Converting monsters from First Edition modules

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how aboot this:

COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.

Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.

Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17? for half). The save DC is Dexterity-based.

Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC X). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.

The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.

Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can move at a speed of 120. She can reenter her own body as a free action by touching it.

When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim collapses in a state of shock for 1d10 minutes.

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19?) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, magic missile, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – x; 1st – charm person, magic missile (x2), ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V.

Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.

***

Other spells I think she might dig (no fire-related spells!) for her spellbook:

1 – protection from good, mage armor, obscuring mist, hypnotism, sleep, disguise self, jump
2 – fog cloud, glitterdust, web, touch of idiocy, blur, minor image, scare, spider climb
3 – stinking cloud, suggestion, wind wall, blink, gaseous form
4 – ice storm, solid fog, confusion, fear
5 – cone of cold, teleport, hold monster, feeblemind, baleful polymorph
 
Last edited:

BOZ said:
how aboot this:

COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.

Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.

Lookin' good so far.

BOZ said:
Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17? for half). The save DC is Dexterity-based.

DC 17 is correct.

BOZ said:
Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC X). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.

DC 17 unless we give her Ability Focus for it. :D

BOZ said:
The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.

Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can move at a speed of 120. She can reenter her own body as a free action by touching it.

Incorporeal creatures usually fly with perfect maneuverability now, so you might mention that.

BOZ said:
When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim collapses in a state of shock for 1d10 minutes.

Maybe allow a Fort save here?

BOZ said:
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19?) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

DC 19 is correct.

BOZ said:
Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, magic missile, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – x; 1st – charm person, magic missile (x2), ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows; 3rd – haste, lightning bolt; 4th – dimension door, lesser globe of invulnerability; 5th – summon monster V.

Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.

***

This all looks good.

BOZ said:
Other spells I think she might dig (no fire-related spells!) for her spellbook:

1 – protection from good, mage armor, obscuring mist, hypnotism, sleep, disguise self, jump
2 – fog cloud, glitterdust, web, touch of idiocy, blur, minor image, scare, spider climb
3 – stinking cloud, suggestion, wind wall, blink, gaseous form
4 – ice storm, solid fog, confusion, fear
5 – cone of cold, teleport, hold monster, feeblemind, baleful polymorph

Agreed on all counts.
 

kind of lost focus on what i was doing with these...

posting what i have in homebrews, maybe we're closer to done than i think. ;)
 

Looking over Homebrews....

LAs for Ba’atun (all varieties except Yesorkh, who shouldn't have one)
+1 for unbalanced ability scores
+1 for natural armor
+1 for fly speed
+1 for cold resistance
---------------------------------------
+4 Total

Weight of 200 lbs. sounds fine.

Yesorkh CR: 5 (standard swarm leader) + 3 (7 nonassociated class levels divided by 2) + 2(2 associated class levels) = 10.

Otherwise, I think they're finished.
 

Shade said:
LAs for Ba’atun (all varieties except Yesorkh, who shouldn't have one)

thought so, but i wasn't sure. ;)

+4 Total

Weight of 200 lbs. sounds fine.

cool. :)

Yesorkh CR: 5 (standard swarm leader) + 3 (7 nonassociated class levels divided by 2) + 2(2 associated class levels) = 10.

eh? 'splain! seems kinda low for a 9th-level character with 7 additional HD...
 

Yeah, this is kinda tricky. From the Improving Monsters section of the MM...

Associated Class Levels - "Class levels that increase a monster’s existing strengths are known as associated class levels. Each associated class level a monster has increases its CR by 1. Barbarian, fighter, paladin, and ranger are associated classes for a creature that relies on its fighting ability. Rogue and ranger are associated classes for a creature that relies on stealth to surprise its foes, or on skill use to give itself an advantage. A spellcasting class is an associated class for a creature that already has the ability to cast spells as a character of the class in question, since the monster’s levels in the spellcasting class stack with its innate spellcasting ability. A rakshasa, for example, casts spells as a 7th-level sorcerer. If it picks up a level of sorcerer, it casts spells as an 8th-level sorcerer."

Nonassociated Class Levels: ""If you add a class level that doesn’t directly play to a creature’s strength, the class level is considered nonassociated, and things get a little more complicated. Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice. At that point, each additional level of the same class or a similar one is considered associated and increases the monster’s CR by 1."

Since she has no existing spellcasting ability, it seemed to fall under the nonassoicated class levels. But if you're more comforatable just adding 9 to her base CR, go for it. ;)
 


Yeah, looks like you’re right about being done. Only a couple items to clear up before moving on:

Do slings allow a Strength bonus to damage? To attacks?

And does good ol’ standard DC 15 work here?:

When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 15?) or collapse in a state of shock for 1d10 minutes.
 

BOZ said:
Do slings allow a Strength bonus to damage? To attacks?

Yes to damage, no to attacks.

BOZ said:
And does good ol’ standard DC 15 work here?:

When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 15?) or collapse in a state of shock for 1d10 minutes.

It will work, or you could use 10 + 1/2 Yesork's HD + Cha modifier.
 

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