Converting original D&D and Mystara monsters

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Mm... looking back on it, I'm tempted to call it a CR 6. It's a glass cannon, to be sure, but its SLAs are, as previously mentioned, brutal, and it'll be immune to most of the spells the PCs can cast on it.
 



Several versions of the next one exist. Looking through them, it looks like two different, distinct creatures, the "watery snake" and the "miniature merwoman" versions.

Elemental of Chaos, Undine
CLIMATE/TERRAIN: Any water
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Water
INTELLIGENCE: Average (10)
TREASURE: Nil
ALIGNMENT: Chaotic good
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT:9, Sw 24
HIT DICE: 8
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d8 (fist) or 1d10 (coil)
SPECIAL ATTACKS: Constriction, spells
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (12’ long)
MORALE: Elite (13)
XP VALUE: 4,000

The elementals of chaos are intelligent creatures native to one of the four elemental planes. Each of these elementals pursues its own interests vigorously with little, if any, care for order on either its home plane or the Prime Material Plane.

All elementals of chaos are immune to poison, normal weapons, and 1st- and 2nd-level spells. They also can cast detect invisibility at will. Elementals of chaos cast spells at the 9th level of ability.

Undine
Undines reside on the Elemental Plane of Water and rarely visit the Prime Material Plane.

On its home plane, an undine normally looks like a featureless, transparent snake. It can change shape easily, sometimes adopting a form with many tentacles to handle objects. Once per turn, an undine can spend up to five rounds swimming quickly (movement rate of 48) in the form of a spinning coil. These elementals remain invisible while immersed in water.

Combat: An undine can attack using a fistlike pod, by constricting, or with spells. Using its “fist,” the creature can attack once per round. If the blow hits, it causes 2d8 points of damage. The undine then can coil around its opponent, squeezing for 1d10 points of automatic constriction damage per round. The elemental can coil around any creature of giant size or less, rendering its foe unable to move, attack, or concentrate. An undine also can cast the following spells up to three times per day: detect magic, web, dispel magic, ice storm, and transmute dust to water. An undine’s web, made of ice strands, functions in the same way as one from a normal web spell. However, flame melts the strands rather than burning them, and trapped victims suffer no damage. The undine itself is immune to all water-based attacks, but fire-based attacks cause the creature double the normal amount of damage.

While on the Prime Material Plane, an undine regenerates 3 hit points per round while in water When out of water, however, the creature loses 1 point per round from drying.

Habitat/Society: The solitary undines possess a philosophy similar to that of djinn: to aid those whom they consider worthy. Little is known of the undines’ social structure or ultimate goals, if they have any at all.
Ecology: Undines count helions and hordes as enemies, and fear all fire-based beings and flame attacks.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).

Undine*
Armor Class: 4
Hit Dice: 8**
Move: 90’ (30’)
Swimming: 240’ (80’)
Attacks: 1 fist or 1 coil
Damage: 2-16 or 1-10
No. Appearing: 1 (1)
Save As: Fighter: 16
Morale: 9
Treasure Type: Nil
Alignment: Chaotic
XP Value: 2,300

An undine is an intelligent creature made of water. It is rare even on the Elemental Plane of Water, its home, and is almost never encountered on the Prime Plane. Undines are Chaotic in behavior, but (similar to djinn) have very good intentions and despise evil.

On its home Plane, an undine normally has a form like a featureless transparent snake. It can easily change shape, sometimes using a form with many tentacles to handle objects. Once per turn, it can swim quickly in the form of a revolving coil, moving at 480’ (160’) rate for up to 10 rounds.

Undines are immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on fire. An undine can detect invisible at will, and can use detect magic, web, dispel magic, ice storm/wall, and fire to ice 3 times per day (all as if a 9th level magic-user). An undine’s web is made of ice strands, which function in the same way; however, flame merely melts the web, rather than burning it, and trapped victims take no damage from the melting.

An undine can attack with one “fist” (armlike extension) per round. If the blow hits, the undine may choose to coil around the opponent, squeezing for 1-10 points of automatic constriction damage each round. An undine can coil around any creature of giant size or less, and the victim cannot move, attack, nor concentrate.

On the Prime Plane, an undine appears identical to a water elemental. While in water, it is invisible, and regenerates damage at the rate of 3 points per round. When out of water, however, it does not regenerate, and instead takes 1 point of damage per round from drying. An undine is not as limited as an elemental; it is not blocked by a protection from evil effect, and is not forced to remain within 60’ of water.

Undines live far from the realms of the water elementals, but occasionally visit them. Their enemies are the hydrax and the hordes, and they fear air-type creatures and attacks.

Originally appeared in Companion Rules (1984).

Undine*
Armor Class: 4
Hit Dice: 8*** (L)
Move: 90' (30')
Swimming: 240' (80')
Attacks: 1 fist or 1 coil
Damage: 2d8 or 1d10
No. Appearing: 1(1)
Save As: F16
Morale: 9
Treasure Type: Nil
Intelligence: 10
Alignment: Chaotic
XP Value: 2,300
Monster Type: Planar Monster, Enchanted (Very Rare).

An undine is an intelligent creature made of water. It is rare even on the elemental plane of Water, its home, and is almost never encountered on the Prime Plane. Undines are Chaotic in behavior, but (similar to djinn) have very good intentions and despise evil.

On its home plane, an undine normally has a form like a featureless transparent snake. It can easily change shape, sometimes using a form with many tentacles to handle objects. Once per turn, it can swim quickly in the form of a revolving coil, moving at 480' (160') rate for up to 10 rounds.

Undines are immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on fire. An undine can detect invisible at will, and can use detect magic, web, dispel magic, ice storm / wall, and fire to ice three times per day (all as if a 9th level magic-user). An undine's web is made of ice strands, which function in the same way; however, flame merely melts the web, rather than burning it. and trapped victims take no damage from the melting.

An undine can attack with one "fist" (armlike extension) per round. If the blow hits, the undine may choose to coil around the opponent, squeezing for 1d10 points of automatic constriction damage each round. An undine can coil around any creature of giant size or less, and the victim cannot move, attack, or concentrate.

On the Prime Plane, an undine appears identical to a water elemental. While in water, it is invisible, and regenerates damage at the rate of 3 points per round. When out of water, however, it does not regenerate, and instead takes 1 point of damage per round from drying. An undine is not as limited as an elemental; it is not blocked by a protection from evil effect, and is not forced to remain within 60' of water.

Their enemies are the hydrax and the hordes, and they fear air-type creatures and attacks. Terrain: Plane of Water.

Originally appeared in D&D Rules Cyclopedia (1991).

UNDINE
FREQUENCY: Very rare (uncommon on Elemental Plane of Water)
NO. APPEARING: 2-20
ARMOR CLASS: 6
MOVE: //12.
HIT DICE: 2
% IN LAIR: 80%
TREASURE TYPE: P, R, any two magic
items (20%)
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Rapid drowning, paralysis
SPECIAL DEFENSES: Invisible in water, plane shift
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: S(3. long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/163 + 2/hp

These creatures come from the Elemental Plane of Water. Like water weirds, they enjoy drowning their victims; it is also believed that they survive by draining the lifeforce of their victims. In appearance, undines are similar to miniature merwomen; they have a single, scaled, lateral tail (much like that of a dolphin) which is connected to a humanoid upper body.

Their lairs are simply areas of water which they use as a base for traveling between planes, This area is found along a well-traveled route, populated seacoast, or any other area which offers a great number of potential victims. As a result, many bodies often litter the floor of the lake, river, or ocean that they inhabit.

Undines have the ability to charm monsters as per the spell, usable once per day. By doing so, undines can command larger sea creatures (whales, giant squids, or octopi) to do their bidding. Undines use these larger creatures to destroy ships or whisk sailors from decks. Once in the water, these sailors are then attacked by the undines, who attempt to slay them. During this time, the other creatures do not attack as the undine must kill the victim themselves in order to consume their lifeforce. An (invisible) undine grasps a person on a successful to-hit roll, which causes the victim to save vs. paralysis or become completely paralyzed. The victim drowns in 1-2 rounds, even if able to take a deep breath before going under. Undines are not strong, so a mobile character can easily escape from one’s clutches.

Undines are naturally invisible in water, even if attacking. If an undine is losing a battle, the creature flees for its lair. Characters attempting to locate an undine must use magical means (spells or devices) to do so. In extreme cases, as when the undine’s death is the probable outcome of combat, this creature may use its ability to transport itself back to the Elemental Plane of Water if no other means of escape is available. This plane shift ability works once per year, so they are reluctant to use it.

Originally appeared in Dragon Magazine #116 (1986).
 

The Dragon mag version really seems like a different creature, so I'd recommend doing separate conversions.

For the other one, the shapechanger subtype seems appropriate.
 



Large Water Elemental abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11

Int is given as 10.

Cha should be boosted to accommodate the SLAs.

Maybe Str 20, Dex 14, Con 19, Int 10, Wis 11, Cha 15?
 

Those ability scores sound pretty good. What do we want to do about transmute dust to water? Replace with control water? Or see if we can find and convert it?
 

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