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Moon Dog Conversion Help
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<blockquote data-quote="Quickleaf" data-source="post: 6669881" data-attributes="member: 20323"><p>EDIT: Oh! I forgot to ask how you're making those lovely stat blocks. Photoshop? Or do you have a secret method?</p><p></p><p> [MENTION=2067]Kamikaze Midget[/MENTION] Looks like a good start! Moon dogs are an interesting critter to convert. I usually start by looking at the 2e versions of a monster. So my comments are focusing on the 2e moon dog and seeing how your version compares.</p><p></p><p>First, <strong>damage resistance</strong> to non-magical weapons is appropriate. In 2e it took +2 or better weapons to hit them.</p><p></p><p>Second, I would add <strong>condition immunities</strong> frightened. In 2e they were immune to fear, and it fits their role as crusaders of Elysium acting as stalwart foes of Evil.</p><p></p><p>Third, instead of just giving them the <em>dispel evil and good</em> and <em>fear</em> spells, consider giving them a <strong>keening howl</strong> action, since it was a defining feature that both frightened and dealt damage to evil creatures, had a chance of banishing evil extra-planars, and had cumulative effect with multiple moon dogs participating. In addition to evoking what a moon dog is all about, it trims down the bloated innate spellcasting list.</p><p></p><p>Fourth, traditionally they can turn ethereal and enter the Astral plane at will. In my games I always depicted them sort of evaporating into moonlight; it seems like a classic features that fits the moon dog well, so some way of representing that in the stat block would be good.</p><p></p><p>Fifth, the innate spellcasting list. </p><ul> <li data-xf-list-type="ul">In 2e moon dogs didn't conjure other monsters to fight for them - they did their own fighting (they did have <em>shades</em> 1/day). Personally, I would cut the <em>conjure celestial</em> 1/day. You lose nothing by doing that.</li> <li data-xf-list-type="ul">I'm assuming <em>sanctum</em> and <em>protective shadows</em> are home-brew spells.</li> <li data-xf-list-type="ul">Consider adding <em>lesser restoration</em> and/or <em>remove curse</em> because "association with a moon dog for 1 hour or more removes charms and acts as remove curse. Not essential, but something to consider, since they are sort of anti-werewolves undoing curses and whatnot.</li> </ul><p></p><p>Sixth, the more I look over the 2e moon dog, the more it seems like a monster who needs an <strong>aura</strong> it can activate which protects good creatures within from fear and evil monsters, while hypnotizing or disorienting evil creatures in the aura. This might allow you to trim your spell list further, for example cutting <em>protective shadows</em> or even <em>dispel magic (illusions only)</em> if you include that in its aura.</p><p></p><p>[SBLOCK=2e moon dog combat notes]These creatures of good are potent fighters and merciless against evil. Their powerful bite inflicts 3-12 points of damage.</p><p></p><p>Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot radius of a baying moon dog is affected as by a fear spell cast at 12th-level of magic use. Additional moon dogs baying have a cumulative effect. The howling will also cause 5-8 points of damage per round to evil creatures within 40 feet. In addition, the howling will cause intense physical pain to extra-planar creatures of evil alignment so much that they are 5% likely per moon dog howling to return to their plane. Moon dogs can whine to dispel illusions or bark to dispel evil, once per round.</p><p></p><p>The following spell-like powers (at 12th-level of use) are available to a moon dog one at a time, once per round, at will:</p><p>change self, 3 times per day</p><p>cure disease, by lick, 1 time per individual per day</p><p>cure light wounds, by lick, 1 time per individual per day</p><p>dancing lights</p><p>darkness, 15’ radius</p><p>detect evil, always active</p><p>detect invisibility, always active</p><p>detect magic, always active</p><p>detect snares & pits, always active</p><p>improved invisibility</p><p>light</p><p>mirror image, 3 times per day</p><p>non-detection</p><p>shades, 1 time per day</p><p>slow poison, by lick, 1 time per individual per day</p><p>wall of fog</p><p></p><p>Moon dogs can become ethereal and have the ability to travel in the ethereal and Astral plane at will. They have superior vision equal to double normal vision, including 60' infravision. Combined with an unusually keen sense of smell and hearing, this grants moon dogs the detection abilities listed above, plus the ability to detect all illusions. Association with a moon dog for one hour or more removes charms and acts as a remove curse.</p><p></p><p>When in shadowy light, a moon dog is able to move in such a way as to effectively create magic equal to a hypnotic pattern of shadows. Only evil creatures will be affected. At the same time, each creature of good within the area will effectively gain a protection from evil and remove fear spell benefit. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can dispel magic, but doing so will force it back to its own plane immediately.</p><p></p><p>Moon dogs may be damaged only by +2 or better magical weapons. They are never surprised (due to their keen senses) and cause opponents to subtract 3 from their surprise rolls. Moon dogs are immune to fear spells. They make all saving throws at a +2 bonus and takes half or quarter damage.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6669881, member: 20323"] EDIT: Oh! I forgot to ask how you're making those lovely stat blocks. Photoshop? Or do you have a secret method? [MENTION=2067]Kamikaze Midget[/MENTION] Looks like a good start! Moon dogs are an interesting critter to convert. I usually start by looking at the 2e versions of a monster. So my comments are focusing on the 2e moon dog and seeing how your version compares. First, [B]damage resistance[/B] to non-magical weapons is appropriate. In 2e it took +2 or better weapons to hit them. Second, I would add [B]condition immunities[/B] frightened. In 2e they were immune to fear, and it fits their role as crusaders of Elysium acting as stalwart foes of Evil. Third, instead of just giving them the [i]dispel evil and good[/i] and [I]fear[/I] spells, consider giving them a [B]keening howl[/B] action, since it was a defining feature that both frightened and dealt damage to evil creatures, had a chance of banishing evil extra-planars, and had cumulative effect with multiple moon dogs participating. In addition to evoking what a moon dog is all about, it trims down the bloated innate spellcasting list. Fourth, traditionally they can turn ethereal and enter the Astral plane at will. In my games I always depicted them sort of evaporating into moonlight; it seems like a classic features that fits the moon dog well, so some way of representing that in the stat block would be good. Fifth, the innate spellcasting list. [list][*]In 2e moon dogs didn't conjure other monsters to fight for them - they did their own fighting (they did have [I]shades[/I] 1/day). Personally, I would cut the [I]conjure celestial[/I] 1/day. You lose nothing by doing that. [*]I'm assuming [I]sanctum[/I] and [I]protective shadows[/I] are home-brew spells. [*]Consider adding [I]lesser restoration[/I] and/or [I]remove curse[/I] because "association with a moon dog for 1 hour or more removes charms and acts as remove curse. Not essential, but something to consider, since they are sort of anti-werewolves undoing curses and whatnot.[/list] Sixth, the more I look over the 2e moon dog, the more it seems like a monster who needs an [B]aura[/B] it can activate which protects good creatures within from fear and evil monsters, while hypnotizing or disorienting evil creatures in the aura. This might allow you to trim your spell list further, for example cutting [I]protective shadows[/I] or even [I]dispel magic (illusions only)[/I] if you include that in its aura. [SBLOCK=2e moon dog combat notes]These creatures of good are potent fighters and merciless against evil. Their powerful bite inflicts 3-12 points of damage. Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot radius of a baying moon dog is affected as by a fear spell cast at 12th-level of magic use. Additional moon dogs baying have a cumulative effect. The howling will also cause 5-8 points of damage per round to evil creatures within 40 feet. In addition, the howling will cause intense physical pain to extra-planar creatures of evil alignment so much that they are 5% likely per moon dog howling to return to their plane. Moon dogs can whine to dispel illusions or bark to dispel evil, once per round. The following spell-like powers (at 12th-level of use) are available to a moon dog one at a time, once per round, at will: change self, 3 times per day cure disease, by lick, 1 time per individual per day cure light wounds, by lick, 1 time per individual per day dancing lights darkness, 15’ radius detect evil, always active detect invisibility, always active detect magic, always active detect snares & pits, always active improved invisibility light mirror image, 3 times per day non-detection shades, 1 time per day slow poison, by lick, 1 time per individual per day wall of fog Moon dogs can become ethereal and have the ability to travel in the ethereal and Astral plane at will. They have superior vision equal to double normal vision, including 60' infravision. Combined with an unusually keen sense of smell and hearing, this grants moon dogs the detection abilities listed above, plus the ability to detect all illusions. Association with a moon dog for one hour or more removes charms and acts as a remove curse. When in shadowy light, a moon dog is able to move in such a way as to effectively create magic equal to a hypnotic pattern of shadows. Only evil creatures will be affected. At the same time, each creature of good within the area will effectively gain a protection from evil and remove fear spell benefit. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can dispel magic, but doing so will force it back to its own plane immediately. Moon dogs may be damaged only by +2 or better magical weapons. They are never surprised (due to their keen senses) and cause opponents to subtract 3 from their surprise rolls. Moon dogs are immune to fear spells. They make all saving throws at a +2 bonus and takes half or quarter damage.[/SBLOCK] [/QUOTE]
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