Converting monsters from First Edition modules

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Massive Intellect: Creature gains +2 to INT but -1 to CHA due to swelling of the frontal lobe.

Hunter Sense: Gains Scent ability

bug Eye: Gains insect like eyeballs +10 to spot check but bright light causes -4 to all rolls.

Cavern FAngs: Creature gains bite attack 1d4

Farmer's Touch: +4 to all Knowledge(Nature) and Knowledge(plant) checks, skin has a green color to it

Blood of the FAllen: Damage caused by sharp weapons has a chance to cause 1d4 damage to the attacker.

Muscle Back: Bulging muscles implanted in the body +2 to Str but -2 to INT
 

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We might borrow from the troll mutate. The cavelings have surgically attached deformities, but it's sort of similar to random growths. Also, I like the idea of rolling for the mutation.
Troll Mutate said:
Troll Mutation Table
1d12 - Appendage
1 - Arm (claw 1d4+Str)
2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)
3 - Leg (5-foot increase to base land speed)
4 - Tail (whip 1d6+1-1/2 Str)
5 - Eye (all-around vision, see below)
6 - Nose (keen scent, see below)
7 - Tentacle (constrict 1d4+Str)
8 - Internal organ (moderate fortification [75% chance to negate critical hit])
9 - Mouth (bite 1d8+Str)
10 - Wings (Fly 20 ft., clumsy maneuverability)
11 - Pincer (claw 1d3+1/2 Str)
12 - Head (superior two weapon fighting, see below)
 

If we can come up with 20 total mutations a 1d20 would work well with:

19. Exceptional Mutation, roll twice on this table
20. Test Subject: Roll four times on this table.

So only need 6 after that table with a few modifications :)
 

Well, you guys already have (counting distinct ones): suction cups, low-light vision, claws, gills, fangs, cricket legs, deformity, massive intellect, bug eye, farmer's touch, blood of the fallen, muscle back. That's 12. Blood of the fallen seems a little weird to me, but maybe we could change it into acid blood or something?

From the troll mutate table, I'd probably pick additionally numbers 2, 3, 4, 5, 7, 8. But we'd need to change the names, perhaps.
 


I threw out ideas off the top of my head. Feel free to pick and choose ones that are good and toss out ones that suck :D
 


Hm... looking at those mutations:

Acid blood should have an "of", not an "od".

I'm not sure I like fungal farmer. I don't get how the mutated skin and bonus to Knowledge go together, or necessarily with farming fungus. How about green-gray skin and +4 to saves vs. poison and disease? Working around spores will expose you to a lot of those.

Bug eyes--I believe the most appropriate word is "compound", not "insectile".

Should we specify that the damages listed for the various natural weapons are as appropriate for a Medium-sized creature, and thus larger or smaller cavelings should have different base damages?
 

I think I agree with demiurge about Fungal Farmer. The save bonus is nice!

Also, let's have those be Medium damages, sure.
 

I agree with all that.

Since it is based on the humanoid type, would it be fairly safe to assume that most will be Small, Medium, or Large? If so, we can just list damage values for each size on the pertinent traits.
 

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