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Creature Catalogue Overhaul Project Revisited
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<blockquote data-quote="Cleon" data-source="post: 7989191" data-attributes="member: 57383"><p>Okay, the main points I'd like to address is adding a Capsize/Ram special attack or separate Capsize and Ram attacks, since these existed in the AD&D originals but went AWOL in the CC's conversion.</p><p></p><p>We might want to tweak some of the original's numbers a little but most of its stats look fairly sound.</p><p></p><p>Once we're done with the 3.5 overhaul I'd like to stat up a Young Afanc.</p><p></p><p>Let's start by figuring out what numbers from the 3.0 version to keep:</p><p></p><p><strong><span style="font-size: 22px">Afanc</span></strong> [<em>Enworld Creature Catalog 3.0 Conversion</em>]</p><p>Gargantuan Beast (Aquatic)</p><p><span style="color: green">Needs to become a Magical Beast since it is Intelligent and has special powers.</span></p><p><strong>Hit Dice:</strong> 15d10+105 (187 hp)</p><p><span style="color: green">No point straying from the Fifteen HD of the AD&D versions.</span></p><p><strong>Initiative:</strong> 0</p><p><span style="color: green">Apart from missing a "+" that's fine.</span></p><p><strong>Speed:</strong> Swim 40 ft</p><p><span style="color: green">A decent match to the originals' 15″ swim so let's keep its 40 ft. swim speed.</span></p><p><strong>AC:</strong> 14 (-4 size, +8 natural)</p><p><span style="color: green">Way too low to be competitive, how about increasing the NA to +14 or +16?</span></p><p><strong>Attacks:</strong> Bite +17 melee, or 2 flippers +17 melee</p><p><span style="color: green">The +17 attack is wrong. I make it +19: BAB +11 from fifteen ¾-attack HD, +12 from Str, –4 from size. Also, shouldn't the flippers be a secondary attack? Regardless, its attacks will go up significantly due to it becoming a Magical Beast with full-attack HD.</span></p><p><strong>Damage:</strong> Bite 5d4+18, or flipper 3d4+12</p><p><span style="color: green">Hurr… I'd be inclined to change the base damage to conventional d6s or d8s and would definitely consider making the flippers damage bonus the conventional ×½ secondary although would be happy keeping the ×1½ primary for the bite rather than changing it to ×1 as it only has a single attack with that option.</span></p><p><strong>Face/Reach:</strong> 20 ft by 40 ft/10 ft</p><p><span style="color: green">Presumably we'll use the standard 20 ft./15 ft. for a Gargantuan short-reach monster. Its fins and head aren't anywhere near elongated enough to justify long-reach.</span></p><p><strong>Special Attacks:</strong> Whirlpool, swallow whole</p><p><span style="color: blue">We'd better add a Capsize/Ram type special attack and I think the Whirlpool attack needs tweaking (for a start, the 2E version was "partially magical in nature" and could be affected by <em>dispel magic</em>). Also, shouldn't it have Improved Grab to go with its Swallow Whole?</span></p><p><strong>Special Qualities:</strong></p><p><span style="color: green">Guess we could add Low-light vision or scent. It also needs to have Amphibious, since they "are capable of breathing both air and water" in 1E and the CC version.</span></p><p><strong>Saves:</strong> Fort +16, Ref +9, Will +6</p><p><span style="color: green">Saves are fine.</span></p><p><strong>Abilities:</strong> Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10</p><p><span style="color: green">Stats are perfectly sound for a Gargantuan brute-type monster although I'm wondering why it has Charisma 10 - guess that helps the few talking ones to lure sailors to their doom, or just to give them a decent singing voice!</span></p><p><strong>Skills:</strong> Listen +12, Spot +12, Swim +16</p><p><span style="color: green">15 HD and Int 6 gives it 18 SPs, which'd be Listen +10, Spot +10 if split evenly. That strongly implies it has the Alertness feat. Also, its Swim skill should be +20 (12 from Str plus a 8 racial bonus).</span></p><p><strong>Feats:</strong></p><p><span style="color: blue">It needs six feats. We can leave them for later debate.</span></p><p><strong>Climate:</strong> Warm aquatic</p><p><span style="color: green">Warm aquatic's the best match to the original. Why does 3E only have the one "Aquatic" habitat? It doesn't even divide by fresh- or salt-water! That's long bugged me.</span></p><p><strong>Organization:</strong> Solitary</p><p><span style="color: green">Matches the original</span></p><p><strong>Challenge Rating:</strong> 14</p><p><span style="color: blue">No way they're as lethal as CR 14. I'd eyeball them as being CR 10 or 11, a Challenge Rating or two below a Purple Worm which has Poison and Burrow as well as the Afanc's Swallow Whole. The Whirlpool/Capsize ability doesn't improve its damage dealing ability after all.</span></p><p><strong>Treasure:</strong> None</p><p><span style="color: blue">This matches the 1E's "Nil" but the 2E had "See below" due to its eggs being valuable delicacies. Do we want to do anything with that?</span></p><p><strong>Alignment:</strong> Always neutral (evil tendencies)</p><p><span style="color: green">I don't think "(evil tendencies)" follows standard 3E monster formatting. We could either make it "Always neutral (often evil) or simply "Neutral evil" to make it invariably malevolent. I prefer the former.</span></p><p><strong>Advancement:</strong> 16-30 HD (Gargantuan); 31-45 HD (Colossal)</p><p><span style="color: green">This is OK, but if we do stat up Young Afanc I'm wondering how the Advancement will match up. They're 5 HD and 15 ft. long in the 2E sources that debuted in, suggesting the two stages go something like:</span></p><p><span style="color: green">Young Afanc: 5–7 HD (Large); 8–14 HD (Huge)</span></p><p><span style="color: green">Adult Afanc: 15–30 HD (Large); 31–45 HD (Colossal)</span></p><p><span style="color: green"></span></p><p><span style="color: green">it'll also need a Level Adjustment, I don't think many players would want to play one, so "Level Adjustment: —" seems appropriate.</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 7989191, member: 57383"] Okay, the main points I'd like to address is adding a Capsize/Ram special attack or separate Capsize and Ram attacks, since these existed in the AD&D originals but went AWOL in the CC's conversion. We might want to tweak some of the original's numbers a little but most of its stats look fairly sound. Once we're done with the 3.5 overhaul I'd like to stat up a Young Afanc. Let's start by figuring out what numbers from the 3.0 version to keep: [B][SIZE=6]Afanc[/SIZE][/B] [[I]Enworld Creature Catalog 3.0 Conversion[/I]] Gargantuan Beast (Aquatic) [COLOR=green]Needs to become a Magical Beast since it is Intelligent and has special powers.[/COLOR] [B]Hit Dice:[/B] 15d10+105 (187 hp) [COLOR=green]No point straying from the Fifteen HD of the AD&D versions.[/COLOR] [B]Initiative:[/B] 0 [COLOR=green]Apart from missing a "+" that's fine.[/COLOR] [B]Speed:[/B] Swim 40 ft [COLOR=green]A decent match to the originals' 15″ swim so let's keep its 40 ft. swim speed.[/COLOR] [B]AC:[/B] 14 (-4 size, +8 natural) [COLOR=green]Way too low to be competitive, how about increasing the NA to +14 or +16?[/COLOR] [B]Attacks:[/B] Bite +17 melee, or 2 flippers +17 melee [COLOR=green]The +17 attack is wrong. I make it +19: BAB +11 from fifteen ¾-attack HD, +12 from Str, –4 from size. Also, shouldn't the flippers be a secondary attack? Regardless, its attacks will go up significantly due to it becoming a Magical Beast with full-attack HD.[/COLOR] [B]Damage:[/B] Bite 5d4+18, or flipper 3d4+12 [COLOR=green]Hurr… I'd be inclined to change the base damage to conventional d6s or d8s and would definitely consider making the flippers damage bonus the conventional ×½ secondary although would be happy keeping the ×1½ primary for the bite rather than changing it to ×1 as it only has a single attack with that option.[/COLOR] [B]Face/Reach:[/B] 20 ft by 40 ft/10 ft [COLOR=green]Presumably we'll use the standard 20 ft./15 ft. for a Gargantuan short-reach monster. Its fins and head aren't anywhere near elongated enough to justify long-reach.[/COLOR] [B]Special Attacks:[/B] Whirlpool, swallow whole [COLOR=blue]We'd better add a Capsize/Ram type special attack and I think the Whirlpool attack needs tweaking (for a start, the 2E version was "partially magical in nature" and could be affected by [I]dispel magic[/I]). Also, shouldn't it have Improved Grab to go with its Swallow Whole?[/COLOR] [B]Special Qualities:[/B] [COLOR=green]Guess we could add Low-light vision or scent. It also needs to have Amphibious, since they "are capable of breathing both air and water" in 1E and the CC version.[/COLOR] [B]Saves:[/B] Fort +16, Ref +9, Will +6 [COLOR=green]Saves are fine.[/COLOR] [B]Abilities:[/B] Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10 [COLOR=green]Stats are perfectly sound for a Gargantuan brute-type monster although I'm wondering why it has Charisma 10 - guess that helps the few talking ones to lure sailors to their doom, or just to give them a decent singing voice![/COLOR] [B]Skills:[/B] Listen +12, Spot +12, Swim +16 [COLOR=green]15 HD and Int 6 gives it 18 SPs, which'd be Listen +10, Spot +10 if split evenly. That strongly implies it has the Alertness feat. Also, its Swim skill should be +20 (12 from Str plus a 8 racial bonus).[/COLOR] [B]Feats:[/B] [COLOR=blue]It needs six feats. We can leave them for later debate.[/COLOR] [B]Climate:[/B] Warm aquatic [COLOR=green]Warm aquatic's the best match to the original. Why does 3E only have the one "Aquatic" habitat? It doesn't even divide by fresh- or salt-water! That's long bugged me.[/COLOR] [B]Organization:[/B] Solitary [COLOR=green]Matches the original[/COLOR] [B]Challenge Rating:[/B] 14 [COLOR=blue]No way they're as lethal as CR 14. I'd eyeball them as being CR 10 or 11, a Challenge Rating or two below a Purple Worm which has Poison and Burrow as well as the Afanc's Swallow Whole. The Whirlpool/Capsize ability doesn't improve its damage dealing ability after all.[/COLOR] [B]Treasure:[/B] None [COLOR=blue]This matches the 1E's "Nil" but the 2E had "See below" due to its eggs being valuable delicacies. Do we want to do anything with that?[/COLOR] [B]Alignment:[/B] Always neutral (evil tendencies) [COLOR=green]I don't think "(evil tendencies)" follows standard 3E monster formatting. We could either make it "Always neutral (often evil) or simply "Neutral evil" to make it invariably malevolent. I prefer the former.[/COLOR] [B]Advancement:[/B] 16-30 HD (Gargantuan); 31-45 HD (Colossal) [COLOR=green]This is OK, but if we do stat up Young Afanc I'm wondering how the Advancement will match up. They're 5 HD and 15 ft. long in the 2E sources that debuted in, suggesting the two stages go something like: Young Afanc: 5–7 HD (Large); 8–14 HD (Huge) Adult Afanc: 15–30 HD (Large); 31–45 HD (Colossal) it'll also need a Level Adjustment, I don't think many players would want to play one, so "Level Adjustment: —" seems appropriate.[/COLOR] [/QUOTE]
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