Converting monsters from First Edition modules

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That looks pretty good.

Temperate and warm land?
bed (2-8)
CR 1
I think we can take the question mark off the Cha.
 

CR is tricky on this one. It has enough poison potential to warrant a higher CR, but since it is immobile, its rather limited. So I supposed I could see CR 1.

The rest sounds good.

Snake grass grows to a height of about 4 feet?
 

That looks pretty good.

Temperate and warm land?
bed (2-8)
CR 1
I think we can take the question mark off the Cha.

That all looks reasonable.

As for the height, I was thinking snake grass should get up 6+ feet to account for the 10-ft reach.
 

When did we agree on extended reach? That really doesn't sound right for these. 5 ft reach is surely enough.
 

Sounds good! Updated. I think it's finished.

Next!

Spyder Plant
AC:8 MV:6 HD:1+1 hp:5 #AT:1 Dmg:1 SA:Poison (save +2) SD:Nil AL:N THAC0:18
Just beyond the doorway is a spyder plant in a pot hanging in the shadows overhead. Two spyder plant shoots attack the first character to walk through the doorway. The two shoots are attached by vines to the mother plant, which cannot move.

Originally appeared in I13 - Adventure Pack I (1987).
 

A little different than the spider plants my parents have. ;)

Not a lot to go on here. The only thing is really the poison: just base it on a 1HD monstrous spider?
 

When did we agree on extended reach? That really doesn't sound right for these. 5 ft reach is surely enough.

Unless my memory deceives me, Shade thought it would help compensate for their immobility.

Anyhow, the snake grass look done to me.
 

Sounds good! Updated. I think it's finished.

Next!

Spyder Plant
AC:8 MV:6 HD:1+1 hp:5 #AT:1 Dmg:1 SA:Poison (save +2) SD:Nil AL:N THAC0:18
Just beyond the doorway is a spyder plant in a pot hanging in the shadows overhead. Two spyder plant shoots attack the first character to walk through the doorway. The two shoots are attached by vines to the mother plant, which cannot move.

Originally appeared in I13 - Adventure Pack I (1987).

So if I understand correctly it's a giant arachnid version of the Lamb of Tartary?

There's a central plant which produces mobile spyder-shoots attached to their parent plant by a tether.

The listed stats appear to be for the shoots rather than the actual plant.

So, do we stat up the plant and the shoots separately?

What AC and hp do we give the tether, and what effect does severing it have (presumably it kills the spyder-shoot, but is this immediately fatal?

Does the tether have a much better AC that the shoot (being thin, agile and thus hard to hit)?

It'd be easier if damage to the tether just counts against the shoot's hit points.

I suppose we could treat the shoots as very long tentacles whose "biting end" can move 20 ft. with a move action?
 

They're also clearly a joke version of this.

My tendency would be to make the shoots an attack with extended reach, something like a roper's strands (but with different effect, of course). I wouldn't give the base plant too many more HD, since they don't seem like they're supposed to be very tough.
 

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