Converting original D&D and Mystara monsters

Status
Not open for further replies.

log in or register to remove this ad

fey DR isn’t an inherent part of the type, and I don’t think all fey have it. We could switch it, but I was keeping things consistent to the original listing of silver or +1.
 


so, despite the original content, would you all feel more comfortable with "DR/magic or cold iron"?
 

Yes indeed, especially since cold iron wasn't really an option pre-3E, and most critters either had silver or magic weapons required to hit, if they possessed such an ability.
 

I'm with Shade on this. Monsters created prior to 3.5 that had some kind of damage immunity were not written with with 3.5 damage resistance in mind, IYKWIMAITYD. ;)
 

Okie dokie, fair enough. :) magic or cold iron it is.

On to more interesting topics…

Since we’ve decided that the horse is the natural form, how about this:
Change Shape (Su): A chevall’s natural form is that of a horse. In this form, a chevall may be of any color (though each individual cannot change its color), and is about the size of a (light war horse?).
A chevall also assume the form of a centaur; a chevall in its centaur form always assumes the same appearance and traits, much like a lycanthrope would. A chevall’s centaur form has the upper torso of a human, as with normal centaurs, and its lower body is the same as in its horse form, though somewhat smaller than the average centaur’s. the centaur form’s ears are pointed like an elf’s.
A chevall remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the chevall revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in centaur form.


In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding.

Once per day, a chevall can magically summon 1d3 war horses which arrive in 1d4 rounds.

(slightly different in GAZ1: “They may speak with horses, in either horse or centaur form, and can magically summon 1d6 war horses (which arrive in 1d4 rounds) once per day.”

not sure how much, if any, of this part from the Mystara MC we can or should use:

Chevall Speed Table
Movement - Horse form - Centaur form
Walk - 12 - 9
Trot - 24 - 18
Canter - 36 - 27
Gallop - 48 - 36

A chevall can carry no more than 260 pounds and still travel at its full speed. A can travel at half speed while carrying up to 390 pounds, and can move at one-third speed while carrying up to 520 pounds.

As noted in the Player's Handbook (Chapter 14), in a day of travel over good terrain, a creature can travel a number of miles equal to twice its normal movement rate (a trot); that is, a chevall in horse form can cover 48 miles. In dire circumstances, a chevall can push itself to a canter or gallop. A canter can be safely maintained for two hours, or a gallop for one hour, but then the chevall must walk for an hour before increasing its speed again. A chevall will not gallop if loaded with enough material to reduce its normal movement rate by half: nor will it canter or gallop while carrying a load which will reduce its normal movement rate to one-third normal.
 

Summon Equines (Sp): Once per day a chevall can automatically summon 1d3 light war horses or 1 heavy war horse. This ability is the equivalent of a 3rd-level spell.I don't think we need to include the speed business from the end. The only creatures that I am aware of that include such information are the main dragon entries, which include overland flight tables.
 

Cool :)

Did you like my change shape?

“In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding.”

Do we have something for commanding animals, besides charm spells (which this is more like a mind-affecting compulsion than a charm)? I’d say a paladin’s mount would be immune to this effect. No saving throw needed.


Is this stuff automatically covered under movement rules now?

A chevall can carry no more than 260 pounds and still travel at its full speed. A can travel at half speed while carrying up to 390 pounds, and can move at one-third speed while carrying up to 520 pounds.

As noted in the Player's Handbook (Chapter 14), in a day of travel over good terrain, a creature can travel a number of miles equal to twice its normal movement rate (a trot); that is, a chevall in horse form can cover 48 miles. In dire circumstances, a chevall can push itself to a canter or gallop. A canter can be safely maintained for two hours, or a gallop for one hour, but then the chevall must walk for an hour before increasing its speed again. A chevall will not gallop if loaded with enough material to reduce its normal movement rate by half: nor will it canter or gallop while carrying a load which will reduce its normal movement rate to one-third normal.
 

BOZ said:
Did you like my change shape?
Yes indeed. :)

BOZ said:
“In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding.”

Do we have something for commanding animals, besides charm spells (which this is more like a mind-affecting compulsion than a charm)? I’d say a paladin’s mount would be immune to this effect. No saving throw needed.
Well, there are these:

Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Domesticate Animal (Su): Jackal lords can use dominate animal (canines only) at will (DC 16, caster level 16th).

And this might work better for the "summoning" horses ability:

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.


BOZ said:
Is this stuff automatically covered under movement rules now?

A chevall can carry no more than 260 pounds and still travel at its full speed. A can travel at half speed while carrying up to 390 pounds, and can move at one-third speed while carrying up to 520 pounds.

As noted in the Player's Handbook (Chapter 14), in a day of travel over good terrain, a creature can travel a number of miles equal to twice its normal movement rate (a trot); that is, a chevall in horse form can cover 48 miles. In dire circumstances, a chevall can push itself to a canter or gallop. A canter can be safely maintained for two hours, or a gallop for one hour, but then the chevall must walk for an hour before increasing its speed again. A chevall will not gallop if loaded with enough material to reduce its normal movement rate by half: nor will it canter or gallop while carrying a load which will reduce its normal movement rate to one-third normal.
Essentially, yes. We can definitely include the carrying capacity entry like many monsters have.
 
Last edited:

Status
Not open for further replies.
Remove ads

Top