Converting monsters from First Edition modules

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Since these guys are truly insane, I'm wondering if we shouldn't just set Wisdom to 1?
Insane, but not totally unaware of their surroundings, I think. Let's not go all the way to Wis 1. However, I could also see some Int or Cha penalty (particularly Cha, due to their weirdness).
 

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I think I like -4 to all mental abilities (minimum 1). How's that sound to people?

Leopold, the homebrews is here, for your reference. ;)
 

Minimum 3 for Int, at the least. And I'd be alright allowing them to keep their Int. They sound fairly clever, what with their surgical techniques. Just grotesque, mad and horrible.
 




Updated.

Let's work on the mutations.

The DM should determine how a specific caveling has been modified. Some of the changes are useful, such as the ability to climb walls, infravision, clawed hands and so forth, while others will only grotesque.

Suction Cups (Ex): The caveling's fingertips end in lizardlike suction cups, granting it a climb speed of 10 feet.

Low-Light Vision (Ex): The caveling gains low-light vision.

Claws (Ex): The caveling's hands end in wicked claws. It gains two claw attacks as natural attacks that deal 1d4 points of damage each.

Some more ideas...

Gills (Ex): The caveling can breathe water as well as air.

Fangs (Ex): The caveling gains a bite attack that deals 1d6 points of damage.

Cricket Legs (Ex): The caveling's legs have warped into an approximation of a cave cricket's. The caveling gains a +10 racial bonus on Jump checks.

Deformity: The caveling's appearance has grown more grotesque, resulting in a -2 penalty on Charisma-based skill checks.

Other suggestions?
 

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