Converting original D&D and Mystara monsters

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Mortis

First Post
Shade said:
I'll get 'em going once we finish up some of the other lingering critters.
and posted them? ;)

<edit> Although I'd leave the Hydrax and post all the elementals of law and chaos in one batch.

Regards
Mortis
 
Last edited:

Shade

Monster Junkie
Mortis said:
and posted them? ;)

All in good time. I'd like to give the Living Greyhawk contributions a few days in the spotlight before bumping 'em off with the next batch. :)

Mortis said:
<edit> Although I'd leave the Hydrax and post all the elementals of law and chaos in one batch.

Agreed. One nice benefit of stockpiling completed conversions, eh? ;)
 

Shade

Monster Junkie
Elemental of Law, Kryst

From D&D Companion Set:

Kryst
Armor Class: 2
Hit Dice: 9*
Move: 240’ (80’)
Attacks: 3 spikes
No. Appearing: 1-6 (10-1,000)
Save As: Elf: 9
Morale: 9
Treasure Type: Special
Alignment: Lawful
XP Value: 1,600

The kryst are intelligent beings made of crystalline rock. They are native to the Elemental
Plane of Earth.

A kryst looks like a group of 12 golden crystal spikes, all projecting outward from a central
point. It is immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on air. A kryst can detect invisible at will, and can use detect magic, dispel magic, haste, or air to earth 3 times per day (all as if cast by a 9th level magic-user). The kryst communicate by telepathy (120’ range) or, if mental contact causes poor reactions, by written messages.

A kryst can attack by ramming opponents with its spikes, and can attack up to 3 times per round.

The kryst have a widespread and complex society in their own realms, peacefully living with and helping the earth elementals. They welcome visitors, and are eager to gain new knowledge of all types. They fear and wage a never-ending war against the hordes, and
seek to unite all other creatures against them. The kryst are also enemies of the hydrax,
though they rarely encounter them. They fear water-type creatures and attacks.


From Mystara Monstrous Compendium Appendix:

Kryst
Climate/Terrain: Any earth
Freq: Very rare
Org: Cluster
Activity Cycle: Any
Diet: Earth, rock
Int: Average (10)
Treasure: Nil
Alignment: Lawful good
# App: 1d6
Armor Class: 2
Movement: 24
Hit Dice: 9
THAC0: 11
# Attacks: 3
Dmg/Att: 1d12 (spike)/1d12 (spike)/1d12 (spike)
SA: Spells
SD: See below
MR: Nil
Size: M (6' across)
Morale: Elite (14)
XP Value: 6,000

Krysts, intelligent beings native to the Elemental Plane of Earth, have bodies made of quarzlike rock; each kryst looks like a group of 12 golden, crystal spikes, all projecting outward from a central point.

A kryst normally speaks via telepathy (120-foot range). If mental contact causes a poor reaction, it accommodates others by switching to written communication. (It etches messages with one of its spikes.)

Combat: Although a kryst never enters a battle without first determining it has no better option, it fights fiercely once committed. These elementals normally attack by ramming opponents with their long spikes. A kryst can attack in this manner up to three times per round, causing 1d12 points of damage with each successful hit.

Krysts are immune to all earth-based attacks and can use detect magic, dispel magic, wall of stone, and transmute rock to mud each three times per day. In addition, krysts can cast stone tell once per day. They cast all spells at 9th level. Krysts remain very vulnerable to air-based attacks, suffering double damage from them.

Habitat/Society: Krysts have a widespread and complex society in their own realms, peacefully living with and helping earth elementals. They welcome visitors, and eagerly seek new knowledge of all types.

Ecology: These elementals fear and hate the hordes, with whom they wage a never-ending war. They are also enemies of the hydrax, although they rarely encounter them. All krysts fear air-based creatures and air-based attacks, although they view no group of these beings as their particular enemies.
 

Shade

Monster Junkie
Here are the stats of similarly-sized earth creatures:

Medium Earth Elemental: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Galeb Duhr: Str 13, Dex 5, Con 20, Int 11, Wis 16, Cha 12
Stone Spike: Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11
Average Xorn: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
 

Mortis

First Post
Large Elemental (Earth, Extraplanar, Good, Lawful)?

Str 20, Dex 8, Con 18, Int 10, Wis 11, Cha 13?

Assuming those, let's do the basic stats

Elemental of Law, Kryst
Large Elemental (Earth, Extraplanar, Good, Lawful)
Hit Dice: 9d8+20 (76 hp)
Initiative: -1
Speed: 60 ft. (12 squares)
Armor Class: X (-1 size, -1 Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +6/+15
Attack: Spike +10 melee (1d8+5?)
Full Attack: 3 spikes +10 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 20, Dex 8, Con 18, Int 10, Wis 11, Cha 13
Skills: 24
Feats: 4
Environment: Elemental Plane of Earth
Organization: clump/growth/outcrop? (1-6)
Challenge Rating: X
Treasure: X
Alignment: Always lawful
Advancement: X
Level Adjustment: X

Regards
Mortis
 

Shade

Monster Junkie
Should we drop the Good subtype and make them "always lawful, usually good" to reinforce their Law bent?

Shouldn't they be Medium (6 feet across)?
 

Mortis

First Post
Shade said:
Should we drop the Good subtype and make them "always lawful, usually good" to reinforce their Law bent?
Yeah

Shouldn't they be Medium (6 feet across)?
Oops that's something I should have changed when cutting n pasting. :eek:

Regards
Mortis
 

Shade

Monster Junkie
Added to Homebrews.

Companion Set said:
A kryst can detect invisible at will, and can use detect magic, dispel magic, haste, or air to earth 3 times per day (all as if cast by a 9th level magic-user).

Mystara MC said:
Krysts are immune to all earth-based attacks and can use detect magic, dispel magic, wall of stone, and transmute rock to mud each three times per day. In addition, krysts can cast stone tell once per day. They cast all spells at 9th level. Krysts remain very vulnerable to air-based attacks, suffering double damage from them.

Spell-Like Abilities: 3/day—detect magic, dispel magic, haste, transmute rock to mud (DC x), wall of stone (DC x); 1/day--stone tell. Caster level 9th. The save DCs are Charisma-based.

Air to earth? Maybe modify rock to mud, etc. again?

Companion Set said:
It is immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on air.

Mystara MC said:
Krysts are immune to all earth-based attacks and...remain very vulnerable to air-based attacks, suffering double damage from them.

Immunity to spells and effects with earth descriptor?

Vulnerability (+50% damage) to effects with the air descriptor?
 

freyar

Extradimensional Explorer
Shade said:
Spell-Like Abilities: 3/day—detect magic, dispel magic, haste, transmute rock to mud (DC x), wall of stone (DC x); 1/day--stone tell. Caster level 9th. The save DCs are Charisma-based.

Also, see invisibility would be good, since the first description gives them that at will.
 

Shade

Monster Junkie
freyar said:
Also, see invisibility would be good, since the first description gives them that at will.

I gave 'em the same ability as the hydrax:

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.
 


Mortis

First Post
Companion Set said:
It is immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on air.

Mystara MC said:
Krysts are immune to all earth-based attacks and...remain very vulnerable to air-based attacks, suffering double damage from them.

Shade said:
Immunity to spells and effects with earth descriptor?

Vulnerability (+50% damage) to effects with the air descriptor?
Again the contradiction between editions :)

So we go for whatever is 3.5e standard again?

Regards
Mortis
 


Shade

Monster Junkie
Skills: 24
Diplomacy, Knowledge skills?

Feats: 4
Earth elemental feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack

Since these fellas are more pacifistic at most times, maybe Negotiator?
 

Shade

Monster Junkie
How about...

Diplomacy 6, Knowledge (the planes) 8, Sense Motive 6, Spot 4

Feats: Alertness, Improved Initiative, Negotiator, Power Attack
 


Shade

Monster Junkie
Challenge Rating: x

Treasure: None?

Advancement: 10-18 HD (Medium); 19-27 HD (Large)?

A typical kryst is 6 feet in diameter and weighs around x pounds.
 

freyar

Extradimensional Explorer
Shade said:
Challenge Rating: x

Treasure: None?

Advancement: 10-18 HD (Medium); 19-27 HD (Large)?

A typical kryst is 6 feet in diameter and weighs around x pounds.

CR 7-8?

I guess no treasure is ok, though they have communities. Maybe 50% gems or something?

Advancement looks good.

Hmmm. 6ft of crystals? 1000lb? Medium earth elementals are 750lb, so maybe that's a good value.
 

Shade

Monster Junkie
Since it only has 1 HD more than a Medium earth elemental, and only a few slightly combat-altering powers, maybe CR 6?

I agree with all the rest.

Updated Homebrews.
 

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