Converting monsters from Dungeon Magazine

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Mob, CR 2, 11th-level caster all sound good. You need to put in the 3d8 hp healed by contagion.

For advancement, I'd be happy with some advancement to Large if you want to think about ogres, etc. So it could be 5-6 HD (Medium), 7-8 HD (Large) if you want. Otherwise, maybe no advancement.
 

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I suspect it should be CR 3. They're not offensively nasty, but that fast healing 10 will hurt a low level party lots. As such, they should get create undead more like a ghast than a ghoul.

Demiurge out.
 

Looks good. I'm ok with going to CR 3 and create undead at level 12-14. Or could we go CR 3 and leave the creation at 11th? (I mean, you already need to be 11th CL to cast create undead.) It always kind of bothers me that you have, in this case, a CR 3 critter running around but then you all of a sudden hit a BBEG fight with EL 11+.
 




Let's tackle an easy one:

Giant Raccoon: AL N; AC 6; MV 18; HD 4+4; hp 25; THAC0 15; #AT 1; Dmg 2-8; SZ L (9' long); ML 2; XP 175; MM/244 (raccoon, modified).

From Dungeon Magazine #66 (1998).
 

Taking the raccoon stats from Dragon #280...

Raccoon: CR 1/3; Tiny Animal; HD 1d8+2; hp 6; Init +3 (Dex); Spd 30 ft.; AC 16 (+2 size, +3 Dex, +1 natural); Atk +2 melee (1d4+1, bite); SQ scent; Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SV Fort +4, Ref +5, Will +1; Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 5.
Skills: Hide +6, Listen +5, Move Silently +10, Spot +4, Swim +2.

And advancing them to Large yields...

Abilities: Str 28, Dex 11, Con 20, Int 2, Wis 12, Cha 5

Now, I don't think they should be stronger or higher-Con than an equally-sized dire ape, and I don't think the Dex should be so low since raccoons are nimble, and the Cha is way too low compared to dire animals, so how about...

Abilities: Str 20, Dex 17, Con 14, Int 2, Wis 12, Cha 11
 

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