Converting monsters from First Edition modules

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Glommer
(Adapted Monster)
Armor Class: 5
Move: 12"
Hit Dice: 6
No. of Attacks: 4 claws or weapons
Damage: 1d4 (X4) or by weapon
THACO: 13
Alignment: NE
Size: M
Intelligence: animal
STs: 16
Stw: 15

The glommer is a four-armed carnivorous ape, perhaps a mutation, brought to the moon from its native jungles by evil Chak. Using all four arms, a glommer has an effective Strength of 22 (carry 1,000 lb. weight, open doors 11 in 12, wizard locks 4 in 12, and bend bars/lift gates 80%).

Glommers normally use no weapons. They may be taught to use clubs or throw rocks, but not other weapons. With either weapon, no penalties "to hit" or to damage apply for multiple attacks. Club damage is standard (1d6/1d3), and small rocks may be thrown to 3"/6"/9" ranges, for Dmg 1-4 each. If all four of an unarmed glommer's claw attacks hit a single opponent, an extra 2-20 points of rending damage are automatically inflicted. If three claws hit, rending damage is 1-12. If only two hit, rending damage is 1-8.

Source: I11: Needle
 

At first glance, it doesn't appear much different than a girallon. However, it does have rock throwing, some weapon proficiencies, and is only Medium.

Elsewhere in the module, it mentions that they can make powerful jumps, so it might possess different skill bonuses as well.
 

Shade said:
Using all four arms, a glommer has an effective Strength of 22 (carry 1,000 lb. weight, open doors 11 in 12, wizard locks 4 in 12, and bend bars/lift gates 80%).
Count it as a quadruped when using all four arms to lift?

How about the 'powerful build' quality?

Regards
Mortis
 

Mortis said:
Count it as a quadruped when using all four arms to lift?

How about the 'powerful build' quality?

I really like the first option...that definitely differentiates it from the girallon. :cool:
 

Modified girallon stats including change in size.

Str should have been reduced to 14 but I only reduced it to 15 so that it could lift the 1,000 lbs stated when using all four arms.

Con should have been reduced to 10, but that seemed too low, so I split the dfference. ;)

Glommer
Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d3+2) or rock +10 ranged (1d4+2)
Full Attack: 4 claws +8 melee (1d3+2) and bite +7 melee (1d6+1) or rock +10 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d3+3, rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 15, Dex 19, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +11, Hide +5, Jump +11, Listen +5, Move Silently +6, Spot +5
Feats:Alertness, Toughness (2)
Environment: Warm forests
Organization: Solitary or company (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment: —

desc

Combat
A glommer can be trained to use a simple club as a weapon.

Muscular coordination (Ex): When a glommer uses all four of it's forearms to lift a weight, it counts as being a quadruped for the purpose of carrying capacity, maximum load etc.

Rend (Ex): A glommer that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d3+3 points of damage.

Rock throwing (Ex): The range increment is 10 feet for a glommer’s thrown rocks.

Skills: A glommer has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A glommer has a +4 racial bonus on Jump checks.

Does that seem ok, any changes/improvements needed?

<edit>updated with suggestions

Regards
Mortis
 
Last edited:

Lookin' good.

I think we should add in some Listen ranks, as both the ape and dire ape possess them.

Let's swap out Iron Will for Alertness, to more closely mimic other apes. Also, it appears elsewhere in the module that they are easily enslaved so its a bit antithetical to Iron Will. ;)
 

Shade said:
I think we should add in some Listen ranks, as both the ape and dire ape possess them.
Taken a rank of each of Climb and Jump and given them to Listen.

Let's swap out Iron Will for Alertness, to more closely mimic other apes. Also, it appears elsewhere in the module that they are easily enslaved so its a bit antithetical to Iron Will. ;)
That's done as well.

Regards
Mortis
 


Shade said:
I added what you compiled to Homebrews.
Looks done to me - except for the range increment for the thrown rocks.

The original had three range brackets of 3/6/9 for a maximum range of 45 feet. So if we have a increment of 10 that gives a maximum range of 50 feet, close enough?

Regards
Mortis
 

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