Converting monsters from Dungeon Magazine

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Shade

Monster Junkie
How does this look?

A crystal golem’s body is constructed from 400 pounds of crystal worth 2,000 gp. Assembling the body requires a DC 14 Craft (sculpting) check or a DC 14 Craft (stonemasonry) check.

CL 11th; Craft Construct, color spray, geas/quest, keen edge, caster must be at least 11th level; Price 20,000 gp; Cost 11,000 gp + 800 XP.
 

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Shade

Monster Junkie
Coral Beast
Freq: Very rare
# App: 1
AC: 0
Move: 9"
HD: 10
% in Lair: 90%
Treasure Type: See below
# Att: 2
Dmg/Att: 3-18/3-18
SA: Surprise, stunning
SD: Camouflage
MR: Standard
Int: High
Alignment: Neutral evil
Size: L (10' tall)
Psionics: NIl
Level/XP Value: X/2850 + 14 per hp

The coral beast is a large, vaguely humanoid creature that dwells in coral reefs. Its hard, spiny body provides not only excellent protection and camouflage, but a powerful weapon. The exoskeleton of a coral beast resembles the material of a coral reef, so that when it is encountered near an actual reef, it is 97% undetectable. Away from its coral lair, it is undetectable only 75% of the time.

When attacking, the coral beast lies in wait until its victim is least expecting an attack or is otherwise rendered helpless. It then springs out and attacks by battering the victim with its sharp, armlike appendages. An additional stunning blow is used if the victim is surprised; a hit then indicates the victim is stunned for 1d4+4 rounds in addition to taking 3-18 hp damage. Any treasure found is incidental, left behind by the coral beast's victims.

From Dungeon #6 (1987)
 


Shade

Monster Junkie
Yep. Either a hide bonus or the camouflage ability.

High Int is 13-14. I could see decent Wisdom as well.

A 10-1/2-foot tall hill giant is Abilities: Str 25, Dex 8, Con 19.
A 9-foot-tall troll is Str 23, Dex 14, Con 23.

So maybe Str 23, Dex 13, Con 20, Int 14, Wis 15, Cha 11?
 


Shade

Monster Junkie
Added to Homebrews.

Examples of camouflage ability...

Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Camouflage (Ex): A juvenile nabassu has the ability to change the coloration of its flesh between various shades of black, gray, and brown. As a result, it gains a +8 circumstance bonus on Hide checks made in underground or barren environments.

The Hide bonus method would work, too, though, as evidence by the similar "hide in its environs" vine horror...

Skills: Vine horrors have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. *Vine horrors have a +15 racial bonus on Hide checks in swamps or other areas with noticeable concentrations of algae.
 

freyar

Extradimensional Explorer
Well, the mechanics are all sort of similar. Effectively, it gets an extra bonus to hide in coral (in this case). The assassin vine version does get rid of one die roll for the DM, I guess. I say we go for a +4 hide bonus generally, increasing to +8 or +12 in a coral reef. If we want, we can then add an additional check required to distinguish it from moving coral. Not sure here.
 

Shade

Monster Junkie
Another idea just occurred to me...what if it gets total concealment (50%) when standing still in coral, and partial concealment (20%) when moving through coral?
 

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