Converting monsters from Dungeon Magazine

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The X/day spell-like abilities were previously 2/turn, which was twice per 10 minutes. Maybe make them 5/day?

Init should be +4 (due to Imp Init).

Environment: Alternate Material Plane
Challenge Rating: 14
Treasure: None

spell resistance 29

Weight 300 pounds
 

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I think the Creature should only speak the alien language of his race. He can use his tongues ability to speak when necessary. This seemed to be the intent of the original writeup.

After that, he looks finished. There are some other great critters in the old Dungeons which I'll type up when we're ready to revisit this thread again. :cool:
 

Working from the same issue, I'd like to tackle the following as time permits:

Black Golem
Greater Black Golem
Conjurer Puppet
Stun Puppet
Ventriloquist Puppet

Plus, there's a wood golem in there that might be related to the one queued up in the Overhaul thread.
 


I just compared them and they do indeed appear to be different. There isn't much to the Dungeon ones...just a tiny stat block and brief description.
 

here's a request from Shade, from issue #14:

Black Golem

Only an evil magic-user of 18th or higher level can use the libram to build the single greater construct detailed in the work: a black golem. This entails three months' research and enchantments, and requires a perfectly crafted iron figure topped with the skull of a lich. Enchant an item, wish, and permanency spells are required for the manufacture of the golem. Special powers are instilled by the use of further spells. Gate and permanency spells are combined to create the open channel to the Negative Material Plane that gives the construct its ability to drain energy (one level) by blow. Two gems of seeing are fitted into its eye sockets, giving the golem the ability to see hidden, invisible, out of phase, astral, and ethereal objects or creatures. A protection from normal missiles spell and a limited wish are employed to give the creature immunity to all nonmagical weapons. Use of both variations of the fire shield spell gives the creature resistance to both fire and cold attacks. Finally, a combo of darkness 15' radius and phantasmal force, and slow spells give the golem its terrifying appearance, shrouded in a dark, shadowy penumbra in which wraiths and spectres appear to flit about it (it is possible to see the golem, but indistinctly).

Any creature approaching within 15' of the golem must save vs. spells or be slowed for 22 rounds. Attacks against it are made at -2 to hit in addition to other penalties. Armed with a huge two-handed sword which does fearful damage in addition to the energy drain, the black golem is a powerful guard for any evil magician's lair. While it is technically unintelligent, the balck golem can follow quite complex instructions from its creator, making it a dreadful nemesis if so commanded.

It is whispered that a magic-user of 21st level or above with a minimum Intelligence score of 19 can use the libram of constructs to create a still more powerful form of the black golem, a semisentient construct which can create juju zombies and other undead, commanding them in the service of the mage who created it. This nightmare creation can charm person by gaze and has other powers which hardly bear contemplation.

Black golem: AC -1; Mv 9"; HD 12; #AT 1; Dmg 2-20; SA energy drain, slowing; SD magical weapons to hit, saves at +2 against fire- and cold-based attacks (taking half or no damage), detects hidden/invisible/out-of-phase objects and creatures, immune to mind-influencing spells, -2 to be hit; AL NE.
 

Sweeeeet.

Here's the conversion I did awhile back. We can probably salvage something from it. My players enjoyed the battle. ;)

Black Golem
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
AC: 23 (–1 size, -1 Dex, +13 natural, +2 deflection), touch 11, flat-footed 23
Base Attack/Grapple: +9/+21
Attack: Slam +16 melee (2d10+12 plus energy drain)
Full Attack: 2 slams +16 melee (2d10+12 plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, slow aura
Special Qualities: Construct traits, damage reduction 10/adamantine, immunity to magic, low-light vision, resistance to cold 10 and fire 10, true seeing
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 27, Dex 9, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 13–24 HD (Large); 25–36 HD (Huge)
Level Adjustment: -


This perfectly crafted iron figure is twice the height of a normal human. Its head is a humanoid skull, with empty eye sockets that flicker with an unnerving crimson light. The being is shrouded in shadows, swirling with wraithlike spirits.

This golem has a humanoid body made from iron, and bears the skull of a lich as its head.

A black golem can be fashioned in any manner, just like a black golem. Its features are much smoother than those of a stone golem. Black golems sometimes carry a greatsword in both hands.

A black golem is 12 feet tall and weighs about 3,000 pounds.

A black golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

Golems (Overview)

Combat
Black golems are deadly foes, combining the worst aspects of constructs and undead.

Cloak of Shadows (Su): A black golem is continuously surrounded by a darkness effect (caster level 18th).

Energy Drain (Su): Living creatures hit by a black golem's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.

Slow (Su): A black golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 16 Will save to negate. The save DC is Constitution-based.

Immunity to Magic (Ex): A black golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals positive energy damage (such as a cure spell) slows a black golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a black golem hit by a inflict moderate wounds gains back 6 hit points if the damage total is 18 points. A black golem gets no saving throw against negative energy effects.

A black golem is unaffected by rust attacks, despite its iron body.

True Seeing (Su): Black golems continuously use true seeing as the spell (caster level 18th).

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.

A black golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp, and topped with the skull of a lich. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, deeper darkness, gate, geas/quest, limited wish, polymorph any object, slow, true seeing, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.


Greater Black Golem
Huge Construct
Hit Dice: 36d10+40 (238 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
AC: 25 (–1 size, -2 Dex, +16 natural, +2 deflection), touch 9, flat-footed 25
Base Attack/Grapple: +27/+47
Attack: Slam +37 melee (4d8+18 plus energy drain)
Full Attack: 2 slams +37 melee (4d8+18 plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Energy drain, slow aura
Special Qualities: Construct traits, damage reduction 10/adamantine, immunity to magic, low-light vision, resistance to cold 10 and fire 10, true seeing
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 35, Dex 7, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 19
Treasure: None
Alignment: Always neutral evil
Advancement: 13–24 HD (Large); 25–36 HD (Huge)
Level Adjustment: -


This perfectly crafted iron figure is twice the height of a normal human. Its head is a humanoid skull, with empty eye sockets that flicker with an unnerving crimson light. The being is shrouded in shadows, swirling with wraithlike spirits.

This golem has a humanoid body made from iron, and bears the skull of a lich as its head.

A black golem can be fashioned in any manner, just like a black golem. Its features are much smoother than those of a stone golem. Black golems sometimes carry a greatsword in both hands.

A black golem is 12 feet tall and weighs about 3,000 pounds.

A black golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

Golems (Overview)

Combat
Black golems are deadly foes, combining the worst aspects of constructs and undead.

Cloak of Shadows (Su): A black golem is continuously surrounded by a darkness effect (caster level 18th).

Energy Drain (Su): Living creatures hit by a black golem's slam attack gain one negative level. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.

Slow (Su): A black golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 28 Will save to negate. The save DC is Constitution-based.

Immunity to Magic (Ex): A black golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals positive energy damage (such as a cure spell) slows a black golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a black golem hit by a inflict moderate wounds gains back 6 hit points if the damage total is 18 points. A black golem gets no saving throw against negative energy effects.

A black golem is unaffected by rust attacks, despite its iron body.

True Seeing (Su): Black golems continuously use true seeing as the spell (caster level 18th).

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.

A black golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp, and topped with the skull of a lich. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, deeper darkness, gate, geas/quest, limited wish, polymorph any object, slow, true seeing, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
 


Aspect of BOZ said:

But of course. Isn't that zen? :lol:

I'm guessing that I meant "stone", but that was awhile ago...March 2004! For any of you who might think being part of the CC grants your requests greater attention, I'd say this should alleviate those fears. ;)
 

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