Ruins of Myth Drannor conversions


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thanks shade. i'll probably do my usual method of doing my own conversion, then comparing and editing. with your permission of course. :) that might be in a couple weeks or so, got some other stuff to work out first. ;)
 


WINDGHOST

WINDGHOST
Huge Outsider
Hit Dice: 9d8+45 (85 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: Fly 50 ft (good)
AC: 22 (-2 size, -1 Dex, +15 natural)
Attacks: Bite +17 melee
Damage: Bite 3d4+15
Face/Reach: 10 ft by 5 ft/15 ft
Special Attacks: Swoop, swallow whole, windsong, warp dweomer
Special Qualities: SR 20, immune to mind-attacks, fast healing 1, air mastery, resistance to wind attacks, darkvision 120 ft, astral and ethereal vision, faerie fire
Saves: Fort +11, Ref +7, Will +9
Abilities: Str 30, Dex 8, Con 20, Int 16, Wis 17, Cha 20
Skills: Diplomacy +16, Knowledge (any two) +11, Knowledge (arcana) +12, Knowledge (religion) +18, Listen +14, Search +15, Sense Motive +15, Spot +14
Feats: Improved Critical (bite), Improved Initiative, Lightning Reflexes

Climate/Terrain: Any land and underground
Organization: Solitary or servant group (1-12)
Activity Cycle: Any
Challenge Rating: 12
Treasure: None
Alignment: Always lawful neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)

Windghosts are alien creatures with frightening powers. They appear as large, flying cones, their head a large base 8 feet in diameter, tapering upwards 24 feet in length to the top of the cone shape. The hard body is rough and mottled yet flexible, and smoky-gray to purple in color. They have two large, white, pupil-less eyes that can see far with darkvision, and can see into the Astral and Ethereal planes. The bottom of the cone is dominated by a large maw of many teeth, similar in arrangement to a shark’s mouth. On either side of the mouth is a retractable tentacle 4-20 feet in length, used to hold prey or carry items; these tentacles are strong, but incapable of being used to cause damage. The windghost’s name comes from their ability to glow in the dark – where they are seen as ghosts, that move like the wind.
Windghosts are an enigma, and their purpose in life is as yet unknown. It is believed by some scholars that they exist to serve a secretive god, but even this is uncertain. They live extremely long lives, drifting along and admiring the beauty of life below them. They seem to have no natural enemies, and do not hunt for food, though they do eat anything that they kill or any carrion they find.
Windghosts may know a language of their own, but are known to speak Common in a hissing voice that rumbles like a heavy wind.

COMBAT
The alien nature of a windghost’s mind makes it impossible to know why and when it might attack. If an adventurer encounters one, his best hope is that the windghost is in a good mood. Windghosts start an attack by swooping swiftly out of the sky, to swallow its foes.
Swoop (Ex): Windghosts swoop straight at an opponent, hoping to catch the victim in its mouth. Against non-flying foes, a swooping windghost’s bite attack does 4d4 damage instead of 3d4 (Strength adjustment stays the same). A windghost cannot swoop if engaged in melee, and must spend a whole round climbing in altitude before it can swoop again. If a swooping windghost scores a critical hit on a Medium-Sized or smaller opponent, it can try to swallow its foe.
Swallow Whole (Ex): A windghost can try to swallow an opponent of Medium-Size or smaller by making a successful grapple check. Swallowed prey is whirled about in the corrosive fluids of the creature’s mouth, creatures and items suffering 2d6 points of acid damage, then is spat out at the end of the round.
Swallowed prey must make Strength, Dexterity, and Intelligence checks (DC 19). If the creature fails its Intelligence check, it will be blinded for 1d6 rounds after being spat out, and unable to attack until out of the creature. If all three checks pass, and they victim had a weapon readied when swallowed, it gets one free attack of opportunity against the windghost while inside, causing maximum damage if successful.
Windsong (Ex): Windghosts make a harmonious droning sound when within 90 feet of each other, called their windsong. This sound is quite loud and makes concentration difficult; reading and spellcasting require Concentration checks with a –8 penalty to perform, and hearing anything else requires a Listen check at a –10 penalty. The windsong takes effect 1-2 rounds after the creatures begin it, and lasts for 1d8 rounds until they need to break it off, and may be begun again in 2d4 rounds.
Warp Dweomer (Su): A watchghost has the ability to cause a magic shift, called the warp dweomer. It can move magic-dead areas and wild magic areas around to envelop itself or others, or to otherwise suit its needs. It also has the ability to create a field that intercepts magical effects from spells, spell-like abilities, and items in use, and move their area of effect. This allows the windghost to change who the spell is targeted on or where the effect occurs. For example, it could cause a cleric’s cure light wounds to affect itself, or an enemy wizard’s fireball to explode in the center of the party. This ability will only work on one ability which is currently in use per round, at the windghost’s choice. If the windghost wishes the magical effect to affect itself, the magic must still overcome its Spell Resistance.
Roll 1d12 each time a windghost uses a warp dweomer. On a 3 or less, it fails to affect the magic; on 4-6 the warp dweomer is not strong enough to control the magic, but deflects it 4d20 feet in a random direction from the intended area of effect; on a 7 or greater, the windghost can place the magic where it desires, within a range of 144 feet.
Immune to Mind Attacks (Ex): Windghosts are immune to all mind-influencing effects, including mind-reading. Their Spell Resistance also applies to all psionic probes and attacks.
Air Mastery (Ex): Airborne creatures suffer a –1 penalty to attack and damage rolls against a windghost.
Resistance to Wind Attacks (Ex): The windghost’s nature provides protection against all air-based attacks as well as natural winds such as hurricanes and tornadoes. A windghost suffers only half damage from such wind-based attacks, as well as attacks from air elementals and spells from the air school. Wind wall spells have no effect on a windghost at all.
Faerie Fire (Sp): A windghost can make its eyes and body glow as a faerie fire spell, at will.

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

XAVER

XAVER
Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (Dex)
Speed: 20 ft
AC: 22 (+1 size, +3 Dex, +8 natural)
Attacks: Blade +6 melee
Damage: Blade 1d4+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Metal corrosion
Special Qualities: SR 20, darkvision 90 ft, immunities, cold vulnerability
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 12, Dex 17, Con 15, Int 11, Wis 11, Cha 10
Skills: Hide +10, Jump +8, Move Silently +12, Spot +8
Feats: Weapon Finesse (blade)

Climate/Terrain: Any land and underground
Organization: Solitary or family (1-4)
Activity Cycle: Any
Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium-Size)

Xaver are curious little creatures shaped like bladed weapons, that corrode metal in a similar manner to rust monsters. A xaver’s diet consists entirely of rust from ferrous metals and alloys, including iron, steel, mithral, and adamantine. They are more intelligent than rust monsters, and will not ignore a tasty meal like a suit of armor or pile of weapons for a mere snack like a handful of spikes or nails.
A xaver looks exactly like a sword, usually a short sword or longsword. Their hard, silvery bodies have a smooth metallic appearance to them, and are flat and tapered to a point on the upper end. The other end of the monster is bulbous and resembles the handle of a blade, which is set with six faceted green eyes that resemble tiny gems. The hilt-like end has 8-inch long retractable worm-like legs, set between each eye, on which the creature scuttles about, and can retract them with lightning speed to hide from danger. It has no senses of hearing or smell, but its eyes provide it with darkvision and normal vision. Xavers give off no body heat or sounds, and do not breathe in the same manner as most living creatures do, absorbing solar heat and gases through the bladelike part of its body.
Xavers prefer rocky, even mountainous lairs. Sometimes they lair in a large treasure hoard, such as that of a dragon, abandoning it when they have eaten all the digestible metal. They have no treasure of their own, but they are often found among treasure. They live for centuries, and can go for years on end without eating, so they are not aggressive hunters. Xavers are solitary by nature, but not territorial and never fight each other for any reason.

COMBAT
Xavers can lie motionless as other creatures approach, looking like an inert weapon, then attack when characters carrying lots of metal come near. They cut with their razor sharp edges, swinging their bodies in a series of wild, circular slashes that form a battle dance.
Metal Corrosion (Ex): A xaver causes ferrous metal to corrode instantly on a touch. If a xaver scores a successful melee hit on a metal weapon or item, or if the item otherwise comes into contact with the xaver, the item will crack and fall into many tiny useless metallic shards, which the creature will attempt to eat. A xaver cannot control this power, but can choose not to touch metallic items.
Immunities (Ex): Metal of any sort passes harmlessly through a xaver as if the creature did not exist, and therefore metal weapons cannot harm a xaver. Arrows and metal-tipped spears will still harm a xaver as it will take bludgeoning damage from being struck by the wood, but the metal itself will cause no damage.
Heat and electricity do not harm a xaver, but its metallic body can conduct this energy to any beings touching it. They are totally unaffected by any sort of poison or venom.
Cold Vulnerability (Ex): Xavers are particularly vulnerable to cold-based attacks, and take an additional 50% more damage from cold.
Skills: Xaver receive a +8 racial bonus to Move Silently checks.

The xaver first appeared in Dragon Magazine #94, then in the Ruins of Myth Drannor boxed set, and Monstrous Compendium Annual One.
 


Your conversions rock, boz! ive used quite a few of them in my campaign, and if it didnt work as i intended, it was on the part of the stupid DM (me...) 1 question; shouldn't the windghost have the air subtype? it seems appropriate to me, but, then, i put these buggers on the Elemental Plane of Air, so I might be a bit biased... keep up the good work, man!:D
 

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