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Converting monsters from First Edition modules

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Echohawk

Shirokinukatsukami fan
Viper Vines

Frequency: Rare
No. Appearing: 1-10
Armor Class: 8
Move: 3"
Hit Dice: 4
% in Lair: 0%
Treasure Type: lncidental only
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: Poison
Special Defenses: Immune to blunt
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral
Size: L (20' to 50' long)
Level/X.P. Value: III/110 + 4/hit point

Viper vines are a type of carnivorous, poisonous plant indigenous to tropical forests, and 90% indistinguishable from normal vines. They hang from trees, trailing their ends on the ground to snare unwary animals. They have two forms of attack, the first being constriction as they wrap around their victim much like a snake, doing 1-4 points of damage each melee round. The second is a paralyzing poison exuded from the skin onto the ensnared creature (save vs. poison applicable). Viper vines can control this poison, generally not using it until having constricted their victim for 1-4 melee rounds.

Description: Viper vines are thick (3 " diameter), ropy vines, brownish green in color.
 

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Echohawk

Shirokinukatsukami fan
AD&D Game Awtawmatawn Statistics:
FREQUENCY Unique
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 40 (180 hit points)
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2/3 rounds
DAMAGE: 5d8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES See below
MAGIC RESISTANCE 50% (see below)
INTELLIGENCE: High
ALIGNMENT Lawful Evil
SIZE: L (30' tall)
PSIONIC ABILITY: 113
Attack/Defense Modes: B, C/F, G, H
LEVEL/X P VALUE: IX/33,300

From the golem, the awtawmatawn gains the following abilities: cast slow spell on any opponent within 1" of its front facing every other melee round; immunity to normal weapons-- +2 or greater weapons required to hit; immune to physically-damaging spells other than rock to mud (which slows the monster 50% for 2d6 melee rounds, while mud to rock repairs all damage suffered by the golem), and stone to flesh makes the golem vulnerable to normal attacks on the next round (Note: a single use of this spell will affect 1d6+2 of the monster's Hit Dice.)
Because of its size, the awtawmatawn moves more slowly than the characters and may attack foes less than half its size twice every three rounds. it may attack larger foes and buildings once per round.
From Rotbite the horned devil, the awtawmatawn gains the ability to exude fear in a 30' radius (normal radius of 5' enhanced by its
size-saving throw vs. wands applies); once per turn or melee round as applicable: charm person, suggestion, infravision, know alignment, animate dead, pyrotechnics, produce flame, ESP, detect magic, and illusion. Once per day, it can create a wall of fire of triple normal strength with regard to damage caused (3d8).
Rotbite's natural Magic Resistance is applied to all magical spells that can physically affect the golem's stone body or mentally affect his mind.
In his current form, the horned devil Rotbite cannot summon others of his kind.
 

Echohawk

Shirokinukatsukami fan
VAMPIRIC LIZARD MAN
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 12”/18”
HIT DICE: 6+2
% IN LAIR: 25%
TREASURE TYPE: P, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-10
SPECIAL ATTACKS: Energy drain as vampire
SPECIAL DEFENSES: +1 or better magic weapon to hit
MAGIC RESISTANCE: As vampire
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Aside from its number of hit dice, the vampiric lizard man is in all respects a vampire. The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence.
Females of this types are like their male counterparts, but have only 4+3 hit dice, and because they are not as strong (Strength = 18), do only 2-5 points of damage per blow.
Sakatha, the vampiric Lizard King, is a special case. In addition to having all the characteristics of a vampire, Sakatha can strike with his special trident for 5-20 points of damage. On a “to hit” roll 5 or greater than the minimum needed, the trident will do double damage at a minimum of 15 points. This will happen only when the trident is wielded by a Lizard King. Sakatha has spell capabilities as a 9th level magic user.
 


Echohawk

Shirokinukatsukami fan
Aeraldoth, Vizier to the Caliph of the Djinn
FREQUENCY: Unique out of six
NO. APPEARING: 1
ARMOR CLASS: -4
MOVE: 24"/24"
HIT DICE: 88 hit points
% IN LAIR: 80%
TREASURE TYPE: H
NO. ATTACKS: 2
DAMAGE/ATTACKS: 2-24/2-24
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See below
INTELLIGENCE: Supra-genius
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: 90
MAGIC RESISTANCE: 40%
Attack/Defense Modes: A,B,D/H,I,J

There are six Viziers to the Caliph of the Djinn, all of whom naturally inhabit the Elemental Plane of Air. The Viziers try to maintain the harmonious balance of the universe, and do not intervene in mortal affairs unless evil forces threaten to seriously disrupt the balance. All viziers are djinn nobles.
These creatures may use the following spells at will as 25th level magic users: pass without trace, predict weather, call lightning, protection from fire, control temperature (unlimited radius), dispel magic, control winds, weather summoning, control weather, and finger of death. They may travel at will among the planes known to the Djinn.
A Djinni Vizier can grant three wishes per day but seldom does because of the possibility that they could be used to disrupt the
universal balance.
 

Echohawk

Shirokinukatsukami fan
Symbayan
FREQUENCY: Uncommon
NO. APPEARING: 5-50+ (Never to exceed 200)
ARMOR CLASS: Variable (typically 4)
MOVE: 12”
HIT DICE: Variable (typically 4)
% IN LAIR: 60%
TREASURE TYPE: D
NO. ATTACKS: 1
DAMAGE/ATTACK: By weapon (typically 1-8)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Variable
ALIGNMENT: Variable
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil

Symbayans are a group of semi-nomadic tribesmen who deal mainly in trade. They are generally more civilized, less honest, and more cunning than the Thunes. The Symbayans seldom wage war, except against the Thunes, whom they will fight on sight.
While they often go on trading missions, they prefer to remain at home, usually at an oasis fortress and trade center. They were once brother tribesmen with the Thunes many centuries ago but were converted to the True Faith (the worship of the one god, Anu) and now are as fervent in the destruction of idols as the Thunes are in the preservation of idols. Their favorite swear words are “The place is set!”
Symbayan traders are members of the Sandvoyagers’ Guild. They are famous for their sand sleds, their typical way of travel. The Symbayans are also famous for their Airlancers, a group of elite warriors mounted on Pegasi.
The Symbayans of the Oasis of the White Palm are but a small part of a greater culture that lies far to the south. Each tribe has its own ways and traditions. The Symbayans have been at the Oasis of the White Palm for about 50 years. Their marriage ceremony is still modeled after the ancient one since it names no specific deity and thus does not go against the True Faith. The original forefathers of the southern tribes were rumored to have come from the oasis area and the Symbayans have returned to claim it as their ancestral home. The Symbayans are from the southern parts of the desert and are attempting to extend their trade lanes northward toward unknown realms. They are scattering the Thunes before them as they progress from oasis to oasis across the desert.
 

Echohawk

Shirokinukatsukami fan
Thune Dervish
FREQUENCY: Uncommon
NO. APPEARING: 5-50+ (Not to exceed 100)
ARMOR CLASS: Variable (typically 6)
MOVE: 12"
HIT DICE: Variable (typically 4)
% IN LAIR: 40%
TREASURE TYPE: J
NO. ATTACKS: 1
DAMAGE/ATTACK: By weapon type (typically 1d8+2 with scimitar)
SPECIAL ATTACKS: Bloodquest (See below)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Variable
ALIGNMENT: Lawful Neutral
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil

The Thune Dervishes are nomadic people, roughened by the desert winds and sand. They are fanatical, somber, pessimistic and almost always bad-mannered. They are a hot-tempered, passionate people who do not care much for outsiders. They are scrupulously honest and fearless in a fight. They have few outside interests, except for gambling, wine, and sports.
Aliens wherever they go, they roam the desert on an eternal holy quest. Their mission in life is to protect the religious freedoms and holy shrines of all nations, regardless of the specific beliefs of the worshippers. If the people hold an idol or shrine as sacred, that's enough for the Thune Dervishes. The Thune Dervishes hate grave robbers and defilers of all kinds. If a Dervish sees someone steal or desecrate a holy item or shrine, the defiler is marked for Bloodquest. This holy rite, carried out under the trembling, vibrating scream of any Dervish at hand, means a fight to the death. If necessary, the entire Dervish clan will join the Bloodquest.
The Dervishes have tracking powers equal to those of rangers. If they find a shrine or tomb desecrated, 1-6 Dervishes will track down and destroy the defilers.
There are approximately 300 people in the Thune tribe in scattered nomadic camps. They have been driven northward from their ancient homelands into the desert by the Symbayans. They fight the Symbayans at every opportunity. Most Dervishes encountered will be from 15 to 60 years old.
 

Echohawk

Shirokinukatsukami fan
Cryptknights
FREQUENCY: Very Rare
NUMBER APPEARING: 1-10
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 9
% IN LAIR: 100%
TREASURE TYPE: Nil
NUMBER OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: continual fear
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi
ALIGNMENT: LE
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Cryptknights are only known to exist in the wizard Martek’s tomb. Cryptknights are creatures that were time-trapped (see the SPECIAL NOTE in the MOBIUS TOWER PROLOGUE on page 20) just as they died. Thus, they became trapped in their deaths. Because of their frightening deaths, 70% of all Cryptknights emanate continuous fear (as the fourth level magic users’ spell fear). Over the centuries, some cryptknights escaped from the Mobius tower to other parts of Martek’s tomb. Cryptknights look like skeletal forms of the people they were before they were time-trapped.
 

Echohawk

Shirokinukatsukami fan
Spectral Minions
FREQUENCY: Very rare
NUMBER APPEARING: 1-40+
ARMOR CLASS: 2
MOVE: 30" (Restricted; See below)
HIT DICE: 3 (Also see below)
% IN LAIR: 100%
TREASURE TYPE: Nil
NUMBER OF ATTACKS: 0 or 1 (See below)
DAMAGE/ATTACK: By weapon (See below)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 20%
INTELLIGENCE: Standard
ALIGNMENT: Variable
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death. Spectral minions have a +1 on initiative rolls, due to their speed.
Spectral minions can only do damage if they died holding a weapon. Such a weapon becomes a part of them. Unless otherwise noted, only 50% of all spectral minions have weapons. Those that do have weapons have swords, unless otherwise noted. A remove curse will get rid of them permanently. If their vow or quest is fulfilled for them, they will disappear forever.
When very powerful people, such as high level paladins, become spectral minions, their hit points will be the same as before they died.
Spectral minions are barely visible because light passes through them. They look like the people they were before they died, but they have no color and are mostly transparent.
 

Echohawk

Shirokinukatsukami fan
Golem, Slime
FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOUR CLASS: 5
MOVE: 9"
HIT DICE: 1O
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE: 2d4/2d4
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: N
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: 1950 + 14/hp

These flaccid, squat, man-sized creatures are created from crystal ooze (MMII27), and combine some of the abilities of the ooze with those of a golem. A blow from one of these creatures paralyses for 2d10 turns (save vs. Paralysis to negate) in addition to inflicting normal damage. Magical weapons are required to hit slime golems, which are immune to acid, cold, heat and fire, and to sleep, charm and hold spells.
A slime golem can move equally effectively on land and through water, and its soft semi-transparent flesh allows it to squeeze through narrow gaps with ease.
 

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