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Converting monsters from First Edition modules

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Shade

Monster Junkie
Since the original had 88 hp (vs the pasha of the efreet's 101), that equates to about 3 HD.

So, let's try out 27 HD (vs. the pasha's 30 HD).

Advancing a djinn (but not increasing its size) to 26 HD gives us...

Large Outsider (Air, Extraplanar)
Hit Dice: 27d8+54 (175 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +27/+35
Attack: Slam +30 melee (1d8+4)
Full Attack: 2 slams +30 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
Saves: Fort +17, Ref +19, Will +17
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings) (plus 200 more)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B) (10 total, 3 can be epic)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 21-22
Treasure: Standard
Alignment: Always chaotic good
Advancement: -
Level Adjustment: -

Speed translates to 60 ft (12 squares), fly 60 ft (perfect).

We gave the Pasha the following ability scores:
Str 36, Dex 29, Con 26, Int 22, Wis 25, Cha 25

Compared to a standard efreet, that is:
Str +13, Dex +12, Con +12, Int +10, Wis +10, Cha +10

Stadard Efreet: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Standard Djinn: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

So maybe reverse the Str and Dex bonuses like so...
Str +12, Dex +13, Con +12, Int +10, Wis +10, Cha +10

Yielding...
Str 30, Dex 32, Con 26, Int 24, Wis 25, Cha 25

How does that look?
 

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Shade

Monster Junkie
Added to Homebrews.

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.

Typical djinn spell-like abilities: At will—invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
 

freyar

Extradimensional Explorer
Seems like these should have all the djinn SLAs and maybe some or all of the other ones also. Or is that overkill? I guess we should ask what the 1e djinn SLAs were and what you did with the efreet versions.
 

Steve Jung

Explorer
1ed djiinni SLAs:
1/day: create nutritious food for 2-12 persons, create water or wine for 2-12 persons, create soft goods or wooden items (up to about 16 cubic feet of the former, 9 cubic feet of the latter) with permanence, create metal items of short life span (the harder the metal the shorter the time it lasts, i.e. gold has about a 24 hour existence, djinni steel lasts only 1 hour) of up to about 1,000 gold pieces weight, create an illusion with both visual and audial components which will last without concentration until magically dispelled or touched, become invisible, assume gaseous form, wind walk, or form a whirlwind.
 

Shade

Monster Junkie
Thanks, Steve!

For the Pasha of the Efreet, we combined the lists.

Typical djinn spell-like abilities: At will—invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 25th. The save DCs are Charisma-based.

Call lightning, dispel magic, control winds, control weather, finger of death, and pass without trace are all still present in 3e.

protection from fire = resist energy/protection from energy (fire only?)

Predict weather, control temperature (unlimited radius), and weather summoning all need replacements, unique abilities, or should be dropped.
 

dhaga

First Post
Control Weather can cover weather summoning.

For predict weather, perhaps just some flavor text:
Aeraldoth can predict the weather with astonishing precision, and has been known to offer accurate predictions up to a week in advance.

We can give him Knowledge (Weather) (or Knowledge (Nature)) as a skill, to promote the text.

We could generate an ability for control temperature, which could be fun.

Control Temperature (Su): Aeraldoth can control the temperature of the air around him, up to a (100' ?) radius. As a swift action, he can raise or lower the temperature by 10 degrees. This change affects the entire (100 ' ?) area.
 
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Steve Jung

Explorer
dhaga said:
For predict weather, perhaps just some flavor text:
Aeraldoth can predict the weather with astonishing precision, and has been known to offer accurate predictions up to a week in advance.

We can give him Knowledge (Weather) (or Knowledge (Nature)) as a skill, to promote the text..
You're welcome, Shade. Predicting weather a week in advance is a DC 45 Survival check. (base DC for 1 day is 15, +5 for each additional day)
 
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Shade

Monster Junkie
Great. We'll go with max ranks in Survival to account for that.

Dhaga, good start on the control temperature ability. We might want to note that the effects are cumulative.
 

dhaga

First Post
Shade said:
Great. We'll go with max ranks in Survival to account for that.

Dhaga, good start on the control temperature ability. We might want to note that the effects are cumulative.

Control Temperature (Su): Aeraldoth can control the temperature of the air around him, in a radius of 100 feet. As a swift action, he can raise or lower the temperature by 10 degrees. This change affects the entire radius, and additional uses of the ability are cumulative with the previous uses.

Still not sure that sounds quite right, but I think it's on the right track.
 

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