tunnel Fish: INT non- (0); AL N; AC 6; MV sw 30; HD 3; hp 12; THAC0 17; #AT 1; Dmg 2-8; SA -3 to opponents’ surprise rolls; SZ M; ML 11; XP 65; new monster.

Originally appeared in Dungeon Magazine #70 (1998).
 

This should be rather easy.

Take a barracuda's stats, improved to 3 HD, add blindsight.

Should we switch 'em to magical beasts?

Here's a barracuda's stats:

Medium Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +4, Swim +8
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (3-6)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

Sprint (Ex): A barracuda can move up to three times its normal speed (180 feet) when it makes a charge.

Skills: A barracuda has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

This should be rather easy.

Take a barracuda's stats, improved to 3 HD, add blindsight.

Should we switch 'em to magical beasts?

I'd make them Magical Beasts and give them immunity to mind-affecting powers, or at the very least immunity to a Morkoth's hypnosis, otherwise the Morkoth would easily eat them.
 



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