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Converting monsters from Second Edition Monstrous Compendiums
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<blockquote data-quote="Shade" data-source="post: 4094711" data-attributes="member: 287"><p>Here's what we've got so far. Should I make this a separate entry in the CC, or apend it to the mutate?</p><p></p><p>Troll Mutate Monarch</p><p>Large Aberration</p><p>Hit Dice: 6d8+24 (51 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +4/+12</p><p>Attack: Claw +7 melee (1d4+4)</p><p>Full Attack: 2 claws +7 melee (1d4+4) and 2 bites +5 melee (1d8+2) and tail +5 melee (1d6+6 plus stun)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Mutations, psi-like abilities, rend 2d4+6, severed limb attack, stun</p><p>Special Qualities: Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent</p><p>Saves: Fort +6, Ref +4, Will +6</p><p>Abilities: Str 18, Dex 14, Con 19, Int 5, Wis 13, Cha 16</p><p>Skills: 9</p><p>Feats: Alertness, Multiattack, Psionic Fist</p><p>Environment: Any mountains and underground</p><p>Organization: Solitary, gang (2–4), or tribe (4-24 plus one matriarch)</p><p>Challenge Rating: x</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: x</p><p>Level Adjustment: - </p><p></p><p>Psi-Like Abilities: 3/day—defensive precognition (+2 insight bonus*), mind thrust (6d10, DC 16*); 1/day—inertial armor (+6 armor bonus*), prevenom (DC 16). Manifester level 6th. The save DCs are Charisma-based.</p><p></p><p>*Includes augmentation for the matriarch's manifester level.</p><p></p><p>Stun (Ex): A creature struck by the matriarch's tail attack must succeed on a DC 17 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.</p></blockquote><p></p>
[QUOTE="Shade, post: 4094711, member: 287"] Here's what we've got so far. Should I make this a separate entry in the CC, or apend it to the mutate? Troll Mutate Monarch Large Aberration Hit Dice: 6d8+24 (51 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+12 Attack: Claw +7 melee (1d4+4) Full Attack: 2 claws +7 melee (1d4+4) and 2 bites +5 melee (1d8+2) and tail +5 melee (1d6+6 plus stun) Space/Reach: 10 ft./10 ft. Special Attacks: Mutations, psi-like abilities, rend 2d4+6, severed limb attack, stun Special Qualities: Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent Saves: Fort +6, Ref +4, Will +6 Abilities: Str 18, Dex 14, Con 19, Int 5, Wis 13, Cha 16 Skills: 9 Feats: Alertness, Multiattack, Psionic Fist Environment: Any mountains and underground Organization: Solitary, gang (2–4), or tribe (4-24 plus one matriarch) Challenge Rating: x Treasure: Standard Alignment: Usually chaotic evil Advancement: x Level Adjustment: - Psi-Like Abilities: 3/day—defensive precognition (+2 insight bonus*), mind thrust (6d10, DC 16*); 1/day—inertial armor (+6 armor bonus*), prevenom (DC 16). Manifester level 6th. The save DCs are Charisma-based. *Includes augmentation for the matriarch's manifester level. Stun (Ex): A creature struck by the matriarch's tail attack must succeed on a DC 17 Fortitude save or be stunned for 1 round. The save DC is Constitution-based. [/QUOTE]
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