Converting monsters from Imagine Magazine


log in or register to remove this ad

RavinRay said:
I have to confess that I'm not familiar with the last few beasties because they're taken from different parts of the Philippines, and given our archipelagic nature, and 85+ linguistically-differentiated tribes, each has it's own but nonetheless related and parallel set of beliefs, myths, and monsters.

Interesting. Thanks for the insight!

I suggested greater Listen than Spot since that is how the boars had it, but have no problem with reversing them.

Updated.

Anything left?
 




HEADLESS HORSEMAN

Rider
Frequency: Very rare
No. Appearing: 1
Armour Class: -1
Move: 9"
Hit Dice: 6
% in Lair: nil
Treasure Type: nil
No. of Attacks: 1
Damage: 3-18 (lance)/2-9 (sword)
Special Attacks: Fear
Special Defences: +2 or better weapon to hit
Magic Resistance: Immune to charm, sleep, hold or cold based attacks
Intelligence: Very
Alignment: LE
Size: M

Mount
Frequency: Very rare
No. Appearing: 1
Armour Class: 4
Move: 15"
Hit Dice: 4+4
% in Lair: nil
Treasure Type: nil
No. of Attacks: 3
Damage: 1-8/1-8/1-3
Special Attacks: none
Special Defences: magic or silver weapons to hit
Magic Resistance: Immune to charm, sleep, hold or cold based attacks
Intelligence: Animal
Alignment: NE
Size: L

Headless Horsemen are the spirits of cavalrymen who have died in violent circumstances - normally beheaded. Very often they were cavaliers or noblemen in life, and retain a sense of purpose into afterlife. They are normally encountered on roadways, heralded by the sound of approaching horses that will cause fear in all creatures of animal intelligence. The horseman will appear as a figure swathed in mist, so that the missing head cannot be detected from distance. Once within twenty yards, this abnormality will be visible, and all who see it must save vs magic or suffer the effects of a fear spell.

Most headless horseman are encountered riding pell-mell, as if to fufil some urgent mission. These will only attack in self-defence. Others, who take upon themselves the specific purpose of guarding a place or object, will offer single combat by word or action, charging with the lance and then using a sword in melee. They will never attack a cleric, except in self-defence, and may be turned as a spectre.

Originally appeared in Imagine Magazine #23 (1985).
 

Same question about monster vs template. Assuming the former, which I think I prefer here, we have a 6HD undead rider and 4HD undead (I assume) mount. I'd say the rider should have stats something like Str 16-19, Dex 18-19, Con -, Int 14-17 ("Very" -- can't remember how much that is), Wis 10-11, Cha 14-17 (for fear). Thoughts?
 

Oddly enough, I think these work better as a template. ;)

Essentially, besides undead traits, all they add is damage reduction, a fear attack, and immunity to cold.

I'd say the template can only be applied to a humanoid with the Mounted Combat feat.

Thoughts?
 

:p

I'd agree with all that. I'd also give them +2 turn resistance (like a spectre) and maybe a bump to some of the abilities. We also need to write a mount.
 

Here's a start...

"Headless horseman" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat (referred to hereafter as the "base creature").

A headless horseman uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Special Attacks: A headless horseman retains all the special attacks of the base creature and gains the following attack.

Frightful Presence?

Special Qualities: A headless horseman retains all the special qualities of the base creature and gains immunity to cold and the special qualities described below.

Damage Reduction (Su): A headless horseman's body is tough, giving the creature damage reduction 10/magic. A headless horseman's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Turn Resistance (Ex): A headless horseman has +2 turn resistance.

Abilities: Same as the base creature except that, as undead creatures, headless horsemen have no Constitution score.

Skills: Headless horsemen gain a +x racial bonus on Ride checks.

Feats: Headless horsemen gain (some mounted combat feats) as bonus feats.

Challenge Rating: Same as the base creature +x.
Alignment: Usually lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +x.
 

Remove ads

Top