Converting original D&D and Mystara monsters

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Updated.

Anything left?

They look pretty complete.

I suppose we could expand the tactics a bit, but they look fine.

Perhaps:

Scalos can teleport adversaries with a mere touch. If faced with a group of enemies they like to teleport away the most powerful seeming opponent, then attack whoever's left.
 




Strangle Vine
Armor Class: 9
Hit Dice: 8 hp per 1' square (S to L)
Move: 0'
Attacks: 1
Damage: Special
No. Appearing: See below
Save As: Normal Man
Morale: 12
Treasure Type: U
Intelligence: 0
Alignment Netural
XP Value: 10 per 1' square

Monster Type: Lowlife (Rare).
A strangle vine looks like 1d10 ordinary creepers (up to 20 feet long) dangling from the branches of a tree. It is touch-sensitive and attempts to entangle any individual moving into or through it. Creatures moving through the vines must make a saving throw vs. paralysis or become entangled. Entangled victims suffer 1d4 points of strangulation damage per round and, since the vine is firmly anchored to its tree, can even be pulled off their feet.
A character with a Strength of 6 or more has a 5% chance of breaking free of the vine by tugging at it, but the more a victim struggles, the tighter the vine clings. Weaker characters have a greater chance of escaping than strong ones. For each point of Strength under 6, the chance increases by 5% (for example, 20% for Strength 3).
An alternative means of breaking free is to cut away a sufficient area of vines (8 hp per square foot) with an edged weapon. Characters caught in the vine may attack it with a penalty of -4 to attack rolls. An area equal to the height of the character being attacked needs to be cleared to break free. Alternatively, if the the entire area taken up by the plant is cleared, the victim will be released.
Terrain: Woods, Jungle, Swamp.

Originally appeared in X9 - Savage Coast (1985).
 

Make it Medium and 1HD or start with a bit larger and correspondingly more HD (like Large and 4HD)? Definitely potential for lots of advancement.
 

These look more like a hazard to me than a monster, but I'd be game for giving them a full stat block.

Rather than Improved Grab, I'd rather they have some kind of Entangling SA with a Reflex save against any creature that wanders into their reach.

Start them out Small 1 HD Plants with Con 13-14 and Toughness as a bonus feat?[FONT=&quot][/FONT]
 

I had the same thought re: hazards, but you know how Shade hates those. ;)

Damaging entanglement? Might work, sure.

1HD and Small to start is fine by me, too.
 

I had the same thought re: hazards, but you know how Shade hates those. ;)

Damaging entanglement? Might work, sure.

1HD and Small to start is fine by me, too.

Okay then, how's this for a first draft:

I've set the advancement so they start out with 1HD per square of Space (e.g. a Large 10' by 10' plant will have 4+ HD). I'm thinking patches of these things could get enormous, so I'm having them Advance to Colossal.

Left the Attack line empty on the basis they only attack with their SA, but we could add a Tendril and Constrict attack if we wanted to.

Strangle Vine
Small Plant
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Strangling vines
Special Qualities: Blind, plant traits, tremorsense 20 ft.
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 13, Int --, Wis 8, Cha 3
Skills: —
Feats: Toughness (B)
Environment: Warm or temperate woods and swamps
Organization: Solitary
Challenge Rating: 1/2
Treasure: 1/10th coins; 50% goods; 50% items [incidental remains of prey]
Alignment: Always neutral
Advancement: 2-3 HD (Medium); 4-8 HD (Large); 9-15 HD (Huge); 16-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: —

Here's a go at the Strangling Vines SA. I haven't decided whether severing the vines should do half-damage to the monster (à la a kraken's tentacles) or whether it just takes whatever damage is done to the vines.

Which do you prefer?

Strangling Vines (Ex): Any creature that enters the reach of a strangle vine must succeed at a DC10 Reflex save or be seized by its vines. If they succeed, they must check again every round they remain within the plant's reach. Seized creatures are entangled and immobilized by the vines, and take 1d4 bludgeoning damage per round from being "strangled". A seized creature can escape by succeeding at a DC14 Strength check or a DC14 Escape Artist check. They can also break free by killing the strangle vine or cutting the vines that hold them; the vines are AC13 and have 4 hit points (8 hp for Medium strangle vines, 12 hp for Large, 18 hp for Huge, 24 hp for Gargantuan and 30 hp for Colossal). [1] Severing the vines does half the vines' hit points in damage to the main plant. [2] The strangle vine takes any damage that is inflicted upon its vines. The save DCs are Strength-based and include a +4 racial bonus on the Strength and Escape Artist checks.
 

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