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*Dungeons & Dragons
My First Actual Conversion (Cistern Fiend)
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<blockquote data-quote="demiurge1138" data-source="post: 1014063" data-attributes="member: 7451"><p>Edit: Now that I'm actually giving the monster's name in the title, people might actually read it.</p><p>I've been making monsters since the month after I got a PHB, and I just realized I've never actually done a real conversion. So, to get it off my chest, I've converted the cistern fiend from Dark Sun. BTW, has anyone else noticed the shocking preponderance of Dark Sun monsters in the MMII? Anyway, for your viewing pleasure (comments, critizism and recognition are alwats appreciated), I give you, the...</p><p></p><p>Cistern Fiend</p><p>Gargantuan Aberration (Aquatic)</p><p>Hit Dice: 18d8+126 (207 hp)</p><p>Initiative: +7</p><p>Speed: 10ft, swim 30ft</p><p>AC: 24 (-4 size, +3 Dex, +15 natural), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +13/+37</p><p>Attack: Tentacle +22 melee</p><p>Full Attack: 10 tentacles +22 melee, bite +19 melee</p><p>Damage: Tentacle 1d8+12 plus poison, bite 4d8+6 plus attach</p><p>Space/Reach: 20ft (coiled)/20ft</p><p>Special Attacks: Attach, blood drain, poison, psionics</p><p>Special Qualities: Cold immunity, darkvision 60ft, DR 10/cold iron, fast healing 5, transparency</p><p>Saves: Fort +13, Ref +9, Will +14</p><p>Abilities: Str 34, Dex 17, Con 24, Int 2, Wis 16, Cha 14</p><p>Skills: Hide +5*, Spot +13, Swim +20</p><p>Feats: Dodge, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Skill Focus (hide) Weapon Focus (tentacle)</p><p>Climate/Terrain: Any water</p><p>Organization: Solitary</p><p>CR: 18</p><p>Treasure: Half standard, no paper products</p><p>Alignment: Always neutral</p><p>Advancement: 19-36 HD (Gargantuan), 37-54 HD (Colossal)</p><p></p><p>Cistern fiends are hideous monsters that lurk in water supplies to drag thirsty travelers to their dooms.</p><p></p><p>A cistern fiend resembles a large worm about forty feet long with a cobra-like head and ten writhing tentacles along its sides. Its hollow-tipped teeth are crooked and bent into horrid shapes that lock together when latched into place on a victim. The cistern fiend is a pale-green hue, but is virtually transparent in water.</p><p></p><p>The first cistern fiend was probably the creation of a mad psionicist looking for a weapon of war, and indeed, the cistern fiend serves this purpose well. One young fiend in a castle’s water supply will quickly grow to become a rampaging monster, and several sieges have ended at a cistern fiend’s tentacles. Of course, young cistern fiends are hard to find, as they are often devoured shortly after birth, and harder to catch.</p><p></p><p>Cistern fiends absorb their oxygen through their skins, and when removed from water, begin to “drown” immediately. </p><p></p><p>Combat</p><p>Cistern fiends feed on the blood and bodily fluids of anyone who comes to drink from their chosen pool, well or lake, and are perpetually hungry. After detecting a potential meal, whether by sight or detect thoughts, they wait at the edge of the water until the victim stops to drink. They then strike their prey with tentacles until it is paralysed, then latches on with its bite to begin feeding.</p><p></p><p>Attach (Ex): When a cistern fiend hits with its bite, it automatically latches on and begins draining blood. The cistern fiend is considered flat-footed when it is attached. A successful grapple check or Escape Artist check can be used to pry off the cistern fiend. Otherwise, the fiend will not let go until either it or its prey is dead.</p><p></p><p>Blood Drain (Ex): An attached cistern fiend deals bite damage and 1d8 points of Constitution damage every round it remains attached. </p><p></p><p>Poison (Ex): The poison secreted on the tentacles of a cistern fiend causes extreme muscular rigidity. One dose of it can be harvested after a cistern fiend’s death with a successful Craft: poisons check (DC 20). Contact, DC 23 negates, paralysis for 1d10 rounds/death</p><p></p><p>Psionics (Sp): At will: catapsi, detect thoughts, inflict pain Manifester level 18th </p><p>Attack Modes/Defense Modes: All/All </p><p></p><p>Transparency (Ex): Cistern fiends are practically invisible in water, and receive the benefits of nine/tenths cover (40% miss chance) when submerged.</p><p></p><p>Skills: Cistern fiends have a +8 racial bonus to all Hide checks made underwater. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1014063, member: 7451"] Edit: Now that I'm actually giving the monster's name in the title, people might actually read it. I've been making monsters since the month after I got a PHB, and I just realized I've never actually done a real conversion. So, to get it off my chest, I've converted the cistern fiend from Dark Sun. BTW, has anyone else noticed the shocking preponderance of Dark Sun monsters in the MMII? Anyway, for your viewing pleasure (comments, critizism and recognition are alwats appreciated), I give you, the... Cistern Fiend Gargantuan Aberration (Aquatic) Hit Dice: 18d8+126 (207 hp) Initiative: +7 Speed: 10ft, swim 30ft AC: 24 (-4 size, +3 Dex, +15 natural), touch 9, flat-footed 21 Base Attack/Grapple: +13/+37 Attack: Tentacle +22 melee Full Attack: 10 tentacles +22 melee, bite +19 melee Damage: Tentacle 1d8+12 plus poison, bite 4d8+6 plus attach Space/Reach: 20ft (coiled)/20ft Special Attacks: Attach, blood drain, poison, psionics Special Qualities: Cold immunity, darkvision 60ft, DR 10/cold iron, fast healing 5, transparency Saves: Fort +13, Ref +9, Will +14 Abilities: Str 34, Dex 17, Con 24, Int 2, Wis 16, Cha 14 Skills: Hide +5*, Spot +13, Swim +20 Feats: Dodge, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Skill Focus (hide) Weapon Focus (tentacle) Climate/Terrain: Any water Organization: Solitary CR: 18 Treasure: Half standard, no paper products Alignment: Always neutral Advancement: 19-36 HD (Gargantuan), 37-54 HD (Colossal) Cistern fiends are hideous monsters that lurk in water supplies to drag thirsty travelers to their dooms. A cistern fiend resembles a large worm about forty feet long with a cobra-like head and ten writhing tentacles along its sides. Its hollow-tipped teeth are crooked and bent into horrid shapes that lock together when latched into place on a victim. The cistern fiend is a pale-green hue, but is virtually transparent in water. The first cistern fiend was probably the creation of a mad psionicist looking for a weapon of war, and indeed, the cistern fiend serves this purpose well. One young fiend in a castle’s water supply will quickly grow to become a rampaging monster, and several sieges have ended at a cistern fiend’s tentacles. Of course, young cistern fiends are hard to find, as they are often devoured shortly after birth, and harder to catch. Cistern fiends absorb their oxygen through their skins, and when removed from water, begin to “drown” immediately. Combat Cistern fiends feed on the blood and bodily fluids of anyone who comes to drink from their chosen pool, well or lake, and are perpetually hungry. After detecting a potential meal, whether by sight or detect thoughts, they wait at the edge of the water until the victim stops to drink. They then strike their prey with tentacles until it is paralysed, then latches on with its bite to begin feeding. Attach (Ex): When a cistern fiend hits with its bite, it automatically latches on and begins draining blood. The cistern fiend is considered flat-footed when it is attached. A successful grapple check or Escape Artist check can be used to pry off the cistern fiend. Otherwise, the fiend will not let go until either it or its prey is dead. Blood Drain (Ex): An attached cistern fiend deals bite damage and 1d8 points of Constitution damage every round it remains attached. Poison (Ex): The poison secreted on the tentacles of a cistern fiend causes extreme muscular rigidity. One dose of it can be harvested after a cistern fiend’s death with a successful Craft: poisons check (DC 20). Contact, DC 23 negates, paralysis for 1d10 rounds/death Psionics (Sp): At will: catapsi, detect thoughts, inflict pain Manifester level 18th Attack Modes/Defense Modes: All/All Transparency (Ex): Cistern fiends are practically invisible in water, and receive the benefits of nine/tenths cover (40% miss chance) when submerged. Skills: Cistern fiends have a +8 racial bonus to all Hide checks made underwater. Demiurge out. [/QUOTE]
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