Converting monsters from Second Edition Monstrous Compendiums


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Looks OK, except I'm not fond of its land speed being lower than its burrow speed. Make them both 10 ft.?

Challenge Rating 2?

Maybe make it a bit bigger than 7 ft, since that's rather short for a Large vermiform creature. Maybe the 7' length is only the body, and it has a tail that doubles it?

14 feet and 500 pounds?

A Purple Worm shrunk to 500 pounds would be 18.5 feet long, so that still makes the Coral Work stockier.
 

All sounds good.

Suggested body diameter?

Environment: Warm aquatic?

Organization: Solitary or colony (2-100)?

Treasure: x

Advancement: x
 

All sounds good.

Suggested body diameter?

The tube starts out at 2 foot diameter, so maybe 18 inches for the worm?

Environment: Warm aquatic?

I'm leaning toward "Any Aquatic" since the original lives in deep coastal waters which are probably not that affected by surface temperature.

Organization: Solitary or colony (2-100)?

That fits.

Treasure: x

The original had treasure when encountered in a colony, presumably from its victims. Maybe incidental, like a Monstrous Spider?

Treasure: 1/10 coins; 50% goods; 50% items

Advancement: x

4-6 HD (Large); 7-12 HD (Huge); 13-18 HD (Gargantuan)?
 

By the way, we seem to be forgetting the worm's Coral Tube.

The tube gives the worm an extra 8 points of armour and adds a "spiny defense":

Monstrous Compendium Annual 4 said:
The coral worm’s tube is covered with razor sharp ridges, 4 to 6 inches high and running several feet. Anyone coming into contact with these suffers 1d10 points of damage. The inside surface of the coral tube is pearly smooth. Coral worms might abandon their protective coral (where they are AC 0) to attack boats or swimmers.

I suggest something like this:

Armored Tube (Ex): Coral worms build tubes by cementing together shards of coral. The tube is covered with razor-sharp ridges on the outside but pearly smooth inside. When fighting from inside its tube, a coral worm gains cover (+4 to AC and +2 to Reflex saves) plus a +4 circumstance bonus to its AC, for a total bonus to Armor Class of +8. In addition, the razor-sharp exterior gives the worm a spiny defense (see below). A coral worm can withdraw entirely inside its armored tube to gain the benefits of full cover. The tube has hardness 7 and 25 hit points (50 for a Gargantuan worm, 100 for a Colossal worm).

Spiny Defense (Ex): Any creature that attacks a coral worm inside its armored tube (or the tube itself) must succeed at a DC 12 Reflex save or take 1d10 slashing damage from the razor-sharp coral shards covering the tube. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. the save DC is Dexterity-based.
 

The line "If threatened, the coral worm can retreat into its tube, safe from all but the most persistent predator." suggests to me that it can't actually fight from within the tube. Would you agree with that?
 

freyar said:
The line "If threatened, the coral worm can retreat into its tube, safe from all but the most persistent predator." suggests to me that it can't actually fight from within the tube. Would you agree with that?

Good point. Further support...

When prey approaches the coral reef, the worms dart out to their full length to attack the prey

Coral worms might abandon their protective coral (where they are AC 0) to attack boats or swimmers.

That being said, I don't mind them being able to fight within their tube, but the tactics should indicate that is a rarity.
 

That being said, I don't mind them being able to fight within their tube, but the tactics should indicate that is a rarity.

It says "Coral worms might abandon their protective coral (where they are AC 0) to attack boats or swimmers". That "might" suggests to me that they can catch prey from their protective coral tubes, and prefer to do so.

They're so slow they would have trouble catching prey by pursuit.

By the way, should we cut the Burrow Speed from these things? There's no mention of such in the original.
 

I had a look in the Nehwon supplement to see whether the original version of the Coral Worm casts any light on the matter, and it has enough addition detail to be worth reproducing for comparison purposes:

Giant Coral
Climate/Terrain: Coastal to Deep Water
Frequency: Very Rare
Organization: Colony
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: C
Alignment: Neutral
No. Appearing: 10-100
Armor Class: 0 (8)
Movement: 12 in coral, Sw 3
Hit Dice: 3 to 8
THAC0:
3-4 HD: 17
5-6 HD: 15
7-8 HD: 13
No. of Attacks: 1
Damage/Attack: 1d4 per HD
Special Attacks:
Special Defenses: Retreat
Magic Resistance: Nil
Size: L to H (7’ to 20’ long)
Morale: Steady (11-12)
XP Value:
3 HD: 270
4 HD: 420
5 HD: 650
6 HD: 975
7 HD: 1,400
8 HD: 2,000

Giant coral ranges from 2’-8’ in diameter and stands from 2’-20’ high. It is always colored the same as the precious variety of normal coral (red-orange, pinkish, or white). The animals which inhabit it don’t look like typical coral animals, but are long black slug like snakes whose diameter exactly fits their coral openings.

Giant coral have mouths lined with many rough bony plates which are capable of biting holes in rocks, ship hulls, and through armor.

Combat: Giant coral typically wait for their victims to approach their huge reef. They then dart out of their coral tubes to their full length and attack their victims with their rock grinding mouths. The damage from this is based upon their size. Roll 1d4 for each Hit Die of the monster (thus a 4 HD giant coral does 4d4 damage).

They are known to occasionally swim out of their protective coral tubes (AC 0) and attack boats or swimming victims. However, they swim very slowly and are only AC 8.

Although the inside of the coral tubes are pearly smooth, the outsides are covered with razor sharp ridges some 4”-6” high, and running several feet. Anyone coming into contact with these ridges suffer 1d10 points of damage.

If threatened, giant coral can retreat into the safety of their reef where only the foolish pursue them as areas open up where many of the beings can attack at once.

Habitat/Society:
Giant coral are considered a threat to all. However, there are rumors that they allow certain lampreys and eels to live with them.

Ecology
: The coral from their tubes is considered valueless. However, the intact tube complexes are an invaluable naturally occurring dwelling used by many different marine animals (both intelligent and non-intelligent). The listed treasure represents the remains of past victims.
 

Okay, the "Giant Coral" from Nehwon gives it quite a bit of additional info.

Firstly, this creature is not a true worm, but a giant carnivorous coral polyp. Its tube is secreted, not built up like a tube worm.

Secondly, colonies of these "Coral Worms" live in reefs formed of maze-like complexes of interlinked tubes. Each worm lives in its own tube at the edge of this reef that connects to the tube complex. The creature can swim out from its tube to pursue prey, or retreat into the depth of the reef to avoid threats.

Thirdly, they only "occasionally" swim out of their tubes, giving added evidence for being able to fight from inside a tube.

Fourthly, they can move relatively quickly (12") while inside a tube, but are slow swimmers outside. That suggests revising the tube info to something like:

Coral Tube (Ex): Coral worms secrete tubes of coral to live inside. The tube pearly smooth inside, but covered with razor-sharp ridges on the outside. When fighting from inside a tube, a coral worm gains cover (+4 to AC and +2 to Reflex saves) plus a +4 circumstance bonus to its AC, for a total bonus to Armor Class of +8. In addition, the razor-sharp exterior gives the worm a spiny defense (see below). A coral worm can withdraw entirely inside a coral tube to gain the benefits of full cover.

The coral tubes of a colony of coral worms interconnect to form an extensive reef. Such tube complexes are a maze of passages which open into chambers where many coral worms can simultaneously attack intruders from all sides.

Coral tubes have hardness 7 and 50 hit points per 5 ft. section.

Spiny Defense (Ex): Any creature outside a coral tube that attacks a coral worm inside the tube (or the tube itself) must succeed at a DC 12 Reflex save or take 1d10 slashing damage from the razor-sharp shards covering the tube. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. the save DC is Dexterity-based.

Tubular Speed (Ex):
A coral worm can move at a speed of 30 ft. when any part of its body is within a coral tube.
 

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