Converting monsters from Dungeon Magazine

Status
Not open for further replies.
ok. got a lot going on at the moment, might want to cut back a bit, but keep me appraised of this one. :)
 

log in or register to remove this ad



:lol:

We gotta do this conversion...he's got acidic sweat! He needs something ph-balanced that's strong enough for a demon, but gentle enough for a demoness. :p
 

Here's the original writeup for when you are ready. ;)

The "demon" is a humanoid figure about 6' tall, with a broad and very muscular physique. It is totally hairless, and its skin is gray with an almost metallic sheen. Its four-fingered hands show wickedly curved claws, frighteningly sharp. Its head is smaller in proportion to its body than a human's, and is set on a short, thick neck. The creature has no external ears or nose; its two large nostrils are set into its broad face just above a wide, fanged mouth. Its red eyes are small and protected by circular ridges of bone. When it exerts itself, it sweats; after its climb, its body glistens with moisture. This perspiration is strongly acidic, doing 1-4 hp damge to flesh that comes in contact with it. The creature's sweat has a bitter reek, which might be the first warning the PCs have of its presence.

"Demon": AC -2; MV 12" (8" on rock face); HD 14; hp 80; #AT 3; Dmg 2-12+4/2-12+4/1-20; SA major magic use, poisonous saliva, acidic sweat, strength bonus of +2 to hit; SD hit only by magical weapons, regenerates 3 hp per round starting on third round after damage occurs, numerous immunities (to sleep, suggestion, hypnotism, charm, hold, paralyzation, all fire-based spells, acid, poison, normal fire, and psionic attack), 70% magic resistance; AL NE.

The creature attacks with a claw/claw/bite routine. As its physique indicates, it is very strong (18/76), giving it a bonus of +2 "to hit" and +4 to damage (this damage bonus does not apply to the creature's bite). Like its sweat, the creature's saliva is acidic and highly toxic. A victim of its bite must save vs. poison or take an additional 3-24 hp damage.

The creature has a daunting number of magical abilities, each similar to the spell of the same name and cast at the 25th level of ability. It can use the following spell-like powers once per round: feather fall, magic missle (13 missles), fumble, gust of wind, heat metal, slow, and shatter. It can use the following spell-like powers twice per turn: jump, fireball, delayed blast fireball, confusion, shocking grasp, and blindness. It can use the following spell-like powers once per day: fire storm, wall of ice, earthquake, tongues, suggestion, reverse gravity, and power word stun. All of these abilities can be used instantly with no casting time, preparation, or continued concentration required. The creature is highly intelligent and uses its abilities to their best effects, often combining powers in damaging "one-two punches"--for example, casting both heat metal and slow spells on an armor-clad opponent, or casting confusion and blindness spells on characters who are trying to climb the rock face. A DM with a nasty streak can, no doubt, devise equally potent combinations. The creature is susceptible to falling damage and crushing damage from an avalanche (should it use its earthquake power), but it sustains only half normal damage in this event (save vs. wands for one-quarter damage).

Although the creature can regenerate 3 hp damage per round starting on the third round after the damage occurred, once it is dead (-10 hp) it is dead. It does not revive like a troll, although severed limbs will crawl back to rejoin the still-lving creature.

The creature's thoughts are so alien that ESP or telepathy have only a limited chance of contacting the creature's mind (taking into account its magic resistance and saving throws). However, a successful connection opens the caster's mind to such a welter of alien thoughts and emotions that he is confused for 2-9 rounds (save vs. spells for half duration). The creature's senses are supernaturally acute; it can hear noise (as the thief ability) on a 7 or 8 chance, has infra- and ultravision of 120' range, and can automatically detect invisible objects and characters. Even if blinded (by a darkness spell, for example), its other senses compensate enough so that its penalty in combat is only -1 (rather than the normal -4).

Despite its magical abilities, and despite what the villagers believe, the creature is not a demon nor any other denizen of the Outer Planes. Thus, it is unaffected by holy water or clerical turning. The banishment effect of a holy word, however, will send the creature back to its home, since it is a being from an alternate Prime Material Plane (as is Simon Weems).

On its home plane, the creature is an example of the dominant life form, a thoroughly evil race dedicated to the destruction of all "lower" forms of life. Although it arrived on this plane by accident, it is quite pleased by its surroundings. The rugged mountains remind it of its home world, and the life forms it has seen - the villagers and the PCs - seem ideal targets for its evil intentions. Unlike Weems, it has no desire to return to its home. Instead, it is already considering ways to inflict destruction on the greatest possible scale. The creature cares nothing for torture or spreading terror - it merely wishes to destroy all life.

Combat with the creature will probably take place on and around the ledge it has chosen. If it has the chance, it will ambush the PCs as they climb up from below, raking them with magic missles and delayed blast fireballs. Any flying PC who is unaware of the creature's presence is likely to be greeted by a salvo of magic missles as he clears the lip of the ledge.

<snipped info about the specific ledge in the adventure>

The creature is intelligent enough to know when a fight is going against it. If it is unable to flee, it uses its tongues and suggestion abilities to bargain for its life. It offers the PCs great wealth and even greater knowlege, claiming all sorts of wondrous powers and abilities (none of which it possesses). As its behavior indicates, however, it is a treacherous creature and won't abide by any deal it makes. As soon as it senses an opportunity, it turns on the PCs and slays them or makes its escape.

<the next part is from Concluding the Adventure>

If the creature still lives, it keeps a low profile for several weeks while it learns more about its new surroundings. Then its predator's nature and joy in destruction reassert themselves. First, the creature falls upon the village of Havenmere and ravages it, then it terrorizes travelers passing through Thunder Gap. Afterward, it ranges eastward toward Highmoon and Deepingdale. Unless the monster is slain, the villages and towns of Sembia soon begin to feel its depradations.

From Dungeon #14, page 17, Nov/Dec 1988, "A Question of Balance", Nigel D. Findley.
 
Last edited:






Status
Not open for further replies.
Remove ads

Top