Old Empires (FR10) conversions

BOZ

Creature Cataloguer
as long ago promised, here are some conversions from the Old Empires sourcebook by scott bennie, known on the enworld boards as MulhorandSage. :) here are the stone colossus, skriaxit, dracosphinx, and desert wraith. they were almost done at time of posting, everything except CR is done - but i'll get that soon. ;)
 

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STONE COLOSSUS

COLOSSUS, STONE
Huge Construct
Hit Dice: 22d10 (121 hp)
Initiative: -1 (Dex)
Speed: 30 ft (can’t run)
AC: 25 (-2 size, -1 Dex, +18 natural)
Attacks: Slam +27 melee
Damage: Slam 3d10+18
Face/Reach: 10 ft by 5 ft/ 15 ft
Special Attacks: Frightful presence
Special Qualities: Construct, magic immunity, damage reduction 30/+2
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 35, Dex 9, Con ---, Int ---, Wis 14, Cha 10


Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: cr
Treasure: None
Alignment: Always neutral
Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)

The stone colossi are huge, ancient golems, 18 feet in height. Also known as Statues-That-Walk, these extremely powerful stone golems are magical warriors created by a long-ago race of desert giants. In their glory days, these giants built many wonders, including these colossi who were meant to defend their proud monuments. The giants died long ago of a great plague, but these automatons carry on to mindlessly protect the memory of their race.
A stone colossus’ main programming is both to protect any edifices built by its creators (should any still remain), and to destroy any that were not constructed by them. Once activated, it will follow this programming, although this can be halted by one who discovers the secret rituals to control the colossus. The ritual to stop its rampage and change its programming has not yet been discovered, but this ritual takes days to perform, and involves drawing control glyphs on every colossus in existence.
A colossus will perform the task assigned to it until destroyed, deactivated, or all of its tasks are completed. The methods of constructing these golems were lost long ago with the passage of time.

COMBAT
A stone colossus fights in a similar manner to a stone golem, as the two constructs are fairly similar. The colossus’ programming allows it to only make slam attacks, and never use weapons.
Frightful Presence (Ex): A stone colossus can inspire terror by marching. Any creatures with 3-5 Hit Dice that witness the march must succeed at a Will save (DC 21) or become panicked, remaining panicked until they leave the area of effect. Creatures with 2 Hit Dice or less are automatically affected, and any creature with 6 Hit Dice or more is immune to this effect.
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.
Magic Immunity (Ex): A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the colossus’ structure, but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage.

The stone colossus first appeared in FR10 Old Empires (1990, Scott Bennie).
 

SKRIAXIT

SKRIAXIT
Large Elemental (Air, Earth)
Hit Dice: 16d8+64 (136 hp)
Initiative: +11 (Dex, Improved Initiative)
Speed: 30 ft
AC: 21 (-1 size, +7 Dex, +15 natural)
Attacks: 2 slams +18 melee
Damage: Slam 2d10+8
Face/Reach: 5 ft by 5 ft/ 10 ft
Special Attacks: Sandstorm, dispel magic
Special Qualities: Elemental, damage reduction 15/+2, SR 21, accelerate, immunities, air mastery
Saves: Fort +9, Ref +17, Will +9
Abilities: Str 19, Dex 25, Con 18, Int 16, Wis 18, Cha 17
Skills: Climb +11, Intimidate +15, Listen +13, Move Silently +20, Search +15, Spot +13
Feats: Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Power Attack, Weapon Finesse (slam)

Climate/Terrain: Temperate and warm desert
Organization: Pack (3-18 plus Great Skriax)
Challenge Rating: cr
Treasure: None
Alignment: Always neutral evil
Advancement: 17-32 HD (Large); 33-48 HD (Huge)

Skriaxits are large air elementals that have merged their forms with earth to become living sandstorms. These desert-dwelling elementals, also called blackstorms, were summoned long ago by ancient gods as spirits of retribution. These intelligent, evil elementals live only to cause destruction and terror, and fear nothing themselves.
Skriaxits spend most of their time in their dormant form, a scattered pile of black dust mixed with desert sand. In this form, they cannot be affected by any being or force, and will only awaken when they hunger. When they become active, they take this dust and sand of the earth and whirl it into a 10 foot tall cone of wind. As a pack, they generate the terror that they feed off of, with their flesh-rending sandstorm. This attack is single-handedly responsible for filling the deserts with the undead known as desert wraiths. When these sadistic creatures have had their fill of tormenting humanoids and causing catastrophe, they fall back into a slumber that lasts for centuries.
Skriaxits speak Auran in a howling, shrieking manner that unnerves most people who hear it.

COMBAT
Skriaxits delight in death and destruction, and attack all humanoid and most non-humanoid creatures they encounter. Each skriaxit pack is led by the Great Skriax, a skriaxit of at least 24 HD, considered the most evil member of the pack. Skriaxits move by generating a vortex of wind to propel them at high speeds, which can increase by the number of elementals present. Skriaxits stay in a tight formation to keep their group strength up.
Sandstorm (Ex): The movement of a skriaxit pack causes a powerful sandstorm in a 200-yard radius around them. Any creatures caught in this storm suffer 1 point of damage per round, per skriaxit attacking. Thus, if 12 skriaxits are attacking, victims suffer 12 points of damage per round.
Dispel Magic (Sp): Within the pack’s sandstorm, all skriaxits have a constant dispel magic effect as the spell, as a 16th-level sorcerer.
Accelerate (Ex): Skriaxits can work together to produce higher velocity winds to propel themselves faster, according to how many elementals are in a given pack. If there are six skriaxits or less, they move at the given speed of 30 ft. If there are 7-12 skriaxits, the group’s speed increases to 40 ft. If thirteen or more skriaxits are present in a pack, their speed jumps to 60 ft.
Immunities (Ex): Skriaxits are immune to slow spells, acid, fire, and electricity. Skriaxits have long ago merged with the earth of the Material Plane and cannot be dispelled to an elemental plane, but are still susceptible to other magic that affects air elementals.
Air Mastery (Ex): Airborne creatures suffer a –1 penalty to attack and damage rolls against a skriaxit.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

The skriaxit first appeared in FR10 Old Empires (1990, Scott Bennie), and later appeared as a composite elemental in the Monstrous Manual (1993).
 

DRACOSPHINX

SPHINX, DRACO-
Large Magical Beast
Hit Dice: 11d10+44 (105 hp)
Initiative: +1 (Dex)
Speed: 20 ft, fly 60 ft (poor)
AC: 21 (-1 size, +1 Dex, +11 natural)
Attacks: 2 claws +17 melee, bite +12 melee
Damage: Claw 3d4+7, bite 5d4+3
Face/Reach: 5 ft by 10 ft/ 5ft
Special Attacks: Breath weapon, spells
Saves: Fort +11, Ref +8, Will +9
Abilities: Str 24, Dex 12, Con 18, Int 18, Wis 19, Cha 20
Skills: Bluff +13, Concentration +12, Intimidate +13, Knowledge (any one) +12, Listen +13, Spot +13
Feats: Alertness, Cleave, Combat Casting, Great Cleave, Iron Will, Flyby Attack, Power Attack

Climate/Terrain: Warm desert, plains, and mountains
Organization: Solitary
Challenge Rating: cr
Treasure: Standard
Alignment: Always lawful evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)

The dracosphinx is a desert-dwelling creature, related to red dragons. This sphinx is a sly predator, roaming the desert highlands in search of all sorts of prey. They prefer to lair in bleak cliff sides, where they have an excellent vantage point of their hunting territory. Their main enemy is the stupid and more numerous hieracopshinx, but dragons, humans, and sometimes wyverns are also a territorial problem.
The dracosphinx has the same sort of lion body type as other sphinxes, but is also quite different from them. The head, front paws, wings, and upper body are red and scaly like those of a red dragon, while the head is surrounded by colorful feathers. These sphinxes are actually egg-laying mammals, who mate once in a lifetime.
When not hunting, the dracosphinx can be found sunning itself in the hot desert sun, or in seach of obscure information. They are also philosophers, though their ideals tend to favor stronger creatures over weaker ones. They seem to enjoy nothing more than engaging intelligent beings in riddle contests and sly conversation, setting their opponent up for sudden, cunning attack. Above all, dracosphinxes possess the same greed for monetary treasure as dragons, and will do anything to possess it.
The dracosphinx speaks Common and the same dialect of Draconic as the red dragon.

COMBAT
In combat, a dracosphinx attacks with its large dragon claws and bite. They use their powerful breath weapon to dispose of foes, after using their illusions to give prey a false sense of security.
Breath Weapon (Su): A dracosphinx has a breath weapon, a 100 ft long, 20 ft wide cone of flaming gas. This gas deals 8d10 points of fire damage, though a successful Reflex save (DC 19) only causes half damage.
Spells: A dracosphinx casts arcane spells as a 12th-level wizard, specializing in illusion spells.

The dracosphinx first appeared in FR10 Old Empires (1990, Scott Bennie), and later appeared in the Monstrous Compendium Annual Two (1995).
 

DESERT WRAITH

WRAITH, DESERT
Medium-Size Undead
Hit Dice: 6d12 (39 hp)
Initiative: +2 (Dex)
Speed: 20 ft (40 ft in jackal form)
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +5 melee; or bite +5 melee (in jackal form)
Damage: Touch 1d4+2 and energy drain; bite 1d6+2
Face/Reach: 5 ft by 5 ft/ 5ft
Special Attacks: Energy drain, create spawn
Special Qualities: Undead, damage reduction 10/+1, SR 17, alternate form, +1 turn resistance, darkvision 60 ft
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 14, Dex 14, Con ---, Int 7, Wis 13, Cha 13
Skills: Hide +12, Listen +10, Move Silently +15, Spot +10
Feats: Blind-Fight

Climate/Terrain: Temperate and warm desert
Organization: Solitary or pack (1-3)
Challenge Rating: cr
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-18 HD (Medium-Size)

The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit that killed it. These creatures are called wraiths, but other than being energy draining undead, they have little in common with the creatures commonly known as wraiths. They can appear in a humanoid form, or in the form of a jackal.
Desert wraiths, like most undead, seek to kill any living creatures they meet. These undead are totally evil, and exist only to feed on the life energy of the living. They lair in barrows in the sand that they dig themselves. They spend the daylight hours under the sand, and often wait there to spring out when prey approaches.

COMBAT
Despite its low intelligence, the desert wraith is very cunning and likes to use traps to catch prey unawares. They prefer to charge at opponents in jackal form, then switch to humanoid form to attack. Exposure to sunlight destroys a desert wraith instantly and utterly.
Energy Drain (Su): Living creatures hit by a desert wraith’s touch attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.
Create Spawn (Su): Any humanoid slain by a desert wraith’s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water.
Undead: Immune to mind-influencing effects, poison, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Alternate Form (Su): A desert wraith can assume the shape of a jackal as a standard action. It remains in this form until it chooses to resume its humanoid form. A change in form cannot be dispelled, nor does the desert wraith revert to its natural form when killed. A true seeing spell, however reveals its natural form if it is in jackal form.

The desert wraith first appeared in FR10 Old Empires (1990, Scott Bennie).
 

Alright! Thank you BOZman! :)
I've got to go throw these babies into my Realms campaign post haste!

Any chances on maybe doing anymore FR conversions, like maybe the Dimensional Warper, the Feyr, the Gaund, or the Lhiannan Shee?
 

Boz: Waiting patiently for the CR'ings :D

Magus: They 3E stats for they Feyr can be found in Dragon Annual 5. With all three forms (larvae, lesser and greater.) plus their ecology :D
 


Krishnath: I gotta get my hands on Annual #5 now.

BOZ: Yea, I got all the Forgotten Realms conversions you've done so far coppied to file for game use.
I just loooove Realms monsters!
 
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CR's

here are my ideas for CR's:

stone colossus 17
skriaxit 14
dracosphinx 9
desert wraith 6

sound about right?
 

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