Ruins of Myth Drannor conversions

BOZ

Creature Cataloguer
on to boxed set #2. ;) this one had some awesome monsters, but i'm only presenting some - i have my reasons. :) i don't actually have that boxed set (yeah, i know, silly me), but i know what was in there and i've tracked most of these monsters down somewhere.
i don't have stats for the aratha. if someone else could kindly do this one for me, that would be awesome. :)
i figured the doomsphere and baelnorn, though they could use more work here and there, were covered just fine in MoF, so i'm not doing them again.
the magebane, metalmaster, and xantravar will appear later.
everything else not mentioned should probably appear here in the next few weeks. :)
first off will be, you guessed it, the BLAZING BONES! it's first because it was repeatedly requested, and... because it's first alphabetically. :)
 

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BLAZING BONES
Medium-Size Undead (Fire)
Hit Dice: 5d12 (35 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 30 ft
AC: 17 (+2 Dex, +5 natural)
Attacks: 2 slams +3 melee
Damage: Slam 1d4+1 and 1d3 fire
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Hurl fire, firestorm
Special Qualities: Undead, fire subtype, absorb magical fire, half damage from piercing and slashing, vulnerable to water
Saves: Fort +1, Ref +5, Will +7
Abilities: Str 13, Dex 14, Con --, Int 16, Wis 16, Cha 12
Skills: Bluff +10, Knowledge (arcana) +12, Listen +13, Search +10, Sense Motive +9, Spellcraft +12, Spot +13
Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Toughness

Climate/Terrain: Any land and underground
Organization: Solitary
Activity Cycle: Any
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-15 HD (Medium-Size)

Blazing bones are an extremely rare type of undead, created when magic goes awry.  These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire.  This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane.  The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers.
   A blazing bones is very similar to an undead skeleton in appearance, although it is crowned with a nimbus of flame along its head and shoulders, and its hands are surrounded by small balls of fire.
   Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire.  They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment.  They avoid all non-living beings, in favor of seeking out something to kill.  Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian.
   Blazing bones speak the same languages they did in life, though most of their speech is roared taunts or threats crackling out of their empty mouths, or attempts to trick potential victims.

COMBAT
Blazing bones can melee with other creatures, using their fiery punches, but love to let loose with their other flame powers.  It may hurl fire as a substitute for one of its slam attacks, or forego both attacks to use its firestorm power.  The flames of a blazing bones inflict double damage on most types of "cold" undead, including vampires, liches, wights, and ghouls.
   Hurl Fire (Su): A blazing bones can hurl a head-sized ball of flame at a range of 20 feet.  This miniature fireball deals 2d4 points of fire damage to creatures and objects that fail a Reflex save (DC 14).
   Firestorm (Su): Once every ten rounds, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball spell.  All creatures and objects within a 30 foot radius sphere of the blazing bones suffers 6d6 points of fire damage (Reflex DC 15 for half damage).  If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw.
   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.
   Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
   Absorb Magical Fire (Su): Magical heat and fire serve to heal a blazing bones.  The monster treats all damage inflicted by magical fire as hit points gained, first healing it to its maximum normal hit points, and then permanently adding on to its normal hit point total.  Every 8 hit points gained in this way increases the blazing bones' Hit Dice by 1 Hit Die.
   Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a blazing bones, with a minimum of 1 point of damage.
   Vulnerable To Water (Ex): Blazing bones are especially vulnerable to normal water and holy water.  Normal water causes 1d4 points of damage to the blazing bones, per splash and 2d4 per bucket, and holy water causes 4d4 points of damage per vial.

The blazing bones first appeared in the Ruins of Myth Drannor boxed set, then in the Monstrous Compendium Annual One.
 



Thanks boz!!!! I love you man :D

You should submit some of these FR conversions to Dragon Magazine. I can't believe the number of FR monsters left out of MoF


Mike
 

a few months before i started posting my fledgling conversions on this site, i wrote to dave gross. he said they weren't interested in conversions, only new monsters. and you can count the new monsters i've made so far on one hand. ;) i like doing the conversions better, but sometimes inspiration does strike, much like lightning or even teamsters!
 

qstor said:
You should submit some of these FR conversions to Dragon Magazine. I can't believe the number of FR monsters left out of MoF

me neither. but then, the ratio is about the same as standard monsters being left out of the MM, so it didn't surprise me that much. had they done MoF as big as the MM, they would've gotten practically all of them. :)
 

ELECTRUM DRAGON

ah-ha! :)

the CRs are probably a bit too high, but here it is all done and everything. :)

ELECTRUM DRAGON (Draco Magus Electrum)
Dragon (Air)
Climate/Terrain: Any mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Activity Cycle: Any
Challenge Rating: Wyrmling 4; very young 6; young 9; juvenile 13; young adult 17; adult 21; mature adult 25; old 28; very old 33; ancient 36; wyrm 42; great wyrm 48
Treasure: Double standard goods and items; 50% coins
Alignment: Always neutral good
Advancement: Wyrmling 6-7 HD (Tiny); very young 9-10 HD (Small); young 12-13 (Medium-Size); juvenile 15-16 HD (Large); young adult 18-19 (Large); adult 21-22 (Large); mature adult 24-25 HD (Huge); old 27-28 HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD (Gargantuan); wyrm 36-37 HD (Gargantuan); great wyrm 39+ (Gargantuan)

The electrum dragon is the philosopher of dragonkind, spending its time in the isolated solitude of mountain peaks. They prefer to lair in rocky mountains, in a nice cavern or stone construction where they can be alone to think. These dragons are curious about all things and like to watch other creatures unnoticed. These dragons do enjoy meeting other beings on occasion, for trading or bargaining, or even a good philosophical debate. When other beings threaten, these peaceful creatures can be as formidable fighters as any other dragon.
Electrum dragons spend hours gazing upon things of beauty. An electrum’s hoard is usually nearly bare of coins, but is often filled with statues, golden harps, tapestries, and loads of gems and jewelry. They also find beauty in the use and practice of magic, and spend much time studying new spells and inventing their own.

COMBAT
Electrum dragons prefer to keep their distance in combat, using their spells and breath weapon to best advantage. These superior tacticians are capable of anticipating a foe’s strategy, and adapting to it instantly. Electrum dragons are born with a +1 bonus to all saving throws against magical spells and effects.
Breath Weapon (Su): An electrum dragon’s unique breath weapon is a cone of unstable gas which can cause either of two different effects, seemingly at random. At the DM’s option, it can cause enfeeblement (as the ray of enfeeblement spell), or confusion (as the spell), or both at the same time. If both effects take place, then all creatures in the area of effect must make saves against both attacks. The number range listed below is for the duration in rounds, as the effects cause no damage.
Spell-Like Abilities: At will – detect magic, identify (suffers no debilitating effects), read magic; 3/day – dispel magic; 2/day – telekinesis; 1/day – heal (self or creature touched), locate object, project image.

The electrum dragon first appeared in Dragon Magazine #74, then in the Ruins of Myth Drannor boxed set, and Monstrous Compendium Annual One.
 

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Well consider this Boz. For a Great Wyrm Force Dragon (an epic level creature), It's breath weapon deals 60d12 points of force damage. I think if you scale that down, you might get a better comparsion. Course I think the CR for should be lower...but then again who can say?
 

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