Converting monsters from the second edition Monstrous Compendiums

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Giant Nautilus
Gargantuan Magical Beast (Extraplanar, Water)
Hit Dice: 14d10+140 (217 hp)
Initiative: -1
Speed: Swim 50 ft (10 squares)
Armor Class: 23 (-4 size, -1 Dex, +18 natural), touch 5, flat-footed 23
Base Attack/Grapple: +14/+40
Attack: tentacle
Full Attack: 20 tentacles +24 melee (1d8+14) and bite +19 melee (5d4+7)
Space/Reach: 20 ft/15 ft
Special Attacks: Constrict, improved grab, spell-like abilities, squeeze hull, swallow whole
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 13, telepathy X ft
Saves: Fort +19, Ref +8, Will +10
Abilities: Str 38, Dex 9, Con 31, Int 18, Wis 22, Cha 20
Skills: 102
Feats: 5

Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan); 29-42 HD (Huge)
Level Adjustment: ---


COMBAT

An opponent can attack a giant nautilus's tentacles with a sunder attempt as if they were weapons. A giant nautilus's tentacles have 15 hit points each. If a giant nautilus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant nautilus's tentacles deals 7 points of damage to the creature. A giant nautilus usually withdraws from combat if it loses (10? 12?) tentacles. The creature regrows severed limbs in (7) days.
 

Constrict (Ex): A giant nautilus deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, the giant nautilus must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: At will--charm animal, charm person, control water, detect evil, detect good, locate creature (aquatic animals or plants only), summon nature's ally III (aquatic creatures only), wall of coral (as wall of thorns); 3/day—summon monster X (water elementals only). Caster level Xth. The save DC is Charisma-based.

Skills: A giant nautilus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 


Summon monster VI gets 8-HD Large elementals. Did conjure elementals allow summoning more than one? If so, we'd need summon monster VII (1d3) or VIII (1d4+1). Or we could give it an actual summon ability instead.
 

should have posted this in the first place:

Conjure Elemental
(Conjuration/Summoning)

Range: 60 yds. Components: V, S, M
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell--assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice.
It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be conjured only once per day.
The conjured elemental must be controlled by the wizard--the spellcaster must concentrate on the elemental doing his commands--or it turns on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken. There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round. An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell's duration expires. Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water.
The material component of the spell (besides the quantity of the element at hand) is a small amount of one of the following:

Air Elemental--burning incense
Earth Elemental--soft clay
Fire Elemental--sulphur and phosphorus
Water Elemental--water and sand

Special protection from uncontrolled elementals is available by means of a protection from evil spell.
 


Dragon 193 said:
The giant nautilus can use the following spell-like powers, one per round, at will (consult the article "Undersea Priests" in DRAGON® issue #165 for priest spells not listed in the AD&D 2nd Edition Player's Handbook): charm person or mammal; conjure fish; conjure water elemental (3 times per day); control temperature, 10' radius; detect evil/good; detect magic; fish summoning I, II, and III; know alignment (always active); locate fish or plants; lower water; part water; wall of coral.

since it could detect evil and good, and since it had know alignment (always active), how about combining the ideas? :)

skipping detect magic on purpose?
 

BOZ said:
since it could detect evil and good, and since it had know alignment (always active), how about combining the ideas? :)

Sounds good. I know there's something like know alignment somewhere in 3E, but I always have trouble finding it.

BOZ said:
skipping detect magic on purpose?

Nope. Purely accidental. :o
 

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