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Converting monsters from Dungeon Magazine

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Shade

Monster Junkie
Construction time!

Dungeon #14 said:
Libram of Constructs

The libram is a magical work giving full instructions for the manufacture of a range of golemlike constructs. The book radiates an evil aura, but may be used by an alignment. A magic-user of 12th or higher level may manufacture any of the puppets detailed in this scenario (except the ventriloquist puppet, which requires a 14th-level magic-user creator). The manufacture of any such puppet requires a minimum of six weeks' magical research and construction, using materials and spells as the DM rules appropriate (see the following for an example). However, without a limited wish spell, there is a 1% chance per day that the mage is not able to control the puppet, which then attacks everything in sight. Without a permanency spell, there is a 1% chance per day that the puppet simply falls apart and is useless. Only an evil magic-user has control over his creations using this book; all others who build constructs using this book are immediately attacked by their creations, which gain a +4 to hit against good-aligned magic-users.
The following part is taken from the black golem conversion we did from the same module:

Construction
The secrets to creating a black golem are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.
 

dhaga

First Post
So should the original text be included in each construct entry for the module, or are we just using a portion of the text?

I think most of the full text should be included, if possible, including the spells needed for construction. It would not be too hard to adapt to each creature, as long as we're not limited by text space.
 


Shade

Monster Junkie
Taking a stab at construction...

Construction
The secrets to creating a conjurer puppet are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.

The materials involved in the construction of a conjurer puppet's body are inexpensive (x gp), but the actual crafting of the body is more difficult. To craft the body requires a DC X Craft (?) or a DC x Profession (puppetteer?) check. A dark ritual is performed that transforms the lifeless doll into a construct.

CL 12th; Craft Construct, animate objects, blindness/deafness, confusion, hideous laughter, lightning bolt, caster must be at least 12th level; Price x gp; Cost x gp + x XP.

*Note: Casting limited wish as an additional prerequisite eliminates the berserk ability from the conjurer puppet.

We should add this ability, modified from the flesh golem...

Berserk (Ex): When a conjurer puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the puppet goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or blasting some object smaller than itself with its wandstrike if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%.
 

dhaga

First Post
Fairly effective stab, I'd say. Just need to fill in some X's:
500 gp for materials? 1000 gp?

DC 25 Craft (Doll) or Craft (Puppet) or DC 25 Profession (Puppeteer)
 




freyar

Extradimensional Explorer
dhaga said:
That would probably work. Craft (Doll) or (Puppet) maybe too specific?
That was my thought. I like what Shade has now (except that the profession check says "DC DC").

Description: This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. Its hand holds a short wand, and it wears a very notable oversized, floppy hat.
 

Shade

Monster Junkie
freyar said:
That was my thought. I like what Shade has now (except that the profession check says "DC DC").
That should have said "AC/DC". :p

Updated. How's it look now?
 


dhaga

First Post
Looks good to me, as well.

Nitpicky editor's note:
Wandstrike (Ex): A conjurer puppet can strike with its wand as a swift action. The wandstrike deals 2d6 points of electricity (no save) with a successful range touch attack. Its maximum range is 30 feet with no range increment.

Should be "ranged touch".
 
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Shade

Monster Junkie
Stun Puppet

AC 2
MV 9"
HD 6+6
hp 37, 32
#AT 2
Dmg 2-11/2-11
SA stunning
SD immune to mind-affecting spells, electrical attacks, poisons, paralysis, and gas attacks
AL: N

The guards here are similar in appearance to <conjurer puppets>, but they do not carry hats or wands. Instead, they have large bronze-covered fists.

Blows from the puppets which hit on a natural 19 or 20 stun the victim (-4 on "to hit" rolls, -2 to damage, +4 AC penalty, movement rate halved, spellcasting impossible) for 2-7 rounds.

Originally appeared in Dungeon #14 (1988).
 

freyar

Extradimensional Explorer
Ok, this shouldn't be too bad. Str should be 12-13 and the damage from the fist slams should be 1d10, I guess. Make a special stun ability such that the fists have threat range 19-20. Successful criticals force the victim to make a Con based Fort save or be stunned for 1d6+1 rounds?
 

Shade

Monster Junkie
That sounds good, except Stun attacks are usually Strength-based.

Its AC is 3 better than the conjurer puppet. I don't think it should have better Dex (in fact, I'd suggest lower Dex), so give it better natural armor?

Stunning Fists (Ex): A stun puppet's slam attacks threaten a critical hit on a 19-20. Additionally, anyone struck by a stun puppet's slam attack must succeed on a DC X Fortitude save or be stunned for 1d6+1 rounds. The save DC is Strength-based.
 


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