Converting monsters from the second edition Monstrous Compendiums

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BOZ

Creature Cataloguer
here's where i'm at so far:

Yugoloth, Gacholoth
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 9d8+27 (67 hp)
Initiative: +6
Speed: 60 ft (12 squares)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +9/+13
Attack: Claw +13 melee (2d6+4)
Full Attack: 2 claws +13 melee (2d6+4) or bite +13 melee (1d10+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Acid touch (venom from claws), shock (fear/frightful presence?), spell-like abilities, summon yugoloth, (+5 initiative bonus in 1st round)
Special Qualities: Damage reduction 10/good, darkvision 90 ft, immunity to acid and poison, (immune to charms), resistance to fire 10 and electricity 10, spell resistance 19, telepathy 100 ft, vulnerability to cold, (spider climb-like ability)
Saves: Fort +9 Ref +8 Will +8
Abilities: Str 19 Dex 14 Con 17 Int 12 Wis 14 Cha 16
Skills: (Climb bonus?) 108 total ranks
Feats: 4 (Improved Initiative and Spring Attack?)

Environment: Grey Waste of Hades
Organization: Solitary or (1-3)
Challenge Rating: X
Treasure: None
Alignment: Always neutral evil
Advancement: 11-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: +X



COMBAT

Spell-Like Abilities: At will – deeper darkness, feather fall, magic missile, minor image, mirror image; x/day – alter self, animate dead, charm person, contagion, produce flame. Caster level 5th. The save DCs are Charisma-based.

Summon Yugoloth (Sp): Once per day, a gacholoth can attempt to summon another gacholoth with a 50% chance of success. This ability is the equivalent of a ?-level spell.

Originally found in Dungeon Magazine #49 (“The Dark Place”, September/October 1994, Lee Shepherd), and Monstrous Compendium Annual Four (1998).
 

BOZ

Creature Cataloguer
looked at the PSMC1 today. all yugoloths received alter self, animate dead, cause disease (reverse of cure disease), charm person, improved phantasmal force, produce flame, and teleport without error (which would be greater teleport now?). so really, i'd say that all the spell-like abilities listed above should be at will.

and as for the caster level for the summoning, do we have any other yugoloths to compare to?
 

Shade

Monster Junkie
BOZ said:
looked at the PSMC1 today. all yugoloths received alter self, animate dead, cause disease (reverse of cure disease), charm person, improved phantasmal force, produce flame, and teleport without error (which would be greater teleport now?). so really, i'd say that all the spell-like abilities listed above should be at will.

and as for the caster level for the summoning, do we have any other yugoloths to compare to?

I looked at all the current yugoloths, and they don't appear to have any spell-like abilities in common anymore. Most don't have any of the abilities listed above. So should the gacholoth should have these abilities at all?

The caster level of the summon ability appears to be based on the summon monster spell level needed to summon the creature(s) called by this ability. So we need to determine what current yugoloth (or other fiend) the gacholoth would be comparable to in order to determine the caster level of the ability.
 

Shade

Monster Junkie
Some more thoughts on this critter...

Feats: Dodge, Mobility, Improved Initiative, Spring Attack

Skill Ranks: Bluff 12, Diplomacy 12, Gather Information 12, Hide 12, Intimidate 12, Listen 6, Move Silently 12, Sense Motive 12, Spot 6, Tumble 12 (108 total ranks). I was also considering Knowledge (the planes) and Disguise. What do you think?

Skills: Gacholoths have a +4 racial bonus on Bluff, Diplomacy, and Intimidate checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Shock: This sounds alot like frighful presence. Here's an attempt at the entry.

Frightful Presence (Ex): When a gacholoth attacks an opponent for the first time, the foe must attempt a DC X Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 1d6 rounds, and one with 5 or more HD becomes shaken for 1d6 rounds. A successful save leaves that opponent immune to that gacholoth's frightful presence for 24 hours. Yugoloths ignore the frightful presence of a gacholoth. The save DC is Charisma-based.

Acid (Ex): A gacholoth's claws secrete acid at all times. This acid deals 1d6 points of extra acid damage whenever it hits with a claw attack and when grappling, during each round when it maintains a hold

And borrowed from our living web... :D

Wallcrawling (Ex): The gacholoth need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Thoughts?
 


BOZ

Creature Cataloguer
excellent call on the wallcrawling! :) what should his climb speed be do you think? make it 60 feet or slower?

The claws also secrete a stinging, acidic venom. Any creature hit by a claw attack must make a successful saving throw vs. poison or take an additional 1d6 points of acid damage.

should the acid attack retain a saving throw?
 
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Shade

Monster Junkie
BOZ said:
excellent call on the wallcrawling! :) what should his climb speed be do you think? make it 60 feet or slower?

I'd go with 60 ft. since "Their four powerful legs enable them to move with blinding speed on any surface, climbing walls and ceilings without hindrance."

BOZ said:
should the acid attack retain a saving throw?

I wouldn't bother. 1d6 isn't much extra damage, and most monsters that do an additional 1d6 energy damage don't allow a save. Besides, it saves those poor players some rolling. :rolleyes:
 



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