Shade
Monster Junkie
I've been playing Baldur's Gate 2: Throne of Bhaal lately, and have enjoyed fighting the many obsure monsters from past editions they have included in the game. Here is an attempt to convert some of these to 3E.
Burning Man
Huge Construct (Fire)
Hit Dice: 14d10 (77 hp)
Initiative: -1 (Dex)
Speed: 30 ft. (can't run)
AC: 16 (-2 size, -1 Dex, +9 natural)
Attacks: 2 slams +15 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Keening, cinder shower
Special Qualities: Construct, fire subtype, electricity immunity, quench vulnerability, damage reduction 30/+2, rejuvenation
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
The “burning man” is a golem that appears as a humanoid figure made of glowing red coals covered with white-hot cinders. It radiates waves of heat, and can set fire to flammable materials with a touch. When it strikes with its fists, burning cinders shower from its body; these remain and continue to burn until washed away.
Keening (Su): The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a Will saving throw (DC 15) or be affected with fear as cast by a 14th-level sorcerer. The golem will usually use its keening ability two rounds after a combat starts.
Cinder Shower (Ex): When the golem attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 hit point of damage per round for each shower until doused with water or earth. Unless magically protected from fire, any foe so showered is also affected as though by a symbol (pain) for 2d10 rounds (-4 penalty on attack rolls, skill checks, and ability checks and -2 to Dexterity). Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Electricity Immunity (Ex): A burning man takes no damage from electricity.
Quench Vulnerability (Ex): The quench spell extinguishes the cinders and reduces the golem’s Armor Class by 2; this lasts one round per caster level.
Rejuvenation (Su): When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days.
Converted from MCA2.
Notes: The burning man had regeneration in 2E to explain its rebirth, but I couldn't figure out a good way to simulate this in 3E with regeneration or fast healing, since constructs are destroyed at 0 hit points. Plus, it regenerated at a rate of 1 hp/turn (10 minutes), which really wouldn't have much impact in combat. So I substituted it with the Rejuvenation ability. Thanks to the CC (Demilich entry) for the inspiration!
Comments/corrections are welcome.
Up next...the flameskull and magic golem.
Burning Man
Huge Construct (Fire)
Hit Dice: 14d10 (77 hp)
Initiative: -1 (Dex)
Speed: 30 ft. (can't run)
AC: 16 (-2 size, -1 Dex, +9 natural)
Attacks: 2 slams +15 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Keening, cinder shower
Special Qualities: Construct, fire subtype, electricity immunity, quench vulnerability, damage reduction 30/+2, rejuvenation
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
The “burning man” is a golem that appears as a humanoid figure made of glowing red coals covered with white-hot cinders. It radiates waves of heat, and can set fire to flammable materials with a touch. When it strikes with its fists, burning cinders shower from its body; these remain and continue to burn until washed away.
Keening (Su): The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a Will saving throw (DC 15) or be affected with fear as cast by a 14th-level sorcerer. The golem will usually use its keening ability two rounds after a combat starts.
Cinder Shower (Ex): When the golem attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 hit point of damage per round for each shower until doused with water or earth. Unless magically protected from fire, any foe so showered is also affected as though by a symbol (pain) for 2d10 rounds (-4 penalty on attack rolls, skill checks, and ability checks and -2 to Dexterity). Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Electricity Immunity (Ex): A burning man takes no damage from electricity.
Quench Vulnerability (Ex): The quench spell extinguishes the cinders and reduces the golem’s Armor Class by 2; this lasts one round per caster level.
Rejuvenation (Su): When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days.
Converted from MCA2.
Notes: The burning man had regeneration in 2E to explain its rebirth, but I couldn't figure out a good way to simulate this in 3E with regeneration or fast healing, since constructs are destroyed at 0 hit points. Plus, it regenerated at a rate of 1 hp/turn (10 minutes), which really wouldn't have much impact in combat. So I substituted it with the Rejuvenation ability. Thanks to the CC (Demilich entry) for the inspiration!
Comments/corrections are welcome.
Up next...the flameskull and magic golem.