Converting World of Greyhawk monsters

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Shade said:
Yeah, I plan to try to add 10 today. We got ahead for awhile there, and I like to give each batch at least a week in the "spotlight". I"m also trying to upload themed batches now, so just having 10 doesn't immediately necessitate an upload.

Hey, new avatar! :D
Nice to know we're making some progress, though. :)

Thanks! I always thought it would be neat to have a custom avatar. I painted that little dragon myself last time I took vacation, and my wife finally convinced me to take a picture and shrink it down. :D
 

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Grist (True Gargoyles)

CLIMATE/TERRAIN: Any stone building or rocky mountainside
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE.: Semi- (2-4)
TREASURE: L,M,N
ALIGNMENT: Neutral

NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVEMENT: 9, Fl 12 (B)
HIT DICE: 8 +4 (42 hps)
THACO: 11
NO. OF ATTACKS: 4 (sometimes 6)
DAMAGE/ATTACK: 1-8/1-8/1-10/1-8
SPECIAL ATTACKS: Fear gaze, snatch
SPECIAL DEFENSES: + 1 or better weapon needed to hit
MAGIC RESISTANCE: 20%
SIZE: L (12')
MORALE: Fearless (19)
XP VALUE: 7,000

The grist is a rock-like creature that resembles a gargoyle or margoyle, but it is considerably larger and much more fearsome. Grists were created by Jason Krimeah, the Exalted One, by taking a statue resembling a gargoyle and casting wish, stone shape, polymorph any object, fear, fly, and geas spells upon it. Grists are semiintelligent and thus able to follow only the simplest of instructions. But they follow these instructions to the letter. It is unknown how many grists the mage created, but several dozen are believed to exist. Krimeah termed his creation "true gargoyles;' as they fit his vision of what a gargoyle should be.
A grist has been enchanted to give it a resistance to magic and an immunity to normal weapons. Its skin looks like the exterior of the stone building or rocky mountainside it attaches itself to, and its dense rock make-up causes the grist to weigh between one and three tons. Despite its weight, a grist moves at a rate of 9 on the ground and 12 in the air. The wings are not needed for flight, but they are used to help it maneuver while in the air. If the wings become damaged, the maneuverability class of the grist worsens by one.
A grist can effortlessly cling to the sides of buildings and rocky mountainsides. It can only bond itself to stone, brick, or rock. When in place, the grist looks like an unmovable statue of a stone gargoyle that is part of the building.

Combat: A grist remains in place on the side of a building or mountain until the conditions of its orders are met, such as "prevent any armored humans from entering this building." A grist with this order would remain in its statue-like pose until a human attempts to enter its building or tries to attack it, at which time it animates. Until that time, only a detect life spell will register the grist as a living creature. A detect magic spell will show that the grist is enchanted. Once a grist is animated, it fights fearlessly until destroyed. It prefers to fight from the air, as it can maneuver better. When attacking, a grist prefers to direct all of its blows against a single target in an attempt to dispatch that target and then move on to the next. It attacks with its claws, bite, and a tail swat. The tail of a grist is usually spiked like a maul. In addition, some grists have four arms instead of two, giving them six attacks per round. If two of a grist's claws hit the same opponent during a single round, the grist has successfully snatched its opponent. Such an opponent is usually taken into the air to be hurled back down to the ground in an attempt to quickly dispatch it.
Once every ten minutes the grist can generate a fear gaze. This cone-shaped gaze appears as a gray beam emitted from the creature's eyes. The cone is two feet wide at its point of origin, 30 feet wide at the base, and 60 feet long. Creatures caught in the gaze must roll successful saving throws vs. spell or be affected as by a fear spell.
The grist is immune to normal and magical fire and cold. In addition, it has a 20% magic resistance to all other spells. The grist is not affected by poisons.

Habitat/Society: The grist does not speak, as it has no vocal cords. Itfollows the orders of its master and is incapable of independent thought.
A wounded grist repairs itself by reattaching to its assigned structure and drawing minerals from it. It heals at a rate of 24 hit points a day.
There are no males or females of the species; grists are created magically and cannot reproduce. Nor do grists change size, remaining throughout their existence at the same height and weight they were given at their creation.
Grists are found in groups of 2d4, the more numerous they are, the more important the item being guarded. Grists have no real treasure of their own. However, if defeated grists are shattered, gems and coins occasionally can be found inside them-they consume rocks and minerals found on their victims, which includes ore, coins, and gems and jewelry.

Ecology: Grists are found attached to the inside or outside of buildings, as well as along columns, roofs, and rocky mountainsides. They have not been encountered elsewhere. They are not believed to communicate with each other.

Originally appeared in WG12 - Vale of the Mage
 

OK, so the grist's freeze ability seems to be better than that of an ordinary gargoyle. We could give them statue as a SLA at will to reflect this. Its fear gaze could also be simulated just by fear as an SLA--it's not a gaze in the 3e sense so much as it is a cone, like the spell.

Again, like the jadeela bird, it's too small for the actual Snatch feat to be of any use, and we should incorporate its light load into its Improved Grab write-up, so DMs know it can take their PCs away with it.

Changing a gargoyle's type to Construct, than advancing it to Large and 8 HD is probably a good place to start. Slap on Improved Grab, lower the Intelligence, raise the Charisma (for the fear), give it some spell resistance and energy immunities...

The four-armed variant can get a short paragraph. Give it rend and a +1 CR adjustment, I say.

Demiurge out.
 

Here's how what you described might look...

Large Construct (Earth)
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 30 (+1 Dex, +9 natural), touch 11, flat-footed 29
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 claws +11 melee (1d6+6) and bite +9 melee (1d8+3) and gore +9 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: x
Special Qualities: x
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 23, Dex 12, Con -, Int 3, Wis 11, Cha 11
Skills: x
Feats: Multiattack, 2 more
 

Looks like a good starting point to me. The base damage should be changed, gore goes to tail slam, but other than that... I might want to boost its strength and raise its natural armor (although to 30 is going just a bit far... ;))

Demiurge out.
 

Yeah, that's a very high AC for its likely CR. Low twenties might be a bit better. For SLAs, sounds like we want statue at will and fear maybe 3/day? For this
A wounded grist repairs itself by reattaching to its assigned structure and drawing minerals from it. It heals at a rate of 24 hit points a day.
we should give some kind of special ability. Maybe

Mineral Healing (Ex): A grist attached to stone, whether a natural rock or a stone building, may draw minerals from the stone to heal 1 hit point of damage per hour. The grist may not take any actions during that hour, or else it does not heal.
 

Oops...my math's off. It should be 20. (I got it right in the parentheses, at least). :o

All the other suggestions look good. I'll get a Homebrews going soon.
 

Added to Homebrews.

Still want a Str boost?

Despite its weight, a grist moves at a rate of 9 on the ground and 12 in the air. The wings are not needed for flight, but they are used to help it maneuver while in the air. If the wings become damaged, the maneuverability class of the grist worsens by one.

Supernatural flight like a beholder?

Should we make the fear a Su ability, to help out the DC? Should statue be Su as well?

A grist can effortlessly cling to the sides of buildings and rocky mountainsides. It can only bond itself to stone, brick, or rock.

Climb speed?

It attacks with its claws, bite, and a tail swat. The tail of a grist is usually spiked like a maul.

Should tail be bludgeoning and piercing?

The grist is immune to normal and magical fire and cold. In addition, it has a 20% magic resistance to all other spells. The grist is not affected by poisons.

Stick with full immunity to fire and cold?

Grists are found in groups of 2d4, the more numerous they are, the more important the item being guarded. Grists have no real treasure of their own. However, if defeated grists are shattered, gems and coins occasionally can be found inside them-they consume rocks and minerals found on their victims, which includes ore, coins, and gems and jewelry.

Treasure: Standard coins; standard goods (gems and jewelery only); no items?
 

Bludgeoning/piercing tail. Climb speed sounds good, and I think we should stick to full immunity to fire and cold. I like the supernatural fly speed. With 8 HD, making fear a supernatural ability doesn't actually change the DC, although we could make it supernatural with advancement in mind.

And yeah, I still think its Strength should be a bit higher. 26?

Demiurge out.
 

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