Converting Monsters from Polyhedron Magazine

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Monster Junkie
That'll work.

Updated.

A snow mischief can be summoned with a summon monster III or summon nature's ally II spell?

(Same as Small elementals)
 

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Monster Junkie
Phase Jelly
by Greg Deckler

CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: J, M, Q
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 8 (tentacles 5)
MOVEMENT: 3, Br 1
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1-10
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M(4'-7')
MORALE: Average (10)
XP VALUE: 1,400

The phase jelly is a disgusting blob of sickly-smelling slime. Jellies can be any color imaginable, but a single specimen will be one color throughout. Each jelly has 10 tentacles, each ranging from 12' to 18' long.

Combat: The phase jelly attacks similarly to a marine ooze, its tentacles erupting from the floor, ceiling, or walls of subterranean passages. The jelly has the ability to phase into and out of solid stone, making these attacks possible. Although the tentacles secrete a noxious mixture that only causes 1-2 points of physical damage, creatures coming in contact with the mixture must save verses poison at +2 or become paralyzed.
The phase jelly has a far more insidious attack form. If any animal, human, or demi-human remains relatively stationary for three rounds or more in the vicinity of a hidden phase jelly, the jelly will attempt to slowly envelope its victim and phase back into the stone along with the victim's feet. This form of attack adds +3 to the jelly's attempt to surprise an intended victim. If the victim is surprised, the attack automatically succeeds. If the surprise fails, the victim can avoid the jelly with a successful Dexterity check. A victim who is phased into the floor with the jelly looses 8 hit points per turn he is in contact with the jelly and its acidic digestive juices.
The jelly is immune to acid and attacks from blunt weapons. Edged weapons cause only one-half damage. Fire, cold, and electricity cause full damage. In addition, electricity stuns any tentacles it touches for 1-10 rounds. A phase door or passwall spell will kill the jelly instantly if it is phased with the stone. Spells such as earthquake, move earth, rock to mud, or stone to flesh will force a jelly to the surface.

Habitat/Society: Phase jelly inhabits the darkest dungeons, usually lurking within the stonework and using its tentacles to sense the vibrations of passing creatures. Metal armor, weapons, and coins can be found in the vicinity of a jelly, as its digestive juices cannot handle these materials. These expelled materials often inadvertently create a trap for adventurers who attempt to greedily gather up the items.
It is a solitary creature and will not tolerate the presence of other phase jellies in its territory.

Ecology: Although the phase jelly can eat virtually any type of organic material, it is especially fond of drow. Phase jelly has no natural predators. Wizards have experimented with the jelly and its tentacles, but have found no useful spell components.

From Polyhedron #67 (1992).
 

Shade

Monster Junkie
Ability scores of other jellies:

Airjelly (S): Str 6, Dex 22, Con 28, Int -, Wis 1, Cha
Ochre Jelly (L): Str 15, Dex 1, Con 22, Int —, Wis 1, Cha
Shadow Jelly (L): Str 15, Dex 1, Con 18, Int -, Wis 1, Cha 1
Assassin Jelly (M): Str 15, Dex 15, Con 20, Int 10, Wis 14, Cha 1
Flesh Jelly (G): Str 32, Dex 6, Con 23, Int --, Wis 1, Cha 1

Its Intelligence is given as 1.

So maybe...Str 15, Dex 10, Con 20, Int 1, Wis 1, Cha 1?
 



Shade

Monster Junkie
OK, since we haven't really started on the phase jelly, and that was just me picking one rather than an actual request, let's tackle this request first. Thanks to Echohawk as always for the original stats. :)

Moon Man

CLIMATE/TERRAIN: Lunar caverns
FREQUENCY: Uncommon
ORGANIZATION: Theocracy
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Genius (8-18)
TREASURE: Varies
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (2-12)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Average (8-10)
XP VALUE: 15

Moon men are the survivors of an advanced technological civilization. In fact, they are not native to Luna, having escaped to the moon from the planet Vulcan before it exploded to create the present asteroid belt beyond Mars.
Moon men are vaguely humanoid, and of approximately the same size. Their arms are quite long, ending in threefingered hands, and their legs are comparatively small, sporting two-toed feet. Their skin color is pale blue, revealing blood vessels and muscles beneath its thin surface. Moon men wear a variety of clothing depending on their position within society.
Moon men speak their own language.

Combat: Moon men aren't particularly effective unarmed fighters. However, they can be armed with knives (ld4 damage), spears (ld6 damage), clubs (ld6 damage), sabers (ld8 damage), or even electric rifles. Electric rifles have a short range of 50 yards, medium range of 100 yards, and long range of 150 yards, and they inflict Id8 points of damage. A single weapon has IdlOO shots remaining before it must be recharged. Magical protection from electricity or lightning may nullify the damage inflicted by an electric rifle. On any attack roll of 1 an electric rifle is jammed and must be repaired.

Habitat/Society: The moon men are governed by the science priests, councilors who protect the ancient tomes of technology and preach from them.

Ecology: The moon men have great electrical technology locked up in their manuals of knowledge, if they can be wrested from the science priests.

From "A New Crystal Sphere: Combat, Planets, And The Aliens of Sol", an adaption of Space: 1889 to the Spelljammer setting, by Timothy B. Brown; Polyhedron #74
 

Shade

Monster Junkie
Since they are 1 HD, I propose we approach them as a playable race, working on the racial traits before getting to the actual stat blocks.

The text seems to indicate average physical ability scores and high Intelligence. A Wisdom bonus might also be appropriate.
 

freyar

Extradimensional Explorer
Agreed. Humanoid rather than monstrous humanoid, I'd think, also.

Racial int bonus of +4, wis bonus of +2?
 

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