Converting monsters from Dungeon Magazine

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releasethedogs

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BOZ said:
nah, i like that paragraph as it is - no need to make things extra complex when they're not a big thing.

and don't worry about expressing contrary opinions! sometimes i learn a lot from people thinking differently from me! you had me considering it for a moment. :D i wish more people posted their thoughts in these threads (hint hint, all you lurkers!)
personally ... i'm glad you struck it down, the cast shadow ability. i just got done creating a undead that has a VERY similar ability. i was all jazzed, and i was like *yeah! this new monster is so original. and i was all proud* then i read that and i was like Nooooooooooo. hehe

i dont have a name for the monster yet but they are created when people die during an eclipse and certin other conditions are met. yay for undead. saw the new dawn of the dead the other day ... good except ZOMBIES CANT RUN. yeah iam rambling ... sorry.
 

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BOZ

Creature Cataloguer
Mimic, House Hunter
 

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BOZ

Creature Cataloguer
House hunters are large relatives of mimics. They have lost some of the latter's camouflage versatility, but they have gained the ability to live above ground.

House hunters form hard shells that look like stone, wood, or thatch, lending the appearance of a building. Young house hunters look like smaller structures such as outhouses and sheds, adults are the size of cottages and small houses, while ancient creatures are larger still, with elaborate shells that can resemble inns, temples, or ruined towers. All three sizes of this monster can produce dim, flickering light (bioluminescence), resembling candle or lantern light, at any body opening, and they can imitate domestic noises (muffled voices, clucking hens, the tolling of a temple bell, etc.).

Bony plates resembling doors and shutters cover the shell openings, protecting and hiding their mouths, eyestalks, and huge tentacles – each specimen has a tongue that is 2 feet long per Hit Die, two eyestalks that are 6 inches long per Hit Die, and two tentacles that are 1 foot long per Hit Die. The bony plates are opened and shut by the use of strong muscles that function like those of clams. These apertures can be forced open by making a successful open doors roll. There is a wide variety in the locations of these openings: Some of these creatures have them all along the fronts of the "buildings," while others have mouths and eyes at the front, but tentacles at the left and right sides. Ancient house hunters often have extra tentacles, which may be arrayed on all sides of the structure.

Adult and ancient house hunters can talk, but they only speak a crude form of Common. Sages speculate that they communicate telepathically within a 10-mile range.

Combat: A house hunter attacks by extruding its tongue and limbs and wrapping those appendages around nearby victims (one appendage per victim). Each extremity makes a separate attack roll, suffering a -2 penalty if it is on a side that lacks an eyestalk. A successful hit indicates the member has caught its target, whereupon it will inflict damage at the end of that and each ensuing round, continuing to do so until the victim appears to be dead or breaks free. The caught character must immediately roll a successful Dexterity check to avoid having his or her inns trapped too - if the roll fails by more than 4, both arms are pinned to the sides of the victim's body and no counterattacks are possible. If only one limb is caught, the DM must roll to determine randomly which arm has been pinned down, and thence whether counterattacks are possible.

The creature’s tongue and tentacles are covered with a musty-smelling adhesive slime; those caught by any of those appendages must make a successful Strength check in order to break free. The victim may either attempt to escape or attack (depending upon whether his weapon arm is free) in a single round, but not both.

An unresisting opponent is assumed dead by the captor house hunter, and the victim will be dropped after five additional rounds of constriction. Once all adversaries have been dealt with, the bodies are picked up by the house hunter's tongue and pulled into its mouth at the rate of one per round. Victims lying along the blind side of the monster are taken in first, followed by those along the sides with eyestalks. Anyone pretending to be dead suffers one more round of constriction damage as he is picked up, but he still has one last chance to pull free in that round before being dragged inside the house hunter.

Once inside the monster, only small, hand-held stabbing weapons - the size of a short sword or smaller - may be used to attack (consider the creature's insides to be AC 10). If any damage is inflicted, the house hunter uses its appendages to eject the person from its shell and then constricts him again until he ceases to resist for five rounds, escapes, or the monster dies. Bodies within a house hunter are fully digested and unrecoverable after 1d4 turns.

Note that the tongue, eyestalks, and tentacles of the house hunter are actually pseudopods; if any member is amputated in combat, it regrows in 1d4 turns, and all damage sustained by that appendage is returned to the creature's hit point total.

House hunters aren't damaged by sunlight, but they don't like to expose their flesh and eyes to it. Hence, they prefer to travel by night, and they delay their attacks until after dusk if possible. If forced to fight by day, they make all attacks with -2 penalties.

House-hunter shells are thick enough to reduce both normal and magical heat and cold damage by 1 point per Hit Die of damage. If one’s hit point total falls below 10, it pulls in all of its appendages, shuts all openings, and attempts to move away from its attackers.

Habitat/Society: House hunters are pack animals, cooperating to capture their prey. Young house hunters rarely attack until an adult has taken the initiative. They all have good hearing and can sense the vibration of footsteps of man-sized and larger creatures that are 120 ' yards away. They are also intelligent enough to delay their attack until they call reap the maximum reward. For example, they won't attack a single scout if there is a large party approaching behind.

The reproduction of these monsters remains a mystery, though an adult has been seen digging a large hole in the earth with its foot, then depositing its single live young in the hole. The creature subsequently made its way out of that hole and followed its mother. Shells apparently grow in size with their owners, and they are shaped over long periods of time to resemble particular buildings that the house hunters have probably seen in their limited travels.

Ecology: Treasure is usually found inside a house hunter's shell, either within the stomach or embedded in the shell wall. Such treasure consist,' of the undigestible remains of the monster's victims, including coins, gems, and similar small it items. Some treasure may be encysted in layers of shell, like pears, but these lumps have no jewel value. Occasionally, a magical item or rare antiquity may be found within the monster. A cursed item is especially possible, since those characters carrying truly powerful weapons or items would be much more likely to successfully repel the attack of a house hunter and escape. Assume that adult house hunters have a 5% chance to contain a magical item and that ancients have a 10% chance. Further, such items found in either type are 60%, likely to be magically cursed.

The underside of a house hunter has no armor. It is a slippery foot resembling that of a snail, though it isn't especially adhesive. When the creature moves, the outer shell raises slightly to allow movement over open ground, debris, etc.

If cleaned out thoroughly, a house hunter's shell can be converted into a crude dwelling.



some preliminary stats for a young house hunter:

House Hunter Mimic, Young
Large Aberration (Shapechanger)
Hit Dice: 10d8+X (X hp)
Initiative: +X
Speed: 10 ft (2 squares)
Armor Class: 20 (-1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack: Tongue +X melee (2d6+X) and 2 tentacles +X melee (2d6+X)
Space/Reach: X ft/X ft
Special Attacks: adhesive, crush
Special Qualities: darkvision 60 ft, mimic shape, resistance to cold X and fire X
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 3, Wis X, Cha X
Skills: X
Feats: 4

Environment: Any land
Organization: 1-4
Challenge Rating: X
Treasure: None
Alignment: Always neutral
Advancement: X
Level Adjustment: +X

This looks like a building.

A young house hunter is 10 feet tall, and weighs (many) pounds.

A young house hunter does not speak.

COMBAT

Originally found in Dungeon Magazine and MCA1.
 

BOZ

Creature Cataloguer
releasethedogs said:
personally ... i'm glad you struck it down, the cast shadow ability. i just got done creating a undead that has a VERY similar ability. i was all jazzed, and i was like *yeah! this new monster is so original. and i was all proud* then i read that and i was like Nooooooooooo. hehe

i dont have a name for the monster yet but they are created when people die during an eclipse and certin other conditions are met. yay for undead. saw the new dawn of the dead the other day ... good except ZOMBIES CANT RUN. yeah iam rambling ... sorry.

i've heard the theory that there are no original ideas. ;)

return of the living dead - kind of cheesy, but scary at times. not only do zombies run in that one, but they talk, and they just keep coming.

anyway, stick around for our house hunter discussion if you like. :)
 

Shade

Monster Junkie
Here's the Dungeon Magazine version:

House Hunters
FREQUENCY: Rare
No.Appearing: 4-14
ARMOR CLASS: 0 (shell), 6 (tentacles and tongue)
MOVE: 3 (Young), 2 (Adult), 1 (Ancient)
Hit Dice: 10-14 (Young), 15-19 (Adult), 20-29 (Ancient)
TREASURE TYPE: Nil (Young), J,K,L,M (Adult), J,K,L,M,N,Q (allx10); S (Ancient)
NO. OF ATTACKS: 3 (Young), 3 (Adult), 3-6 (Ancient)
DAMAGE/ATTACK: 2-12 (Young), 3-18 (Adult), 4-24 (Ancient)
SPECIAL ATTACKS: Mimicry, glue on tongues and tentacles allowing continuous damage, can cause extreme damage, ancient ones may have 4+ attacks per round
SPECIAL DEFENSES: Camouflage, low armor class, resistance to heat and cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- to Average
ALIGNMENT: Neutral
SIZE: Large (Young), Huge (Adult), Gargantuan (Ancient)

House hunters are large relatives of mimics. They have lost some of the latter's camouflage versatility but have gained the ability to live aboveground. They form hard shells that look like stone, wood, or thatch. Bony plates cover the shell openenings for their mouths and tongues (one tongue each; 2' of length per hit die), huge tentacles (two tentacles each; 1' of length per hit die), and eye stalks (two each; 6" of length per hit die). These bony plates resemble doors and shutters, and are opened and closed by strong muscles resembling those of clams. These plates may be forced open by making normal open-doors rolls.

There is a wide variation in the location of these openings. Some of these creatures have mouths and eyes at their fronts but their tentacles at the left and right sides. Ancient house hunters are likely to have extra limbs, with tentacles on multiple sides.

A house hunter attacks by extruding its tongue and limbs, wrapping the appendages around nearby victims, one appendage per victim. Each appendage makes a to-hit roll at a victim (at -2 if it is striking blindly on that side.) A successful hit means the appendage has caught a victim and can constrict it for the given amounts of damage per round. The house hunter's tongues and tentacles are coated with musty-smelling adhesive slime; a successful strength check on 1d20 is needed to break away from an appendage's grip. A victim may either attack the appendage or attempt to pull free of it in a round, but cannot do both at once.

An unresisting opponent is assumed to be dead and dropped after five additional rounds of constriction. Once all opponents have been dealt with, the bodies are picked up by the house hunter's tongue and pulled into its mouth at a rate of one per round. Anyone "playing possum" takes constriction damage one last time, but has one last chance to pull free in that round before being dragged inside. Once inside the creature's mouth, only small, hand-held, stabbing weapons the size of a short sword or smaller may be used to attack (vs. AC 10). If any damage is inflicted, the house hunter uses its tongue to pull the victim out of its shell and constricts until the victim ceases to resist for five rounds, the victim escapes, or the house hunter dies. Bodies are fully digested (and unrecoverable) after 1-4 turns.

It should be noted that the tongue, eye stalks, and tentacles are actually pseudopods. If one is amputated, the house hunter forms a replacement in 1-4 rounds, and all damage done to an appendage is taken from the total hit points of the creature.

The underside of the creature has no armor; it's a slippery foot resembling the foot of a snail, though it is not especially adhesive. When the creature is moving, the outer shell raises slightly to allow movement over open ground, debris, etc.

House hunters aren't damage by sunlight but don't like to expose their flesh and eyes to it. For this reason, they prefer to move by nihgt and always delay their attacks until night if possible. If they are forced to fight by day, all attacks are at -2 to hit. Their shells are thick enough to reduce fire-, heat-, and cold-based damage by 1 hp per hit die of damage. If damaged below 10 hp, a house hunter pulls in all appendages, shuts all of its openings, and tries to move away from its attackers.

House hunters are pack animals; they cooperate to capture their prey. They have good hearing and can sense the vibration of footsteps out to 120 yards. They are intelligent enough to delay attacking until they can reap the maximum reward. For example, they won't attack a single scout if there is a large party approaching. It is guessed that they communicate among themselves by telepathy, to a range of up to 10 miles.

Young house hunters look like small buildings such as outhouses and sheds. They rarely attack until the adults have taken the initiative. Adults are the size of cottages and small houses. Ancient house hunters are larger still, with elaborate shells that can resemble inns, temples, or ruined towers. The reproduction of such creatures is a mystery, though an adult has been seen digging a large hole in the earth with its foot, then depositing its single live young in the hole. The young creature made its way out of the hole, then followed its "mother". Shells apparently grow in size with their owners, and can be shaped over long periods of time to resemble particular buildings that the house hunters have seen.

All three sizes of this monster can produce dim flickering light (bioluminescence resembling candle or lantern light) at any body opening and can imitate domestic noises (muffled voices, clucking hens, the tolling fo a temple bell, etc.). Adults and ancients can talk, but only speak a crude form of the common tongue. They will not negotiate for food.

Treasure is usually found inside the shell, either in the creature's stomach or embedded in the shell wall. Such treasure consists o fthe indigestible remains of the monster's victims, including coins, gems, and similar small items. Treasure may be encysted in layers of shell, like pearls, but these lumps have no jewel value. Occasionally, a magical item or rare antique may be found. A cursed item is especially likely, since anyone carrying a really powerful item could fight off a house hunter. Assume that adult house hunters each have a 5% change to contain a magical item; ancient ones have a 10% chance.

If cleaned out thoroughly, a house hunter's shell can be converted into a crude dwelling.

"The Vanishing Village" by Marcus L. Rowland, Dungeon Magazine #19, September/October 1989, p.16.
 

releasethedogs

First Post
BOZ said:
i've heard the theory that there are no original ideas. ;)

return of the living dead - kind of cheesy, but scary at times. not only do zombies run in that one, but they talk, and they just keep coming.

anyway, stick around for our house hunter discussion if you like. :)
true that, ohhh yeah ROTLD, good movie. i did not mind the zombies runing and talking and chewing bubble gum in that movie because it was ment as more of a horror comedy. the new dawn of the dead was ment to be serious and i just can take marathon zombies serious.

as for the house hunter's i think i remember them, did the picture have a house hunter that looked like a door with some one about to go threw the "door" which was really the house hunter mouth?
 


Shade

Monster Junkie
Since they are relatives of the mimics, we can probably mine the mimic entry for many ideas.

Mimic ability scores: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10

Since a young house hunter seems generally bigger than a mimic (although still size Large), I'd recommend a slightly higher Str and Con, but slightly lower Dex.
 

BOZ

Creature Cataloguer
OK then, something along the lines of…

Str 23, Dex 10, Con 21, Int 3, Wis 13, Cha 10
 


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