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<blockquote data-quote="Trevalon Moonleirion" data-source="post: 43764" data-attributes="member: 492"><p>I'll just post some of the monsters that I converted myself here, they're not the best in the world, and might not be terribly balance, but i tried my best to follow the conversion guide:</p><ul> <li data-xf-list-type="ul">Grunther: Male Fighter 13; CR 13; HD 13d10; hp 161; Init +11 (Dex/Imp Inish.); Spd ft.; AC 16; Atk +23-+18/+13 melee (1d8 + 11+3/+4, battle axe), +16/+11/+6 ranged; AL NG; SV Fort +11, Ref +7, Will +2; Str 31, Dex 16, Con 17, Int 5, Wis 7, Cha 13, Height 6 ft.<br /> Skills and Feats: Climb 2, Spot 2, Use Rope 4, Swim 2, Jump .5 ; Blind-fight, Imp. Inish (2x), Power Attack, Cleave, Imp. Bull Rush, Sunder, Combat Reflexes, Quick Draw, Weapon Focus & Specialization(Battle axe), Run, Endurance.<br /> Possessions: Elsie (battle axe +3, +4 VS. undead & regenerating), Belt of Giant Strength (+6), eversmoking bottle.<br /> <br /> </li> <li data-xf-list-type="ul">Molian Zombie: CR 10; Medium-size Undead; HD 9d12; hp ; Init +5 (+1 Dex, +4 Imp Init.); Spd 20ft.; AC 14 (+1 Dex, +3 Natural); Atk Slam + 3 melee (slam 1d8+1, frost attack 2d6 cold); SA Life drain, frost; SQ Undead; AL CE; SV Fort +3, Ref +3, Will +6; Str 13, Dex 12, Con --, Int 7, Wis 13, Cha 15.<br /> Skills and Feats: (21)Hide +7, Listen +7, Move Silently +6, Spot +5; Blind-fight, Improved Initiative.<br /> SA: Life-drain (Su): Any creature that comes within 20 feet of a Molian zombie must make a Fortitude saving throw to avoid damage (DC 20). Failure results in the loss of 1d4 hit points which are transferred to the zombie up to itself. These lost hit points do not heal naturally—they must be healed through magical healing. If any being reaches 0 hp from draining it dies and stands a 13% chance of becoming a Molian zombie within 24 hours of its death.<br /> Frost (Su): Once per round the zombie can project a wave of frost at all foes within 30 feet. Targets who fail a Fortitude save take 2d6 points of cold damage. Those who fail this save must make a Reflex save to avoid being frozen in place by the sudden ice coating for 1d4+1 rounds.<br /> <br /> SQ: 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.<br /> Unusual: Only consumption by flames, dissolution in acid, or similar means will permanently destroy a molian zombie.<br /> </li> <li data-xf-list-type="ul">Negative Fundamental: CR 1; Tiny Outsider; HD 1d8; hp 8; Init +2 (+2 Dex); Spd 50 ft.(fly Good); AC 17 (+7 natural); Atk -3 melee (1d6 life drain); Face/Reach: 0; SA Teem; SQ Hard to see, damage reduction 10/+1, Immune to cold and mind-affecting attacks; SR 13; AL NE; SV Fort +2, Ref +2, Will +2; Str 3, Dex 15, Con 5, Int 3, Wis 3, Cha 3, wingspan 2 ft.<br /> Skills and Feats: None<br /> SA: Teem-30% chance of occurring each encounter. Murder of creatures coordinate attacks on one person, swarming them and improving each creatures attack by +1 for every fundamental involved in an attack. So if ten successfully teem, their attack bonus is +7 (-3 + 10). The maximum bonus that can be reached is +14<br /> SQ: Because of dark coloration, opponents must make a Spot check at –2 to notice the creatures before they attack.</li> </ul><p></p><p>Hope this helps some! Good luck in running a great supermodule!</p><p></p><p>(My greatest memory from this one is still the party cleric getting smashed by the Indiana Jones-esque rolling boulder while he happened to be carrying almost 10 flasks of alchemist's fire and lots of oil flasks....ah jeeze that was great. He was quite crispy after that little fiasco...that'll teach him to be a pyro.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Trevalon Moonleirion, post: 43764, member: 492"] I'll just post some of the monsters that I converted myself here, they're not the best in the world, and might not be terribly balance, but i tried my best to follow the conversion guide: [list] [*]Grunther: Male Fighter 13; CR 13; HD 13d10; hp 161; Init +11 (Dex/Imp Inish.); Spd ft.; AC 16; Atk +23-+18/+13 melee (1d8 + 11+3/+4, battle axe), +16/+11/+6 ranged; AL NG; SV Fort +11, Ref +7, Will +2; Str 31, Dex 16, Con 17, Int 5, Wis 7, Cha 13, Height 6 ft. Skills and Feats: Climb 2, Spot 2, Use Rope 4, Swim 2, Jump .5 ; Blind-fight, Imp. Inish (2x), Power Attack, Cleave, Imp. Bull Rush, Sunder, Combat Reflexes, Quick Draw, Weapon Focus & Specialization(Battle axe), Run, Endurance. Possessions: Elsie (battle axe +3, +4 VS. undead & regenerating), Belt of Giant Strength (+6), eversmoking bottle. [*]Molian Zombie: CR 10; Medium-size Undead; HD 9d12; hp ; Init +5 (+1 Dex, +4 Imp Init.); Spd 20ft.; AC 14 (+1 Dex, +3 Natural); Atk Slam + 3 melee (slam 1d8+1, frost attack 2d6 cold); SA Life drain, frost; SQ Undead; AL CE; SV Fort +3, Ref +3, Will +6; Str 13, Dex 12, Con --, Int 7, Wis 13, Cha 15. Skills and Feats: (21)Hide +7, Listen +7, Move Silently +6, Spot +5; Blind-fight, Improved Initiative. SA: Life-drain (Su): Any creature that comes within 20 feet of a Molian zombie must make a Fortitude saving throw to avoid damage (DC 20). Failure results in the loss of 1d4 hit points which are transferred to the zombie up to itself. These lost hit points do not heal naturally—they must be healed through magical healing. If any being reaches 0 hp from draining it dies and stands a 13% chance of becoming a Molian zombie within 24 hours of its death. Frost (Su): Once per round the zombie can project a wave of frost at all foes within 30 feet. Targets who fail a Fortitude save take 2d6 points of cold damage. Those who fail this save must make a Reflex save to avoid being frozen in place by the sudden ice coating for 1d4+1 rounds. SQ: 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. Unusual: Only consumption by flames, dissolution in acid, or similar means will permanently destroy a molian zombie. [*]Negative Fundamental: CR 1; Tiny Outsider; HD 1d8; hp 8; Init +2 (+2 Dex); Spd 50 ft.(fly Good); AC 17 (+7 natural); Atk -3 melee (1d6 life drain); Face/Reach: 0; SA Teem; SQ Hard to see, damage reduction 10/+1, Immune to cold and mind-affecting attacks; SR 13; AL NE; SV Fort +2, Ref +2, Will +2; Str 3, Dex 15, Con 5, Int 3, Wis 3, Cha 3, wingspan 2 ft. Skills and Feats: None SA: Teem-30% chance of occurring each encounter. Murder of creatures coordinate attacks on one person, swarming them and improving each creatures attack by +1 for every fundamental involved in an attack. So if ten successfully teem, their attack bonus is +7 (-3 + 10). The maximum bonus that can be reached is +14 SQ: Because of dark coloration, opponents must make a Spot check at –2 to notice the creatures before they attack. [/list] Hope this helps some! Good luck in running a great supermodule! (My greatest memory from this one is still the party cleric getting smashed by the Indiana Jones-esque rolling boulder while he happened to be carrying almost 10 flasks of alchemist's fire and lots of oil flasks....ah jeeze that was great. He was quite crispy after that little fiasco...that'll teach him to be a pyro.) :D [/QUOTE]
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