Converting original D&D and Mystara monsters

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I think I will keep them at their original 11 HD. I will go with Filby & Morits' suggestions and make it a Fey rather than Monstrous Humanoid. And Mortis' assessment of 23 Str makes sense as well. The rest, as they say, is up for debate. :) (not that I disagree with anything in particular that he wrote... just want to consider possibilities as usual).

Actaeon
Large Fey
Hit Dice: 11d6+X (X hp)
Initiative: +X
Speed: 40 ft (4 squares)
Armor Class: 17 (-1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +6/+X
Attack: Spear +X melee (2d6+6/x3) or gore +X melee (2d8+6)
Full Attack: 2 spears? +X melee (2d6+6/x3) and gore +6 melee (2d8+X)
Space/Reach: 10 ft/10 ft
Special Attacks: Breath weapon, summoning
Special Qualities: Camouflage, low-light vision
Saves: Fort +X, Ref +X, Will +X
Abilities: Str 23, Dex X, Con X, Int 12, Wis X, Cha X
Skills: 98
Feats: 4

Environment: Temperate forest
Organization: Solitary
Challenge Rating: X
Treasure: X
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +X

The favored class should be Druid, with Ranger as a possible second choice, and Barbarian as even less likely.


I checked out the links to other conversions that Mortis posted. Including his suggestions above, we have some ideas to start with:

Dex ranges from 12-15; Con ranges from 12-16; Wis ranges from 12-15; and Cha ranges from 11-14.

I see one with a suggestion for Scent as an SQ.

Possible skills: Concentration, Handle Animal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Search, Spot, Survival

Possible feats: Alertness, Cleave, Endurance, Great Cleave, Improved Initiative, Improved Natural Attack (Gore), Power Attack, Skill Focus (Knowledge [nature]), Track, Weapon Focus (spear)

Languages: Common, Sylvan, possibly the druidic language

Skill bonuses: possibly a Hide bonus (although maybe something like the ranger camouflage ability is more appropriate). Maybe some bonuses to Handle Animal, Move Silently (in woods), and Survival.
 

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Treasure: Standard

For the summoning ability, a summon nature's ally spell should work. Oddly, the treant, which is the strongest monster the actaeon can summon, isn't on the SNA tables. The seeds of the treant (from Arms & Equipment Guide) have summon nature's ally IX as a prequisite, but that may be too high.
 

Here's a stab at the breath weapon

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.

By the way, under the old rules, how did you defeat the actaeon if the breath weapon worked regardless of the results of the saving throw. If the effect wore off, it would have time to use its breath weapon if you tried to go after it.
 

Just a few points...
BOZ said:
The rest, as they say, is up for debate. :)
Isn't it always. ;) It's always interesting to see other people's take on things.
Large Fey
Hit Dice: 11d6+X (X hp)
...
Base Attack/Grapple: +6/+X
What is the BAB for an 11HD fey? I thought it was 5 (same as wizard), which is why I bumped the HD up to 12 to give it a second attack with it's spear.
2 spears?
I'm fairly certain that the original didn't use two spears, it just had two attacks with the same spear. Hence the reason why I gave it a BAB of +6.
Improved Natural Attack (Gore)
I gave it this to bump the damage up to 2d6, closer to the originsl then the standard large fey gore of 1d8(?)
possibly a Hide bonus (although maybe something like the ranger camouflage ability is more appropriate).
Especially considering it's own camouflage ability. :D
GrayLinnorm said:
By the way, under the old rules, how did you defeat the actaeon if the breath weapon worked regardless of the results of the saving throw. If the effect wore off, it would have time to use its breath weapon if you tried to go after it.
Spread out, hopefully the cloud won't get you all. :lol:

Regards,
Mortis
 

Mortis said:
What is the BAB for an 11HD fey? I thought it was 5 (same as wizard), which is why I bumped the HD up to 12 to give it a second attack with it's spear.

The BAB is +5, which does not give it an iterative attack. The question becomes what is more important: preserving the HD or the second attack of the original? I'd argue that the latter is more important, because it affects not only BAB, but saves, skills, feats, etc. The monster can always be advanced later, allowing it iterative attacks. That's just my opinion. :D

Mortis said:
I gave it this to bump the damage up to 2d6, closer to the originsl then the standard large fey gore of 1d8(?)

While this is a valid use of the feat, it isn't necessary. Per the MM monster design section: "Particularly tough or weak creatures might have higher or lower damage values. In general, you can vary the power of a monster's attacks by moving up or down one or two lines on the table. For example, a Medium monster’s bite usually has a damage value of 1d6, but it could be as little as 1d3 or as much as 2d6. Use the 1d3 value for a creature with a very small or weak mouth, and the 2d6 value to represent a creature with a large or very powerful mouth."

So we get a free feat to work with. ;)
 

the BAB is +5, i was just not paying attention. :p

the text seems almost purposefully vague about whether it makes 2 attacks per round with the same spear, or attacks with two spears. however, i like this line from the Mystara MC: "Its incredible speed enables it to make two spear attacks per round." sounds almost like the benefit from haste, or certain class features, no? and it seems to be able to essentially leap out from hiding and still get its full attack.

and i agree with Shade, thus why i never use Improved Natural Attack. ;) that feat seems to be more about advancing monsters than creating new ones.
 

BOZ said:
the BAB is +5, i was just not paying attention. :p

the text seems almost purposefully vague about whether it makes 2 attacks per round with the same spear, or attacks with two spears. however, i like this line from the Mystara MC: "Its incredible speed enables it to make two spear attacks per round." sounds almost like the benefit from haste, or certain class features, no?.
IIRC In the illustration of it in the RC, it was only carrying one spear. Not that really means much. ;)

...and it seems to be able to essentially leap out from hiding and still get its full attack...
Maybe something similar to the 'Pounce' ability of the cats?

and i agree with Shade, thus why i never use Improved Natural Attack. ;) that feat seems to be more about advancing monsters than creating new ones.
I tend to forget about the leeway given in the monster design section and as it frees up a feat all the better (hmm... must remember this for my sea wolf conversion). :]
 

due to technical difficulties at my house, i need to put this thread (but, oddly enough, only this thread) on hold for a few days. sorry - it'll be back before you know it. ;)
 

i don't think i would want to give it a pounce attack. like i said before, maybe something more like the "extra attack per round at full attack value" that haste and certain class features give you.
 

BOZ said:
i don't think i would want to give it a pounce attack. like i said before, maybe something more like the "extra attack per round at full attack value" that haste and certain class features give you.
I wasn't disagreeing :D , just envisaging how it would look.

How about something along the lines of:

Ambush Attack (Ex): An actaeon that attacks from a hidden position may make an extra attack, at full attack value, for that round only.

Regards,
Mortis
 
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