Converting monsters from Dungeon Magazine

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OK, finally found some time to look at this here feller. ;)

the creature is not overly complex, and fairly straightforward. For the most part, we can just keep Shade's work. I don't know how long ago the conversion was done, but in my experience the older the conversion is, the more work will likely have to be done to get it right. ;)

A few things I would draw attention to:

Creatures that had a movement rate of 9 I normally translate into 20 ft. they were slower than 12, which is now 30 ft, so I usually like to keep them at the slower movement rate. 9 x 2.5 = 22, which could be rounded up to 30, but I prefer 20.

Should it gain temporary hp from the energy drain? Not all creatures with energy drain attacks do, IIRC.

Dungeon #14 said:
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.

I would make note of the gem-eyes as that is interesting and flavorful. :)

Dungeon #14 said:
A protection from normal missiles spell and a limited wish are employed to give the creature immunity to all nonmagical weapons.

I don't think that is being used?

Dungeon #14 said:
Any creature approaching within 15' of the golem must save vs. spells or be slowed for 22 rounds.

Did that really say 22 rounds or was that a typo? :)

Dungeon #14 said:
Attacks against it are made at -2 to hit in addition to other penalties.

I'm assuming that's where the deflection bonus came from? :)

Dungeon #14 said:
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.

This is not reflected on the attack lines.

Dungeon #14 said:
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.

These attributes are not reflected in the writeup. In fact, it looks like the flavor text is mostly copied and pasted with little editing. ;) we'll fix that - muahahahhahahahahha!
 

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BOZ said:
the creature is not overly complex, and fairly straightforward. For the most part, we can just keep Shade's work. I don't know how long ago the conversion was done, but in my experience the older the conversion is, the more work will likely have to be done to get it right. ;)

March 2004...so get ready to work! ;)

BOZ said:
Creatures that had a movement rate of 9 I normally translate into 20 ft. they were slower than 12, which is now 30 ft, so I usually like to keep them at the slower movement rate. 9 x 2.5 = 22, which could be rounded up to 30, but I prefer 20.

Sounds good.

BOZ said:
Should it gain temporary hp from the energy drain? Not all creatures with energy drain attacks do, IIRC.

The overview of energy drain states: "Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour."

I think the temp hp could be kinda cool...similar to fire effects healing an iron golem or electricity healing a flesh golem. I can live without it, though.

BOZ said:
I would make note of the gem-eyes as that is interesting and flavorful. :)

Indeed! I think I didn't since it was just for my own personal use at the time.

BOZ said:
I don't think that is being used?

Hmmm...DR/magic and adamantine?

BOZ said:
Did that really say 22 rounds or was that a typo? :)

Really did, but could've been a typo. It was probably a function of the presumed caster level back then or something.

BOZ said:
I'm assuming that's where the deflection bonus came from? :)

If memory serves, yep.

BOZ said:
This is not reflected on the attack lines.

Oops...apparently not!

BOZ said:
These attributes are not reflected in the writeup. In fact, it looks like the flavor text is mostly copied and pasted with little editing. ;) we'll fix that - muahahahhahahahahha!

Fix 'er up. ;)
 

I'll keep the greater golem at 30 feet though. ;)

Shade said:
Hmmm...DR/magic and adamantine?

That might be a bit too strong, though. it might be interesting to give it protection from arrows instead. ;)

Shade said:
Oops...apparently not!

How's that:

Attack: Slam +16 melee (2d10+12 plus energy drain) or greatsword +16 melee (2d6+12/19-20 plus energy drain)
Full Attack: 2 slams +16 melee (2d10+12 plus energy drain) or greatsword +16/+11 melee (2d6+12/19-20 plus energy drain)


Dungeon #14 said:
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.

I'll come back to working on this guy. Moving to my new apartment has unfortunately robbed me of some free time and mental energy so things are slowing up a bit (but not stopping yet!)
 

Aspect of BOZ said:
I'll keep the greater golem at 30 feet though. ;)

Cool. :cool:


Aspect of BOZ said:
That might be a bit too strong, though. it might be interesting to give it protection from arrows instead. ;)

The only downside to doing that is unless I'm mistaken, damage reduction doesn't stack, so only its better DR would apply. Thus, its DR/adamantine would usually trump the DR/magic anyway. Also, it did state "immunity to all nonmagical weapons". I think it would be a nice surprise to have a golem that didn't have just plain ol' adamantine for overcoming its DR. :D

Aspect of BOZ said:
How's that:

Attack: Slam +16 melee (2d10+12 plus energy drain) or greatsword +16 melee (2d6+12/19-20 plus energy drain)
Full Attack: 2 slams +16 melee (2d10+12 plus energy drain) or greatsword +16/+11 melee (2d6+12/19-20 plus energy drain)

Make the greatsword 3d6+18 (it's a two-handed weapon sized for a Large creature) and it looks good.

Aspect of BOZ said:
I'll come back to working on this guy. Moving to my new apartment has unfortunately robbed me of some free time and mental energy so things are slowing up a bit (but not stopping yet!)

Moving will do that to ya!
 

Shade said:
The only downside to doing that is unless I'm mistaken, damage reduction doesn't stack, so only its better DR would apply. Thus, its DR/adamantine would usually trump the DR/magic anyway. Also, it did state "immunity to all nonmagical weapons". I think it would be a nice surprise to have a golem that didn't have just plain ol' adamantine for overcoming its DR. :D

however you want to work that out is fine by me; let me know. :)

PS, no idea on how long my computer will be down, or how long it will take to get my wife's computer connected to the internet again, so i will probably be quiet all weekend at the very least. :)
 

What do we have left on this guy?

Any creature approaching within 15' of the golem must save vs. spells or be slowed for 22 rounds.
Should probably drop this a bit, eh? 22 rounds in combat...you may as well just say "forever"...especially since I imagine an additional save is going to need to be made each round someone is within 15' of it, or the counter will get reset?

How about something sane, like 2 rounds? Or 1d4 rounds?
 

Stone golem slows them for 7 rounds, so I think it should be at least that good. Maybe round off to 1 minute?
 




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