Converting monsters from Dungeon Magazine

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BOZ said:
I see how you could take it that way, but I think it makes more sense to keep adding it with every change. The bigger the badder right? :)
They really, really need to do an improving monsters Sage Advice. I went to offer a counter-argument, and found that the greater stone golem, cauchemar (nightmare), and truly horrid umber hulk all don't match their suggested improving CR formulas. Ugh! :(

So, go with what you've got. :)

BOZ said:
And OK, we’ll keep your calculations for dimensions if you’re sure about them. I’m terrible with stuff like that. ;)
I think it works. If not, you'll see a post or get an e-mail eventually. ;)
 

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any ideas for weight? the listed weight maximums are 4000 lbs for Large, 16 tons for Huge, and 125 tons for Gargantuan. now, that might actually be too much - maybe half that? another fraction like 2/3?
 

Well, the mimic is listed at 4,500 lbs. at size Large, so it already exceeds the maximum.

I'm having a tough time finding something to compare them to. They don't list weights for a house, tower, etc. The heaviest thing I could find was a wagon at a mere 400 lbs.

Here's an idea, based on this passage from the mimic:

A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
4,500/150 = 30 lbs. per cubic foot.

Using the previous formulae:

Young 150 cubic feet X 30 = 4,500 pounds
Adult 1,100 cubic feet X 30 = 33,000 pounds
Ancient 3,600 cubic feet X 30 = 108,000 pounds

What do you think?
 

well, I guess that’s just fine if we are only exceeding the “maximums” by a little bit. How about if we round up a bit and make those tons:

Adult: 17 tons, Ancient: 55 tons

I’m no engineer or mathematician, so that’s just as fine as anything to me. And as you said before, if someone comes along and sees a problem with it they’ll let me know. ;)
 




i know - that is a bit of a pain. :p i'm calling this one "done" for now - print it out and give it a thorough lookover when you have a chance.
 


OK, and here’s another new one! :)

This one would go just as well in the OD&D thread, but since there are far fewer Dungeon magazine critters I decided to put it here. :)

TYRANNABYSS
Armor Class: 8/6
Hit Dice: 5**
Move: 60' (20') on land /120' (40') swimming
Attacks: 2 claws/1 sting
Damage: 1-4/1-4/1-4 + special
No. App.: 1-4
Save as: Fighter 3
Morale: 9
Treasure: U
Alignment: Neutral
XP Value: 425

The tyrannabyss inhabits coastal waters - especially reefs and rocky shoals – where it prowls the sea floor in search of prey. It can swim rapidly for short distances by undulations of its body. Its circular mouth is lined with rasping teeth. If its prey is hit by both clawed tentacles (1d4 hp damage each), it is drawn up against this orifice for an automatic 1d6 hp damage per round of contact. This mouth can rasp through armor at a rate equal in rounds to the difference between the AC and 10. For example, chain mail (AC 5) requires 5 rounds before actual damage to the victim results, while plate mail (AC 3) requires 7 rounds. If the victim breaks away before it takes any personal injury, damage to the armor still takes place.
Below the mouth of the tyrannabyss is its primary hunting weapon, an elongating tube that can fire a barbed sting to a range of 10'. Its sting paralyzes (saving throw applicable) its prey and the tube is retracted to draw its victim within range of its tentacles. If the saving throw is made, victims with a strength of 15 or better can resist the pulling tube, but take 1 hp damage per round due to the lacerations from the barbed sting. The sting can only be used once; then, 3 turns are required for it to be rearmed.
The tyrannabyss is covered with a thick coat of mucous which allows it to withstand prolonged periods out of water, if it can stay damp. The tyrannabyss has been reported to attach itself to the bottom of boats with its numerous suckers and prey upon the crew above. Its soft back is AC 8, while its under side, tentacles, eyestalks, and sting are AC 6. Blunt weapons do only half dam- age, while edged weapons and fire do full damage. If injured but not slain, the tyrannabyss can regenerate 1 hp per turn in seawater. It has the ability to assume the coloration of its surroundings and its boneless body can squeeze through openings considerably smaller than its body size. It cannot squeeze under doors or through small cracks. If a man can crawl through an opening, so can a tyrannabyss.


Dungeon Magazine #2 - The Keep at Koralgesh (Nov/Dec 86, Robert B. Giacomozzi and
Jonathan H. Simmons)


some preliminary stats for the tyrannabyss:

Tyrannabyss
Huge Aberration? Magical Beast? (Aquatic?)
Hit Dice: 5dX+X (X hp)
Initiative: +X
Speed: 20 ft (4 squares), swim 40 ft
Armor Class: 12 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack: 2 claws +X melee (1d4+X) and stinger +X melee (1d4+X plus paralysis)
Space/Reach: 5 ft/5 ft
Special Attacks: rend?
Special Qualities: boneless, camouflage, damage reduction X/slashing or piercing, fast healing X
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: X
Feats: X

Environment: aquatic?
Organization: 1-4 (school?)
Challenge Rating: X
Treasure: (U)
Alignment: Usually/always neutral
Advancement: X
Level Adjustment: ---



COMBAT


I actually wanted to do this one because of a conversion I had found. It appears in more than one place – actually, it is probably the same conversion, just done a little differently each time:
http://www.planewalker.com/ps3e/monsterDetail.asp?id=13
http://66.34.111.89/Eric/conversions/tyrannabyss.rtf

you’ll notice that the description doesn’t give a size, so I included an illustration from the magazine. These conversions above suggest a length of 20 feet, which should probably do.
 

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