Converting original D&D and Mystara monsters

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With the exception of the Carrion Crawler, all the samples have trample damage dice that don't match the values in the Mystaran Gargantua Modifiers Table.

The table says the trample damages should by Gargoyle 3d8+21, Troll 4d8+27, Monitor Lizard and Constrictor 3d8+22 and Viper 2d8+12, but the samples' trample damage is 1 step higher.

Either change the table and make the Gargantuan Carrion Crawler 6d8+21 or reduce the samples' trample damage.

So we still need the sample giant carp, wight, and spectre. What else?

We haven't done the Treant yet. How's this:

Mystaran Gargantua Treant

Colossal Plant
Hit Dice: 56d8+896 (1148 hp)
Initiative: –1
Speed: 60 ft. (12 squares)
Armor Class: 30 (–8 size, –1 Dex, +29 natural), touch 1, flat-footed 30
Base Attack/Grapple: +42/+79
Attack: Slam +12 melee (12d6+21/19-20 25d6+42 plus DC 59 Fort save or instant death)
Full Attack: 2 slams +12 melee (12d6+21/19-20 25d6+42 plus DC 59 Fort save or instant death)
Space/Reach: 40 ft./40 ft.
Special Attacks: Animate trees, double damage against objects, trample 8d6+31
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +46, Ref +23, Will +27
Abilities: Str 53, Dex 8, Con 43, Int 12, Wis 16, Cha 12
Skills: Diplomacy +26, Hide +23*, Intimidate +38, Knowledge (nature) +26, Listen +40, Sense Motive +30, Spot +40, Survival +22 (+24 aboveground)
Feats: Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Intimidate), Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Great Cleave, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Track, Weapon Focus (slam)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 27
Treasure: Standard
Alignment: Usually neutral good
Advancement: 57–168 HD (Colossal)
Level Adjustment: +5

Animate Trees (Sp): A mystaran gargantua treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a gargantua treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 59 half. The save DC is Strength-based.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.
 

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Here's a go at the Carp:

Mystaran Gargantua Giant Carp
Colossal Animal (Aquatic)
Hit Dice: 64d8+832 (1120 hp)
Initiative: +0
Speed: Swim 100 ft. (20 squares)
Armor Class: 26 (-8 size, +24 natural), touch 2, flat-footed 26
Base Attack/Grapple: +48/+87
Attack: Bite +13 melee (12d6+34/19-20)
Full Attack: Bite +13 melee (12d6+34/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Improved grab, swallow whole, waterblast
Special Qualities: Damage reduction 12/—, fast healing 12, low-light vision
Saves: Fort +47, Ref +34, Will +21
Abilities: Str 56, Dex 10, Con 36, Int 1, Wis 10, Cha 1
Skills: Listen +34, Spot +33, Swim +31
Feats: Cleave, Damage Reduction×4, Diehard, Endurance, Epic Endurance, Fast Healing×4, Great Constitution×3, Great Cleave, Great Strength×3, Improved Critical (bite), Improved Natural Attack (bite), Power Attack
Environment: Temperate and warm aquatic
Organization: Solitary
Challenge Rating: 18 (+ water blast adjustment)
Treasure: None
Alignment: Always neutral
Advancement: 65-216 HD (Colossal)
Level Adjustment:

Improved Grab (Ex): To use this ability, a giant carp must hit with its bite 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A Mystaran gargantua giant carp can try to swallow a grabbed opponent up to Gargantuan size by making a successful grapple check. Once inside, the opponent takes 12d6+34 points of crushing damage plus 12 points of acid damage per round from the carp's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge carp's interior can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller opponents.

Waterblast (Ex): A Mystaran gargantua giant carp can create a powerful blast of water as a standard action. The gargantua must be in water at least 20 feet deep to use this special attack. A waterblast can affect an 800 ft. line or a 400 ft. cone (1000 ft line or 500 ft. cone for a carp with 128+ HD). All flames in the area of the waterblast are extinguished. Creatures within the area of the waterblast are affected as follows:

Any creature smaller than Huge sized must succeed on a DC 65 Fort save or be knocked prone and washed 1d10×10 feet away from the gargantua, if this forced movement causes them to strike something solid, they take 1d6 points of damage per 10 feet traveled (nonlethal for landing in mud or earth, lethal damage for rocks). Huge-sized creatures must succeed on the same saving throw or be knocked prone and swept back 1d6×10 feet, taking damage as above. Creatures larger than Huge sized are affected as by a bull rush maneuver (the gargantua uses its Strength modifier plus 4 points per size larger than Huge, or +31 for a typical Mystaran gargantua giant carp), these larger water-blasted victims take damage as above but are not knocked prone.

Skills: A giant carp 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.
 

Here's the amended spectre, I think I've changed everything that I should of ;-)

[FONT=20 size=3D4]Mystaran Gargantuan - Spectre[/FONT]
Gargantuan Undead (Incorporeal)
Hit Dice: 56d12+180 (544 hp)
Initiative: +20
Speed: 80 ft. (16 squares), fly 160 ft. (perfect)
Armor Class: 26 (+12 Dex, +8 Deflection, -4 size), touch 26, flat-footed 14
Base Attack/Grapple: +28/--
Attack: Incorporeal touch +41 melee (4d8 plus energy drain/19-20)
Full Attack: Incorporeal touch +41 melee (4d8 plus energy drain/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +18, Ref +30, Will +30
Abilities: Str --, Dex 34 [+12], Con --, Int 14, Wis 14, Cha 27 [+5]
Skills: Hide +59, Intimidate +67, Knowledge (religion) +61, Listen +71, Search +61, Spot +71, Survival +2 (+4 following tracks)
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (touch), Improved Flyby Attack, Improved Initiative, Mobility, Weapon Focus (touch)
Epic Feats: Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness(x6), Superior Initiative
Environment: Any land or underground
Organisation: Solitary or gang (1 plus 1-10 spectres)
Challenge Rating: 24
Treasure: None
Alignment: Always lawful evil
Advancement: 57-84 HD (Gargantuan), 85-112 HD (Colossal)
Level Adjustment: ---

A massive, faintly luminous, ghostly humanoid swoops quickly towards you.

COMBAT
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Energy Drain (Su): Living creatures hit by a gargantuan spectre's incorporeal touch attack gain 2 negative levels. The DC is 46 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the gargantuan spectre gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a gargantuan spectre becomes a (normal) spectre in 1d4 rounds. Spawn are under the command of the gargantuan spectre that created them and remain enslaved until its death. They do not possess any of the abilities thay had in life.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a gargantuan spectre at a distance of 120 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain paniced as long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can only take a single move or attack action in a round.

A few points:
1. Kept Turn Resistance as +2
2. Kept ENergy Drain to 2 levels
3. The version in my campaign has the following (non SRD) feats from Libris Mortis - Daunting Presence, Baleful Moan, Improved Energy Drain, Improved Toughness, Improved Turn Resistance, Life Drain, and Positive Energy Resistance. [maybe add as a sidebar - 'if you have Libris Mortis...']
4. Still need to sort CR out.

Regards
Mortis
 
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Here's the amended spectre, I think I've changed everything that I should of ;-)

At first glance we can change the Alertness and one of the Epic Toughness feats to Epic Skill Focus in Listen and Spot.

That would change it so:

Hit Dice: 56d12+180 (544 hp)
Skills: Hide +59, Intimidate +67, Knowledge (religion) +61, Listen +71, Search +61, Spot +71, Survival +2 (+4 following tracks)Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (touch), Improved Flyby Attack, Improved Initiative, Mobility, Weapon Focus (touch)
Epic Feats: Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness(x6), Superior Initiative
 

At first glance we can change the Alertness and one of the Epic Toughness feats to Epic Skill Focus in Listen and Spot.
Works for me.

I'll make the appropriate changes.

Just the sample wight and a look at the CRs to go (oh and an agreement on trample damage)

Regards
Mortis
 


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