Converting monsters from Second Edition Monstrous Compendiums

Shade

Monster Junkie
An extra head could also grant the ettin's:

Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
 

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demiurge1138

Inventor of Super-Toast
The mutations table shaping up so far looks great! I say we specify that every troll mutate has one of the mutations, and agree that multiple mutations might warrant a CR boost.

Demiurge out.
 

freyar

Extradimensional Explorer
Ok, we have so far

Mutation (Ex): Each troll mutate has at least one mutation, rolled randomly on the following table. A troll mutate with more than 2 mutations has CR X.

Troll Regeneration Table
1d12 - Appendage
1 - Arm (claw 1d4+Str)
2 - Ear (+2 bonus on Listen and Balance checks & -1 penalty on saves vs. sonic attack)
3 - Leg (5ft bonus to base speed)
4 - Tail (whip 1d6+1-1/2 Str)
5 - Eye (all-around vision, see below)
6 - Nose (keen scent, see below)
7 - Tentacle (constrict 1d4+Str)
8 - Internal organ (medium fortification)
9 - Mouth (bite 1d8+Str)
10 - Wings (Fly 20ft, Clumsy?)
11 - Pincer (claw 1d3+1/2 Str?)
12 - Head (superior two weapon fighting, see below)

All-Around Vision (Ex): A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can’t be flanked

Keen Scent (Ex): A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.

Superior Two-Weapon Fighting (Ex): A troll mutate with an extra head does not take a penalty on attack or damage rolls for attacking with two weapons.
 


freyar

Extradimensional Explorer
Looking good. Let's rename the table to Troll Mutation Table. Also, do we want to add that there is a % chance of a mutation every time a troll regenerates a limb? This would be in the spirit of "each time a troll regnerates more than 20 hit points, it has a 20% chance that a vestigial appendage or organ grows on the regenerating spot."
 


freyar

Extradimensional Explorer
Feats: Alertness & Iron Will, after the troll?
Skills: Spot and/or Listen?
CR 3?

Edit: did we want to put in light fortification, even before the mutation table?
 
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demiurge1138

Inventor of Super-Toast
I say Multiattack is more important than Iron Will, but agree that Spot and Listen should be its class skills.

CR 3 looks about right to me. It's no tougher than a bugbear, but it hits harder and can regenerate.

Demiurge out.
 

Shade

Monster Junkie
Any blow against a mutate with an edged weapon will, on a roll of 20, sever a limb. Severed limbs fight on, scuttling back to rejoin the troll after the battle.

What shall we do with that?

Matriarch Mutate

This creature rules the troll mutates with an iron claw. She is a 6+6 Hit Die creature with two heads, giving her an extra bite attack. The second head also gives her a psionic wild talent, 30 PSPs, and a variation of the project force devotion. If she does not use any bite attacks, she can user her psionic attack, in addition to her other attacks. The psionic attack, usable up to three times per day, is triggered with a roll of 16 or less on 1d20 and inflicts 2d6 points plus the target's AC in damage (negative ACs reduce the damage).

The queen has only two arms, but has a fully functional tentacle-like tail that she can whip over her heads to deliver a stunning blow for 1d6+3 points of damage.

Shall we stat her up as a sidebar or a separate creature?
 

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