Converting monsters from Second Edition Monstrous Compendiums


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Maybe I'm thinking of something Paizo did, which was a neutral version of the harpy, IIRC.

Well, we can make stuff up. Aquatic undead? Any point in the aquatic subtype?
 


Anyway, I think we can use some inspiration from the harpy.

I'd cross a Vampire Spawn and a Merfolk, then add some a Harpy.

Merfolk: Medium Humanoid (Aquatic) with no HD, Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10, speed 5 ft, swim 50 ft., amphibious
=> +2 Str, +2 Dex, +4 Con, -2 Wis

Vampire Spawn: 4 HD Undead, Str 16, Dex 14, Con --, Int 13, Wis 13, Cha 14, NA +3, speed 30 ft.

Vampire Spawn/Merfolk: 4 HD Undead (Aquatic), Str 18, Dex 16, Con --, Int 13, Wis 11, Cha 14, NA +3, speed 20 ft., swim 50 ft., amphibious

The Armour Class is 2 better than the original, but I think it needs it. I'd increase the Charisma by +2 to give it the same ability modifier as a harpy. I'm thinking 1d4 damage with 2 claws.

So something like:

Siren: 4 HD Undead (Aquatic), Str 18, Dex 16, Con --, Int 13, Wis 11, Cha 16, NA +3, speed 20 ft., swim 50 ft., amphibious, 2 claws (1d4+4 plus disease), captivating song, "beguiling disguise?", spell resistance X
 

Siren (Ravenloft)
Climate/Terrain: Ocean
Frequency: Rare
Organization: Schools
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: C
Alignment: Neutral evil
No. Appearing: 2-8
Armor Class: 6
Movement: 8, Sw 18
Hit Dice: 4
THAC0: 17
No. of Attacks: 2
Damage/Attack: 2d4
Special Attacks: Mass charm, advanced illusion, disease
Special Defenses: Nil
Magic Resistance: 10%
Size: M (5’ tall)
Morale: Steady (11-12)
XP Value: 975

*SNIP*

Originally appeared in Requiem: The Grim Harvest (1996). This is the Monstrous Compendium Annual Volume Four version.

Actually, the above is the Grim Harvest version, not the Monstrous Compendium Annual Volume Four one.

The MCA4 version has some slight rephrasing, but the only significant change is the addition of the following:

Ravenloft sirens are immune to sleep¸ charm, hold, poison, and death magic.

On the Prime Material plane, Ravenloft sirens are turned as wraiths. When turned, they flee back into the sea, disappearing beneath the waves.

The former's just standard Undead mind-resistance, the latter suggests +2 turn resistance.

The
 

I'm not sure it needs the +6 Str from vampire spawn and +2 from merfolk; I'd be happy with just Str 16. But the rest looks fine. I'm not sure I'd call the disguise "beguiling," but it's sure something!
 


I'm not sure it needs the +6 Str from vampire spawn and +2 from merfolk; I'd be happy with just Str 16. But the rest looks fine. I'm not sure I'd call the disguise "beguiling," but it's sure something!

I though it needed the +8 Str since I was proposing 1d4 claws and wanted to give them decent damage. It'll also help their attack modifier, of course.

As for the disguise I hadn't decided on a good name, which is why "beguiling" is in quotes.

Maybe call the ability "Veil of Deception"?

Veil of Deception (Su): A ravenloft siren can create a powerful illusion to alter the appearance of itself and its lair. This glamer disguises the siren as a beautiful mermaid and makes its lair appear to be pristine and restful (the illusion conceals the rotting remains of the siren's victims). Any creature that sees the siren or its lair must succeed at a DC X Will save or be affected by the veil of deception. Creatures affected by a siren's charming song (see above) will automatically fail their saves against its veil of deception. Veil of deception affects all the senses (sight, smell, touch et cetera). It even affects the sense of pain, so the siren's attacks appear to be gentle caresses to victims of its veil of deception, and those it has slain appear to be dozing peacefully. Creatures affected by veil of deception who are injured by the siren may attempt another DC X Will save (no more than one attempt per round); if they succeed the veil no longer affects them and they see the horrifying truth of their hostess and her home, the transition is so disturbing the creature must succeed at another DC X Will save or be shaken for Y rounds. A true seeing effect renders a veil of deception powerless. The save DC is Charisma-based.
 

I'd rather boost the claws to d6 than raise the Str.

"Veil of Deception" is a wonderful name, and the ability is looking pretty good. :cool:
 

I'd rather boost the claws to d6 than raise the Str.

1d6 damage and Strength 16 suits me better. Although it's hardly boosting the claws, since they currently do 1d8!

A claw damage range of 4-9 seems a better match to the original than 4-11.

"Veil of Deception" is a wonderful name, and the ability is looking pretty good. :cool:

Thanks!

Can you think of any tweaks it needs, or shall we stick in a DC and a duration and call it a day?
 

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