Converting original D&D and Mystara monsters

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Allow me to present the infamous voice of dissention. ;)

Looking at ability scores of similar creatures;

Centaur (Large): Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Hybsil (Small): Str 8, Dex 17, Con 13, Int 13, Wis 10, Cha 10
Wemic (Large): Str 18, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Tauric Creature template: A tauric creature uses the base humanoid's Intelligence, Wisdom, and Charisma scores, and it uses the base creature's Strength, Dexterity, and Constitution scores.
Elk (Silver Marches): Str 14, Dex 12, Con 13, Int 2, Wis 13, Cha 6
Elk (Dragon #333): Str 16, Dex 12, Con 16, Int 2, Wis 10, Cha 6
Heavy Horse: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Based on all this, I'd go with Str 18, Dex 14, Con 15, Int 12, Wis 13, Cha 12. Nothing in the original description seems to indicate that they are any stronger than a typical centaur, unless I missed something.
 

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so 18 for Str then? i guess we could stand the loss, since a Large spear does twice as much damage already anyway. :)
 


OK, let's examine the three main combat functions of an actaeon. Some suggestions have been made about each, and I have examples on each from other conversions I have seen. These examples follow below; we can either take things from them, come up with the whole ability on our own, or both.

Mystara MC Appendix said:
The actaeon can camouflage itself perfectly (as if invisible) in light or dense woods. When angered by the wanton slaying of woodland creatures (or similar vile acts), it springs out of hiding, usually with surprise (opponents suffer a -5 penalty to their surprise rolls).

Skills: * All Actaeons receive an innate +10 Hide bonus when in light or dense woods, +4 innate bonus to Knowledge Nature and Wilderness Lore (Woodland Only).

Camouflage (Ex): It can camouflage itself perfectly (as if invisible) in light or dense woods.

Camouflage: If an actaeon successfully passes a Hide skill check, he is deemed as though he is under the effects of an invisibility spell if he is hiding in woodland areas. Attacking from hiding gives the actaeon an additional +5 bonus to his initiative roll. This ability is natural, so magic detecting spells will not pick up on the creature.

Skills: Actaeon have racial bonuses of +4 to Animal Empathy, Hide (bonus increases to +8 in woodlands), Move Silently (in woodlands only), and Wilderness Lore skill checks.

I vote for the ranger's camouflage ability, and give it a +4 racial bonus to Move Silently (in woods) and SUrvival and a +2 racial bonus to Handle Animal.

Camouflage (Ex): An actaeon can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Forest Stealth (Ex) : Within the forest, the acteon moves with uncanny agility and stealth. He recieves a circumstance bonus of +10 to hide checks, made within the forest.

Mystara MC Appendix said:
A powerful magical breath weapon complements the actaeon's other capabilities. Once per day, it can breathe out a warm, greenish mist, filling a 10 x 10 x 10 foot cube; anyone within it must make a saving throw vs. breath weapon or be polymorphed into a common forest creature, taking on the creature's intelligence and habits as well as its looks. ("Common" forest creatures include owls, squirrels, deer, boars, and the like) This change is permanent unless countered by another polymorph spell, or by dispel magic cast at 12th level or higher. If the saving throw is successful, the transformation still occurs, but it lasts for only 24 hours. The breath weapon can be used once per day.

Breath Weapon: Once per day, the Actaeon can breathe out a 10'x10' cone of warm greenish mist that forces any within the area of effect to make a Fortitude save DC 15, or be polymorphed into a common woodland animal of the DM's discretion. The effects are permanent until dispelled (Caster level 12), another polymorph spell, or wish.

Polymorph Breath (Su): It has a powerful breath weapon that can be used once per day, filling a 10 ft. by 10 ft. by 10 ft. cube; each victim within it must make a Reflex saving throw (DC 18) or be polymorphed into a normal forest creature (owl, squirrel, deer, etc.). If the saving throw is successful, the transformation still occurs, but lasts for only 24 hours.

Polymorphing Breath: One per day, the actaeon breathes out a green mist that cover a 10ft x 10ft x 10ft area. Anyone in that area must pass a Fort save (DC 20) or be turned into a common woodland creature (common as in owl, squirrel, deer, and so on). The effects are permanent unless subjected to another polymorph spell or a dispel magic spell cast by a 12th level or higher cleric, sorceror, or wizard. Even if the save passes, the victim still turns into a woodland creature, but the effect wear off after 24 hours.

Breath Weapon (Su): Once per day, the actaeon can breathe a cone of green mist. Anyone caught in the breath weapon must make a Fortitude saving throw (DC X) or be affected by a baleful polymorph spell at 11th level (forest creatures only). The save DC is Constitution based.

Breath Weapon (Su) : once per day, the acteon can breath a cloud of green vapour. The cloud fills a 10'x10'x10' area that is adjacent to the acteon. Any being within it is affected by a strong baleful polymorph. The save DC is 22, but even a successful save means a duration of 24 hours. The Acteon may breathe again the next day to dispel his own breath. Save DC is con based.

Mystara MC Appendix said:
Also once per day, the actaeon can summon woodland creatures to assist it; 1d6 creatures arrive in 1d4 turns. Choose from the list below or roll 1d6 to determine the creature type at random.

Actaeon Woodland Creature Summoning Table
Roll Creature
1 Boar
2 Bear
3 Centaur
4 griffon
5 lizard (chameleon)
6 treant

Spell-like abilities: Once per day, the actaeon may Call Animals as a 12th level Druid.

Summon Woodland Creatuers (Sp): Once per day an actaeon may summon woodland creatures to assist it; 1d6 creatures arrive in 10-40 rounds. Choose or randomly determine the type of creatures appearing:

1 boar
2 bear
3 centaur
4 griffon
5 lizard (chameleon)
6 treant

Summoning: Once per day, the actaeon can summon 1d6 woodland creatures to aid him. They arrive in 1d4 turns and are determined on the table below.
1 Boar
2 Bear
3 Centaur
4 Griffon
5 Lizard (chameleon)
6 Treant

Summon Nature's Allies (Sp) : Once per day, as a spell-like ability, the acteon may use a summon nature's ally VI effect.
 

I vote for:

  • ranger's camouflage ability
  • wild empathy
  • Breath Weapon (Su): Once per day, the actaeon can breathe a cone of green mist. Anyone caught in the breath weapon must make a Fortitude saving throw (DC X) or be affected by a baleful polymorph spell at 12th level (forest creatures only). The save DC is Constitution based.
  • Spell-Like Abilities: 1/day--summon nature's ally VI. Caster level 12th.
 

Shade said:
I vote for:
  • ranger's camouflage ability
  • wild empathy
  • Breath Weapon (Su): Once per day, the actaeon can breathe a cone of green mist. Anyone caught in the breath weapon must make a Fortitude saving throw (DC X) or be affected by a baleful polymorph spell at 12th level (forest creatures only). The save DC is Constitution based.
  • Spell-Like Abilities: 1/day--summon nature's ally VI. Caster level 12th.
I second that vote. :D

Mortis said:
I've gone for Alertness, Endurance, Power Attack, Track, Weapon Focus (Spear)
Yeah that was in my version with the 12HD! I suggest we keep them all and make Endurance a bonus feat.
Don't know if it really needs Concentration, but the others are all good skills for it to have.

Yes, I guess it needs Concentration for summoning. :o

So for Abilities
Str 18, Dex 14, Con 15,Int 12, Wis 13, Cha 13

...and it 'just' needs it's description, background and combat sections fleshing out.

Regards,
Mortis
 

"baleful polymorph spell at 12th level (forest creatures only)."

how exactly will this part work? shouldn't it be a little better defined?

and what about the question before, regarding how long the mist remains or is that a non-issue?


copied from the Hamadryad:
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the actaeon has a +X racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).


i agree that although SNA will not allow it to summon the same sort of creatures it could summon before, it probably makes more sense ruleswise.
 

BOZ said:
"baleful polymorph spell at 12th level (forest creatures only)."

how exactly will this part work? shouldn't it be a little better defined?

and what about the question before, regarding how long the mist remains or is that a non-issue?

The duration should be permanent, as the spell. I don't think it shoud still last 24 hours even on a save, as that means no creature can ever avoid it.

Also, we need to list the length of the cone. Is this better?

Breath Weapon (Su): Once per day, the actaeon can breathe a X-foot cone of green mist. Anyone caught in the breath weapon must make a Fortitude saving throw (DC X) or be affected by a baleful polymorph spell (caster level 12th). The actaeon may only select a forest creature for the victim's new form. The save DC is Constitution based.


BOZ said:
copied from the Hamadryad:
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the actaeon has a +X racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).

We should investigate how the racial bonus is determined. Is there a correlation to an ability score or something?
 

i have no idea - i basically copied that wild empathy from the dryad. i think there is at least one other critter in the MM that has it, but can't think of it off the top of my head.


Borrowing from the iron golem a bit for the format, and to keep it more like the original write-up:
Breath Weapon (Su): 10-foot cube, cloud of warm greenish mist lasting X rounds, once every 24 hours, baleful polymorph (caster level 11th, forest animals only), Fortitude DC 17 reduces duration to 24 hours. The save DC is Constitution-based.

i do like the 24-hour duration on a success. this is the actaeon's way of dealing with foes quickly and decisively. due to it's nature, it wouldn't kill the animals, just leave them to be little animals of the forest. if they make the save and want to come back later (or if some kind soul reverses the transformation), maybe they will think twice about screwing with the actaeon. ;) unless the whole party is gathered together tightly in a 4-square area, it's not likely to TPK.
 

BOZ said:
i have no idea - i basically copied that wild empathy from the dryad. i think there is at least one other critter in the MM that has it, but can't think of it off the top of my head.

Dryad, nymph, nixie and unicorn all have it, and all have a +6 racial bonus. Those that have Handle Animal ranks don't have the synergy bonus listed in the ability. So I suppose +6?


BOZ said:
Borrowing from the iron golem a bit for the format, and to keep it more like the original write-up:
Breath Weapon (Su): 10-foot cube, cloud of warm greenish mist lasting X rounds, once every 24 hours, baleful polymorph (caster level 11th, forest animals only), Fortitude DC 17 reduces duration to 24 hours. The save DC is Constitution-based.

i do like the 24-hour duration on a success. this is the actaeon's way of dealing with foes quickly and decisively. due to it's nature, it wouldn't kill the animals, just leave them to be little animals of the forest. if they make the save and want to come back later (or if some kind soul reverses the transformation), maybe they will think twice about screwing with the actaeon. ;) unless the whole party is gathered together tightly in a 4-square area, it's not likely to TPK.

True, but it is likely to TPFK (total party fun kill). :\

I suppose since it can only use it once per day, its chances of getting the whole party are indeed slim. We'll definitely have to ramp the CR to account for this instant-party-negation ability, though.
 

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