Converting original D&D and Mystara monsters

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And their stats from X2: Castle Amber...

Sun Brother
Armor Class: 0
Hit Dice: 10*- 14*
Move: 120 (40)
Attacks: 1 weapon
Damage: 1-8 (+3)
No. Appearing: 1 (1)
Save As: Fighter 10-14
Morale: 9 (12)
Treasure Type: Nil
Alignment: Lawful

Sun brothers are members of the Brotherhood of the Sun, mortal enemies of efreet. Sun brothers belong to a race of 7’ tall humanoids with crimson skin and bright yellow hair called Sollux, related to efreet but lawful in nature. The Brotherhood of the Sun is distinguished by wearing red-gold armor and carrying blazing sun shields (treat as a light spell). All Sollux are immune to dispel illusions and to detect invisible. They are unaffected by normal fire and magical fire attacks suffer -1 to hit and damage.

The sun brothers vary in hit dice from 10 to 14. They have a morale of 9 normally and a morale of 12 when fighting efreeti.
 

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Nice surprise after returning from holiday. (Does anyone actually look at these boards at home rather than work?).

I agree with the Outsider type.

Just visiting work today - had to show up in case some guy was still ill - he's not so I get the rest of the day off :)

I'll have a proper look tomorrow

Regards
Mortis
 

Mortis said:
(Does anyone actually look at these boards at home rather than work?).

Actually, I do. ;) I try to intersperse work with fun both places, actually.

So, a racial write-up and a separate blurb for the Brothers of the Sun?
 

Ok the lets start with the basics

Medium Outsider (Native)
Hit Dice: 10d8+X (X hp)
Initiative: +X
Speed: 30 ft. (20 ft. in full plate)
Armor Class: XX (+1 Dex, +8 armor, +3 shield, +x natural), touch XX, flat-footed XX
Base Attack/Grapple: +XX/+XX
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +X, Will +X
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills: 117/130 depending on Int (13-14)
Feats: 4

Environment:
Organization: Solitary
Challenge Rating: XX
Treasure:
Alignment: Lawful neutral
Advancement: By character class (usually fighter?)
Level Adjustment: +XX

The 2nd version gives us clues for some of the abilities: Str 18 (01-50), Dex 16+ and Int 13-14.

For the other three how about Con 15-16, Wis 14-15, Cha 12-14?

platemail is equivalent to either half plate or full plate and the large metal shield is equivalent to a heavy steel shield. The shield has a continual light effect so is obviously magical(?) and therefore will have at least a +1 magic bonus.

The flavour text also shows that most sollux prefer longswords for melee and a composite short bow for ranged attacks so I suggest we use those in the attack lines.

X2 said:
They are unaffected by normal fire and magical fire attacks suffer -1 to hit and damage.
Mystara Appendix said:
All sollux are immune to normal fire and to all types of illusions, and they can detect invisibility at will. Sollux receive a +1 bonus to any saving throw vs. a magical attack and subract -1 point from any damage they suffer from such an attack, whether the saving throw succeeds or not.
Just reading this extract from the Mystara Appendix it looks like the sollux get a bonus versus all magical attacks but if you also refer to X2 it only applies to magical fire attacks - which I assume is what was intended for the second edition version as well.

That said why don't we just make them immune to all fire - both magical and normal?

Feats: Improved Critical (longsword), Improved Initiative, Power Attack, Weapon Focus (longsword)?

Weapon Specialization - bonus feat or special ability?

Immunity to Illusions - but not all mind affecting effects obviously.

Well that's enough to be going on with for now.

Regards
Mortis
 

Going by the Mystara Monstrous Compendium, Enviroment could be "Warm desert, mountains, and underground", and Standard for Treasure.

Should we give these guys the Fire subtype?
 

GrayLinnorm said:
Going by the Mystara Monstrous Compendium, Enviroment could be "Warm desert, mountains, and underground", and Standard for Treasure.
They both look fine to me.

Should we give these guys the Fire subtype?
Probably, although it does make them vulnerable to cold. :(

Regards
Mortis
 

Mortis said:
The 2nd version gives us clues for some of the abilities: Str 18 (01-50), Dex 16+ and Int 13-14.

For the other three how about Con 15-16, Wis 14-15, Cha 12-14?

Since it appears they were originally modeled after efreet, we can use them for inspiration on some of the stats.

Efreeti Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15, +6 natural armor

Downsizing from Large to Medium size...

Str 15, Dex 19, Con 10, Int 12, Wis 15, Cha 15, +4 natural armor

Per the 3E conversion guide, Str 01-50 equates to Str 19, so we can go with that.

So combining our thought processes, how about:

Str 19, Dex 17, Con 14, Int 14, Wis 15, Cha 15, +4 natural armor
 


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