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Lock Lurker
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<blockquote data-quote="DnDChick" data-source="post: 53956" data-attributes="member: 54"><p>The original had 1HD, so its best to stick with that in the conversion. The notation would be:</p><p></p><p>Hit Dice: 1d8 (4 hp)</p><p></p><p></p><p></p><p>The Initiative would be +5, for reasons discussed below:</p><p></p><p>You should show how the AC is calculated, but I can see from the size and Dex you gave it, the AC will be considerably higher than 17! Here is what the AC would be as you have it:</p><p></p><p>AC: 24 (+8 size, +6 Dex)</p><p></p><p>Now the original text of the lock lurker says they have a 1' long tail...and the size of a monster includes any tail length. So right here we can see that the LL should be at least Diminutive. Assuming this, we can see that its AC would be:</p><p></p><p>AC: 20 (+4 size, +6 Dex)</p><p></p><p>Still a little high if we want to maintain the 17AC that the 3AC of the original would convert to. So...lets make the Lock Lurker a Tiny aberration, with a 20 Dex:</p><p></p><p>AC: 17 (+2 size, +5 Dex)</p><p></p><p>Perfect! And we only loose 1 point of Dex bonus, so its not a major loss. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I dont know what you mean here...I assume 1 attack with a +14 bonus, but you have to say what type of attack it is, such as Sing +14 melee.</p><p></p><p>However, since we changed the HD, Size, and Dex of the monster, the bonus will have to be recalculated.</p><p></p><p>+0 BAB + 2 size +5 Dex = +7 melee</p><p></p><p>a +7 melee bonus is more balanced for a Tiny creature anyway, so lets keep it at that:</p><p></p><p>Attacks: Tail sting +7 melee</p><p></p><p>And since this thing has a bite, lets give a bonus to that one, too. There are several ways to do this. If a Lock Lurker can bite OR sting in a round, it would be like this</p><p></p><p>Attacks: Tail sting +7 melee or bite +7 melee</p><p></p><p>If you want it to be able to bite AND sting in the same round:</p><p></p><p>Attacks: Tail sting +7 melee, bite +2 melee</p><p></p><p></p><p></p><p>These are both fine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>The saves, with the adjusted ability scores, would be</p><p></p><p>Fort +0 (Con), +0 (HD) = +0</p><p>Ref +5 (Dex), +0 (HD)= +5</p><p>Will +2 (Wis), +2 (HD)= +4</p><p></p><p></p><p></p><p>On an "official" monster sheet, your ability scores should always be STR, DEX, CON, INT, WIS, CHA in order. But, thats no biggie.</p><p></p><p>The only change to make here is the adjusted Dex 20.</p><p></p><p></p><p></p><p>A Tiny aberration with 1HD and Int5 has 10 skill points. Youve spent 10 points here, which is kewl, but you didnt take into account the Size modifier for being so small. This can be found in the description of the HIDE skill on page 69 of the PHB. Had we kept the lock lurker a fine aberration with Dex22, its Hide skill would be +26!</p><p></p><p>But...we changed a few things, so its skills would look like this:</p><p></p><p>Skills: Move Silently +7, Hide +17, Spot +4, Listen +4</p><p></p><p></p><p></p><p></p><p></p><p>You dont have to have a Dex loss from the poison. Youve already stated that the poison acts as a slow spell. The effects of that spell are given in its description.</p><p></p><p></p><p></p><p>Im note sure about the etherealness...maybe Scott has an idea as to how it should work?</p><p></p><p>Oh Scott honey? <bats her eyes></p></blockquote><p></p>
[QUOTE="DnDChick, post: 53956, member: 54"] The original had 1HD, so its best to stick with that in the conversion. The notation would be: Hit Dice: 1d8 (4 hp) [b][/b] The Initiative would be +5, for reasons discussed below: You should show how the AC is calculated, but I can see from the size and Dex you gave it, the AC will be considerably higher than 17! Here is what the AC would be as you have it: AC: 24 (+8 size, +6 Dex) Now the original text of the lock lurker says they have a 1' long tail...and the size of a monster includes any tail length. So right here we can see that the LL should be at least Diminutive. Assuming this, we can see that its AC would be: AC: 20 (+4 size, +6 Dex) Still a little high if we want to maintain the 17AC that the 3AC of the original would convert to. So...lets make the Lock Lurker a Tiny aberration, with a 20 Dex: AC: 17 (+2 size, +5 Dex) Perfect! And we only loose 1 point of Dex bonus, so its not a major loss. :) [b][/b] I dont know what you mean here...I assume 1 attack with a +14 bonus, but you have to say what type of attack it is, such as Sing +14 melee. However, since we changed the HD, Size, and Dex of the monster, the bonus will have to be recalculated. +0 BAB + 2 size +5 Dex = +7 melee a +7 melee bonus is more balanced for a Tiny creature anyway, so lets keep it at that: Attacks: Tail sting +7 melee And since this thing has a bite, lets give a bonus to that one, too. There are several ways to do this. If a Lock Lurker can bite OR sting in a round, it would be like this Attacks: Tail sting +7 melee or bite +7 melee If you want it to be able to bite AND sting in the same round: Attacks: Tail sting +7 melee, bite +2 melee These are both fine :) [b][/b] The saves, with the adjusted ability scores, would be Fort +0 (Con), +0 (HD) = +0 Ref +5 (Dex), +0 (HD)= +5 Will +2 (Wis), +2 (HD)= +4 [b][/b] On an "official" monster sheet, your ability scores should always be STR, DEX, CON, INT, WIS, CHA in order. But, thats no biggie. The only change to make here is the adjusted Dex 20. [b][/b] A Tiny aberration with 1HD and Int5 has 10 skill points. Youve spent 10 points here, which is kewl, but you didnt take into account the Size modifier for being so small. This can be found in the description of the HIDE skill on page 69 of the PHB. Had we kept the lock lurker a fine aberration with Dex22, its Hide skill would be +26! But...we changed a few things, so its skills would look like this: Skills: Move Silently +7, Hide +17, Spot +4, Listen +4 [b][/b] [b][/b] You dont have to have a Dex loss from the poison. Youve already stated that the poison acts as a slow spell. The effects of that spell are given in its description. [b][/B] Im note sure about the etherealness...maybe Scott has an idea as to how it should work? Oh Scott honey? <bats her eyes> [/QUOTE]
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