Converting Monsters from Polyhedron Magazine

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Updated.

Is there anything left for this version?

Let me have a glance through it...

Looks fine statwise, although I am wondering why the word ignorant is capitalized in "and are Ignorant of cruelty, warfare, and deception". Is that deliberate or a typo?

Seems good to go, I may post a "Cleon enhanced version" later this weekend.
 

Building a Better Houyhnhnm

Okay, here's how I think a 1st level Warrior Houyhnhnm would look, with a Flurry of Blows ability and some tweaks to Unusual Physique. I stuck all its Warrior skills into Handle Animal, since Swift described Houyhnhnm as raising livestock.

Houyhnhnm Warrior
1st level Warrior
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 16 (-1 size, +1 Dex, +3 studded leather armour, +3 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+11
Attack: Hoof +6 melee (1d4+3) or armour spike +6 melee (1d8+3) or light crossbow +4 ranged (2d6)
Full Attack: 2 hooves +6 melee (1d4+3) or armour spike +4/+4 melee (1d8+3) or light crossbow +4 ranged (2d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flurry of blows
Special Qualities: Brave, low-light vision, scent, unusual physique
Saves: Fort +8, Ref +4, Will +3 (+5 vs. fear)
Abilities: Str 16, Dex 13, Con 17, Int 13, Wis 14, Cha 12
Skills: Autohypnosis +5, Handle Animal +4, Jump +18, Listen +5, Spot +5, Survival +5, Swim +6
Feats: Endurance, Run
Environment: Temperate plains
Organization: Solitary, team (2-20) or herd (10-100)
Challenge Rating: 3
Treasure: No coins, standard goods, standard items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

This well-groomed horse is obviously caparisoned for war, with spiked barding and a crossbow slung over its back. Curiously, it bears neither saddle or bridle.

Houyhnhnms speak Draconic and Sylvan with a voice that sounds like soft and mild neighing.

Combat

Brave (Ex): Houyhnhnms have a +2 racial bonus on saves against fear effects.

Flurry of Blows (Ex): A Houyhnhm can use flurry of blows as a 4th level monk. If it gains any levels in monk its monk level is increased by four for determining its flurry of blows ability.

Unusual Physique (Ex): Houyhnhnm can wear any form of barding that would fit a horse.

Although they can use weapons, houyhnhnms are unable to become proficient in any weapon other than crossbows, clubs, gauntlets, spiked gauntlets, scythe gauntlets and armour spikes, due to their hoof-like hands. Scythe gauntlets are martial weapons with stats identical to a sickle. All houyhnhnm are proficient in gauntlets and spiked gauntlets, they are not automatically proficient in any of the other weapons listed.

Houyhnhnms may treat gauntlets, spiked gauntlets, scythe-gauntlets and armour spikes as special monk weapons.
 

Champion the Wonder Horse!

And here's a Houyhnhnm 9th level monk, using the previous version of Flurry of Blows and Unusual Physique. I haven't bothered including the detailed writeups of its Monk and Houyhnhnm Special Attacks & Qualities.

Note that it flurries as a 13th level Monk (9th level Monk +4 levels from the Houyhnhnm's flurry of blows SA for a base of +9/+9/+9/+4), and if it uses its amulet of magic fang it gets +1 enhancement to attack and damage for Flurry of blows +14/+14/+14/+9 (2d8+5/19-20). Said amulet is a custom magic item that follows the SRD rules.

Houyhnhnm Champion
9th level Monk
Large Magical Beast
Hit Dice: 3d10+9d8+48 (105 hp)
Initiative: +4
Speed: 90 ft. (18 squares)
Armor Class: 24 (-1 size, +4 Dex, +4 natural, +1 armour, +5 monk, +1 deflection), touch 19, flat-footed 20
Base Attack/Grapple: +9/+21
Attack: Unarmed strike +13 melee (2d8+4/19-20)
Full Attack: Flurry of blows +13/+13/+13/+8 (2d8+4/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Brave, flurry of blows, ki strike (magic), stunning fist
Special Qualities: Brave, improved evasion, low-light vision, purity of body [immunity to natural diseases], scent, slow fall (40 ft.), still mind [+2 save vs Enchantment], unusual physique, wholeness of body [heal 18 hp/day to self]
Saves: Fort +14, Ref +14, Will +14 (+16 vs. enchantment or fear)
Abilities: Str 19, Dex 18, Con 18, Int 14, Wis 18, Cha 10
Skills: Autohypnosis +8, Climb +13, Escape Artist +10, Hide +11, Jump +32, Listen +14, Move Silently +11, Spot +14, Survival +8, Swim +8, Tumble +13
Feats: Deflect ArrowsB, Endurance, Improved Critical (unarmed strike), Improved Grapple, Improved TripB, Iron Will, Stunning FistB, Weapon Focus (unarmed strike)
Challenge Rating: 11
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +2

Magic items: +1 bracers of armour, +1 ring of protection, +1 amulet of natural armour, +1 cloak or resistance, amulet of magic fang (3/day, use-activated, caster level 1)
 

Looks fine statwise, although I am wondering why the word ignorant is capitalized in "and are Ignorant of cruelty, warfare, and deception". Is that deliberate or a typo?

Probably due to Ignorance on my part. ;) I'll fix it.
 

Probably due to Ignorance on my part. ;) I'll fix it.

Might as well.

What do you think of the Warrior and Champion Monk version?

The Monk looks a bit weak compared to other CR11 monsters like a Hezrou or Cloud Giant, but I think that's just due to the monk being a bit underpowered and the build being limited to SRD rules. Within those limits I think it's pretty soundly constructed.
 


Skorpio
CLIMATE/TERRAIN: Deserts
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low-average (4-8)
TREASURE: O,P
ALIGNMENT: Neutral evil
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVEMENT: 9
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon/1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Standard
SIZE: M (5-6' tall)
XP VALUE: 175

Skorpio are a vicious breed of bipedal scorpions believed to have been created by a magical experiment. They have large, compound eyes, a tan to dark brown exo-skeleton, and very dextrous human-like hands.

Combat: Skorpio do not take time to develop battle plans, rushing blindly upon anything they come across. They attack with weapons recovered from previous victims, favoring spears and swords. Every three minutes they also can attack with their long, flexible tails. At the end of a skorpio's tail is a sharp, venemous stinger fed by two poison-producing glands. A tail attack is made with a + 2 on the "to hit" roll. A victim hit by the stinger must save vs. poison or die in 2-5 rounds. The poison is a powerful neurotoxin, a successful save still results in 2d4 points of damage. The skorpio's low Armor Class is due to its tough exoskeleton and exceptional dexterity.

Habitat/Society: Skorpios live in small clans in burrow-homes they construct under the sand. A few Skorpios prefer to live in the crevasses of rock formations. Their treasure is kept in their homes along with 1-12 females, 3-6 young, and 1-4 eggs.

Ecology: Skorpio are carnivorous, eating animals and humanoids. They are especially fond of humans because of the treasure they yield.

Originally appeared in Polyhedron #53 (1990).
 

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