Converting monsters from Second Edition Monstrous Compendiums

Increasing to 6HD is good, though I might even allow a higher advancement. Let's see.

Elite stats are a good idea. But why bump the Str so much? Put the 14 (or even 15) into Cha to boost the stunning dive DC and put the 12 into Str.

I'd also like to swap "damaged" for "destroyed" as mentioned above. We also need to add something for Mullonga to take unwilling creatures with her. Something like the bar-lguras have.
 

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Are we simply going to state that they have x HD and an elite array (plus noting the different powers), or do we want a full stat block? I'd prefer the former, since they won't be used very often.
 


freyar said:
Increasing to 6HD is good, though I might even allow a higher advancement. Let's see.

Elite stats are a good idea. But why bump the Str so much? Put the 14 (or even 15) into Cha to boost the stunning dive DC and put the 12 into Str.

Agreed.

Updated.

freyar said:
We also need to add something for Mullonga to take unwilling creatures with her. Something like the bar-lguras have.

Let's save that ability for Mullonga herself (coming up next).
 

Increasing to 6HD is good, though I might even allow a higher advancement. Let's see.

Elite stats are a good idea. But why bump the Str so much? Put the 14 (or even 15) into Cha to boost the stunning dive DC and put the 12 into Str.

I'd also like to swap "damaged" for "destroyed" as mentioned above. We also need to add something for Mullonga to take unwilling creatures with her. Something like the bar-lguras have.

That all sounds reasonable.

We don't need the unwilling creatures bit, since we can leave that for Mullonga herself.
 

It looks like we're ready for Mullonga. Here she is...

Mullonga
CLIMATE/TERRAIN: The Nightmare Lands
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Genius (17)
TREASURE: D
ALIGNMENT: Lawful evil
NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2d6/2d6
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: +2 or better to hit
MAGIC RESISTANCE: 40%
SIZE: M (5’ tall)
MORALE: fanatic (18)
XP VALUE: 11,000

The aboriginal witch Mullonga is one of the most active members of the Nightmare Court. She may look like an old woman who is so small as to be harmless, but she is evil and malicious. She thrives on the fear and apprehension of others.

Mullonga appears as a hunched, leathery, brown-skinned old woman dressed in animal skins and carrying a gnarled staff. Her flesh looks as if it has been parched in the hottest desert, beneath a blazing, unforgiving sun. As no visible sun shines over the Nightmare Lands, perhaps it is the pure evil that emanates from this witch that withers her flesh so.

Her connection to the dream plane gives Mullonga access to many languages, all of which are spoken with a voice as dry and brittle as a mummy’s wrappings.

Mullonga often attempts to insinuate herself into a company of wanderers, using illusions to cast herself as a mage lost in the mists. If she is accepted into a company, she begins to sow false information. She does this in an effort to create fear in the wanderers—fear she can later use in dreams.

If forced into physical conflict, Mullonga’s gnarled hands become grotesquely extended claws that can strike twice in a round an inflict 2d6 points of damage each. While she has no problem with personally spilling blood, she prefers to use spells or minions to handle most victims.

Mullonga has the arcane powers of a 13th-level wizard, though her connection to the dream plane allows her to cast spells in an instant; she has no need of material, somatic, or verbal components. Further, she does not memorize spells in the same manner as mortal wizards.

Mullonga pulls her spells from the dream web, so she can fill up her spell selection in one hour. She needs to return to a secure location in the Ghettoes and make physical contact with her relic, so those she is terrorizing may rest a short period while she is thus engaged.

The witch normally has the following lists of spells ready, but can choose from all spells available to her experience level.
1st level—burning hands, change self, chill touch, hypnotism, magic missile;
2nd level—alter self, blindness, ESP, scare, spectral hand;
3rd level—delude, fireball, hold person, protection from good 10 feet radius, slow;
4th level—confusino, Evard’s black tentacles, fear, polymorph self;
5th level—chaos, distance distortion, shadow magic, summon shadow;
6th level—invisible stalker, permanent illusion.

Mullonga is served by ennui, arcane heads, and a variety of golems and other arcane creations.

Habitat/Society: Mullonga controls the Ghettoes in the City of Nod. The shifting streets of this roving neighborhood are an extension of the witch. See the rules book for more information.

In the Ghettoes, Mullonga has a number of workshops where she can conduct her arcane experiments. These experiments have seen the creation of the arcane heads and other terrors that now serve the witch. Of course, the Ghettoes are also haunted by things that did not turn out the way the witch had planned.

Ecology: Mullonga thrives on fear, and her dream-scapes are sinister, terror-filled locations. In the Terrain Between, she constantly searches for wanderers to fuel her arcane <text missing herafter>

Orginally appeared in Nightmare Lands (1995).
 

It looks like we're ready for Mullonga. Here she is...

Mullonga's Arcane Head's still have a question mark after their 10 HD advancement. I feel 10 HD is a bit high, so how about 8 HD, twice the max HD of a standard head?


Base her on a boosted SRD Night Hag? Night Hag stats with +6 Int & Cha, +4 Wis?

Mullonga: Str 19, Dex 12, Con 18, Int 17, Wis 19, Cha 18

13th level wizard or sorcerer?
 
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13th level wizard or sorcerer?

Reading the entry more closely, a wizard with Automatic Quicken Spell seems the closest.

That's pretty meaty, so how about increasing her HD and spellcaster level?

her connection to the dream plane allows her to cast spells in an instant; she has no need of material, somatic, or verbal components. Further, she does not memorize spells in the same manner as mortal wizards.

Mullonga pulls her spells from the dream web, so she can fill up her spell selection in one hour.

Spell Casting (Sp): Mullonga casts spells as a 13th [higher? 26th?] level wizard. All spells Mullonga casts are automatically quickened and do not require somatic, material or verbal components, as per the Eschew Material Components, Silent Spell, Still Spell and Automatic Quicken Spell feats. She draws her spellcasting power from an artifact called the dream web, Mullonga need only rest for 1 hour and make physical contact with this artifact to fill up her entire spell selection.
 

I agree with most of that. We can probably leave out the "as the feats..." bit.

And I assume we're going with Outsider here, right?
 


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