Random Video game monsters

NPC Lord

First Post
Hi everybody! im going to be converting a bunch of random monsters from video games,probably starting with titan quest or dungeon seige. If any one has any requests,
just say so, and ill get to work.
 

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I'm a huge fan of video game conversions so I eagerly await anything ya write up!

If you have a chance to, I've been wondering how someone would stat up some Final Fantasy Tactics monsters, particularly the more fiendish monsters (the Zodiac monsters or Ultima Demons for instance) and the Workers. Thematic conversion is more important to me than a direct one. For instance, if they can cast Poison 3 which targets up to 4 squares around them I wouldn't mind just giving them a more traditional D&D ability like a poisoned breath weapon instead.
 


sorry!

sorry about the delay. had a few technical difficulties. i just finished stating the limos from
TQ, and ill be posting it, along with the slime from dragon quest, the arhriman from FF, and
the Phrak from dungeon seige. hope ya like them.
 



Behold, the slime!

SLIME
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Small Aberration (slime)
Hit Dice: 2d8 (9 hp)
Initiative: +3 (+3 Dex)
Speed: 20ft(4 squares)
AC: 14 (+3 Dex, +1 size)
Attacks: Slam -1 melee
Damage: Slam 1d6-3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Firebolt
Special Qualities: aberration traits, slime traits, docile, darkvision
Saves: Fort +0, Ref +3, Will +6
Abilities: Str 5, Dex 16, Con 10, Int 10, Wis 12, Cha 14
Skills: +4 hide, +2 move silently, +2 listen, +2 diplomacy
Feats: Iron will
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Climate/Terrain: any land
Challenge Rating: 1/4
Treasure: Standard
Alignment: Often chaotic good


Simes are small, strange creatures made of an unusual material. They are strangely docile,leading many to atrubute their existence to magic. Slimes are 1-2" tall, and weigh around 8lbs.









Darkvision: This creature can see in complete darkness, up to 60 ft.
Aberation traits
An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision out to 60 feet.
• Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
• Aberrations eat, sleep, and breathe

Slime traits
Slimes have the following traits
• Imume to critical hits
• +8 to escape artist checks, and immune to webs or nets.
• Can fit through spaces 1/8 its size

Docile (ex) – slimes are strangely friendly to most sapient creatures, and their disposition should be coulnted as sne step higher for diplomacy.
Firebolt (su)- slimes are able to produce a small bolt of magical flame, albeit at a limited amount. Count it as a ranged touch attack that deals 1d6 damage. It can use this power once every d4 rounds, but no more than 3 times a day.
 

Limos

LIMOS



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Medium-size Outsider (evil, chaotic)
Hit Dice: 7d8+7 (38 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft(6 squares)
AC: 18 (+1 Dex, +2 natural, +4 chain shirt, +1 buckler)
Attacks: Bite +10 melee, 2 claws +8 melee, shortsword +8 melee
Damage: Bite 1d6+3, claw 1d4+1, shortsword 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Life drain, terror
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to poison, , , spell resistance 14, , blindsight, darkvision, scent
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 17, Dex 12, Con 12, Int 15, Wis 12, Cha 10
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: Cleave, Multiattack, Power Attack

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Climate/Terrain: any land(Hades)
Challenge Rating: 8
Treasure: Standard
Alignment: Any evil



Terror(su)-30ft radius fear effect, dc15 will
Life leach(su)-Deals 2d8 damage, DC 18 fort save to resist.
Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 30ft.
Darkvision: This creature can see in complete darkness, up to 60 ft.
Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold
 

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