Monsters from BG2: Throne of Bhaal

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.
 

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Flameskull
Tiny Undead (Fire)
Hit Dice: 4d12 (26 hp)
Initiative: +3 (Dex)
Speed: Fly 50 ft. (perfect)
AC: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Bite +7 melee
Damage: Bite 1d3-4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Fire gout, spell-like abilities
Special Qualities: Undead, +4 turn resistance, fast healing 1, immunities, rejuvenation, spell turning, SR 28
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 2, Dex 16, Con -, Int 16, Wis 15, Cha 15
Skills: Bluff +9, Concentration +9, Listen +11, Move Silently +18, Search +10, Sense Motive +7, Spellcraft +10, Spot +11
Feats: Alertness, Combat Casting, Flyby Attack, Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 5-10 HD (Tiny)

Flameskulls are rare undead guardian creatures. These magically powered flying skulls are fashioned from human heads soon after their owner's deaths.

Flameskulls can speak common and 3 other languages that they knew in life.

Fire Gout (Su): Line of fire, 10 feet, twice per round; damage 2d4, Reflex half (DC 13). The fiery breath also ignites any flammable materials with­in the area. Flameskulls can use their breath weapon while biting.

Spell-Like Abilities: At will-magic missle, fireball. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities (Ex): Flameskulls are immune to cold, electricity, and fire attacks.

Rejuvenation (Su): When reduced to 0 hit points, a flameskull will reassemble even after being shattered unless a dispel magic or remove curse spell is cast on its remains, or the majority of its bone fragments are doused with holy water. The flameskull will reform at full strength in 1d10 days.

Spell Turning (Sp): Any round in which a flameskull does not use its other spell-like abilities, it may use spell turning. This ability uses only a verbal component and lasts for 1 round, with no spell level limit. Otherwise, it is identical to the 7th-level sorcerer spell of the same name.

Skills: Flameskulls receive a +8 racial bonus to Move Silently checks.

Coverted from MCA1.

Notes: The flameskull originally was able to cast any three spells its creator gave it, and it said that they often knew magic missle and flame strike. Since flame strike isn't available until 9th-level, it would do a minimum of 9d6, which seemed a bit high for a 4 HD creature to use every other round. So I replaced it with fireball.
 

Golem, Magic
Large Construct
Hit Dice: 8d10 (44 hp)
Initiative: +7 (Dex)
Speed: 50 ft. (can't run)
AC: 22 (-1 size, +7 Dex, +6 natural)
Attacks: Magical blast +13 ranged
Damage: Magical blast 3d10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Magical flare
Special Qualities: Construct, absorb magic, magic weapon immunity
Saves: Fort +2, Ref +8, Will +2
Abilities: Str -, Dex 25, Con -, Int 6, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 9-17 HD (Large); 18-26 HD (Huge)

A magic golem appears as a humanoid creature composed of iridescent yellow energy-pure magic. It is the unholy union of a human and an area of wild magic.

Magical Blast (Su): The magic golem attacks its victim with blasts of pure magical energy causing 3d10 points of damage. These magical blasts have a range of 220 feet. The blasts ignore all magical adjustments to Armor Class. (Armor Class for a blast target is calculated only by armor type and Dexterity bonus.) However, these blasts do not penetrate an anti-magic field or a prismatic sphere until such spells are absorbed by the creature.

Magical Flare (Sp): Once per day a magic golem must release a flare of magical energy that is a result of its link to wild magic. This flare can be used as a conscious attack in addition to the golem's normal attack in a round. Roll 1d10 for the form the flare takes. All spell-like effects are as a 16th-level sorcerer unless otherwise noted. These magical effects are not subject to the golem's absorb magic ability.

1. As per a rod of wonder
2. Magical blast (see above)
3. 4d6 lightning bolt
4. Daylight spell targetted on golem
5. Dispel magic (Area dispel that affects everything within a 100-foot radius)
6. Wall of fire (ring centered on encircles golem)
7. Color spray in a 360 degree radius
8. Fireball centered on golem
9. Time stop (includes all creatures with a 100-foot radius, not just caster)
10. Earthquake

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.

Absorb Magic (Su): Magic golems absorb all magical energy within a 20-foot radius. This ability is always active. Spells and spell-like abilities are instantly absorbed as they are cast. Running spells are terminated and absorbed at the end of one round, with the two exceptions noted below. Single-use magic items (such as potions and scrolls) are permanently drained of all magic. Charged magic items lose 1d6 charges per round. Permanent magic items have all their properties suppressed for 24 hours; weapons and armors are treated as non-magical weapons during this period. It takes six rounds for a magic golem to dissipate an anti-magic field, and seven rounds for it to disable a prismatic sphere. Dispel magic has no affect on the creature, as the spell is instantly absorbed as it is cast. However, a limited wish will negate the creature's ability to absorb magic for one round per level of the caster, and a wish or miracle will do so for an hour. During this time the creature has no immunity to magic and magical effects.

Magic Weapon Immunity (Ex): Magical weapons do no damage to the creature, but normal weapons and those suppressed by the golem's absorb magic ability can hurt the golem.

Converted from MCA3.
 


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