Ruins of Undermountain conversions

BOZ

Creature Cataloguer
i'm getting a head-start on posting these, to appease those in search of beholderkin. :D
first off is the (drum roll please) ELDER ORB!
following soon will be: darktentacles, scaladar, slithermorph, flying snakes, steel shadow, and a full conversion of the watchghost. :)

enjoy!
 

log in or register to remove this ad

BEHOLDER, ELDER ORB
Large Aberration
Hit Dice:
17d8+51 (127 hp)
Initiative: +4 (Improved Initiative)
Speed: 5 ft, fly 20 ft (good)
AC: 20 (-1 size, +11 natural)
Attacks: Eye rays +10 ranged touch, bite +5 melee
Damage: Bite 2d4
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Eye rays, spells
Special Qualities: All-around vision, antimagic cone, SR 21, fly, poison resistance 20
Saves: Fort +10, Ref +5, Will +18
Abilities: Str 10, Dex 10, Con 16, Int 24, Wis 22, Cha 23
Skills: Bluff +11, Hide +9, Intimidate +11, Knowledge (arcane) +13, Knowledge (any two) +10, Listen +14, Search +16, Sense Motive +11, Spellcraft +14, Spot +18
Feats: Alertness, Combat Casting, Empower Spell, Expertise, Extend Maximize, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell, Shot on the Run, Still Spell

Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 plus 2-8 beholders and 1-6 Death Tyrants)
Activity Cycle: Any
Challenge Rating: 19
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: 18-34 HD (Large); 35-51 HD (Huge)

The Elder Orb is a powerful beholder of advanced age, that has gained the ability to cast spells. These orbs are almost indistinguishable from normal beholders, save that some of their eyestalks will be severed, or withered away into uselessness. These masterminds of the beholder race are the wisest, but the most cunning and ruthless of their kind.
Elder Orbs are sometimes seen as councilors and leaders to beholders and various factions within beholderkind. They see themselves as the pinnacle of their kind, working hard to maintain important positions in the supremacy of beholders. They are always seeking new information, resources, wealth, and magic. Their horde of magic spells, items, and magical knowledge makes them almost as tempting a target to adventurers as dragons.
An important resource common to Elder Orbs is the Death Tyrant, an undead beholder (see Forgotten Realms Campaign Setting, p 309). The Orbs have their own unique spells to create and control them, and use them in various capacities as guards, assassins, and tools for combat.

COMBAT
Elder Orbs fight in the same manner as common beholders, but with much more cunning and strategy. These Orbs have typically lost the powers of some of its eyestalks, though their spellcasting ability usually makes up for this deficiency.
Elder Orbs are capable of learning arcane magic with verbal-only components. They develop their own spells, but are also likely to buy or steal spells from other beings, and guard their knowledge jealously. They can and do use magic items such as potions, scroll, and wizards’ spellbooks, as well as any other item that is not worn like clothing (i.e., rings, boots, bracers, robes, etc.)
Eye Rays (Su): An Elder Orb’s eye rays function in exactly the same manner as those of standard beholders (see Monster Manual, p 24-25). The only difference between a standard beholder’s and an Elder Orb’s eye rays is that the Orb will have permanently lost the powers of at least 1d4 eyes, and its remaining eyes do not regenerate.
Spells: Elder Orbs can learn an unlimited number of arcane spells, but may memorize only one spell per spell level at a time. They must study a spell to memorize it, as wizards do.
Spells commonly known among Elder Orbs include: darkness, <dig>, dispel magic, detect thoughts, minor globe of invulnerability, power word blind, <protection from normal missiles>, see invisibility, and wall of force.
Elder Orbs also always have access to two spells of their own creation, control death tyrant and create death tyrant. These spells are of a unique sort, and the alien nature of the magic makes them unusable to non-beholder minds of less than 18 Intelligence. Elder Orbs usually have both of these spells memorized, to create a steady supply of servants, and as battlefield fodder.
Antimagic Cone (Su): A beholder’s central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like the antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed – even the Elder Orb’s own eye rays and spells. Once each round, during its turn, the Elder Orb decides which way it will face, and whether the antimagic cone is active or not (the Elder Orb deactivates the cone by shutting its central eye). Note that an Elder Orb can bite only creatures to its front.
All-Around Vision (Ex): Elder Orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.
Flight (Ex): An Elder Orb’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.


Control Death Tyrant
Necromancy
Level: Sor/Wiz 4
Components: V
Casting Time: 1 round
Range: 1 mile/level
Target: One Death Tyrant per point of Intelligence of caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has.
If there are a larger number of Death Tyrants within the spell’s range than the caster’s limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds.


Create Death Tyrant
Necromancy [Evil]
Level: Sor/Wiz 8
Components: V
Casting Time: 3 rounds
Range: Close (25 ft + 5 ft/2 levels)
Target: One beholder corpse/level
Duration: 1d12 rounds + 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates Death Tyrants from the corpses or empty shells of beholders. This spell also provides the caster with control over the undead beholders, but for a limited duration of 1d12 rounds plus one round per level or Hit Die of the caster. After this time, the control Death Tyrant spell is necessary to maintain control over the undead. Casting this spell is an act of inherent evil.

The Elder Orb first appeared in the Ruins of Undermountain boxed set (1991).
 
Last edited:

Excellent, the Elder Orb! Now I can finally convert the Xanathar over.
Thanks a heap BOZman!
I'm definitely looking forward to that watchghost conversion.
 
Last edited:

DARKTENTACLES

cthulu-esque enough for ya? :)


DARKTENTACLES
Large Aberration (Aquatic)
Hit Dice: 9d8+27 (67 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 2 ft
AC: 17 (-1 size, +1 Dex, +7 natural)
Attacks: 36 slams +9 (or by weapons)
Damage: Slam 1d2+4
Face/Reach: 5 ft by 10 ft/20 ft (with tentacles)
Special Attacks: Improved grab, constrict 1d6+4, charm gaze, hold gaze, sphere of force, beak
Special Qualities: SR 23, amorphous, darkvision 140 ft, tremorsense, scent, all-around vision, moisture (vulnerability)
Saves: Fort +6, Ref +4, Will +10
Abilities: Str 19, Dex 13, Con 17, Int 14, Wis 14, Cha 17
Skills: Hide +8, Intimidate +11, Listen +12, Search +11, Spot +16, Swim +10
Feats: Alertness, Improved Initiative, Iron Will, Multiattack

Climate/Terrain: Any marsh
Organization: Solitary
Activity Cycle: Any
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)

The darktentacles is a fell, alien creature that hunts in marshes. These amphibious predators are intelligent and cunning, never sleeping and vengeful in the extreme.
This creature’s slightly amorphous body is black and glistening with moisture. It is about the size of a cow, though it can change its size, and is practically covered in tentacles. It may have as many as 50 tentacles at a time, but is only capable of maintaining 36 at the full length of 20 feet, at which length they are capable of attacking or wielding weapons. These tentacles are covered in small, shielded eyes, which provide normal sight as well as darkvision.
This monster’s mind is alien; though highly intelligent it appears to live only to eat. It tends to lurk in water, waiting for prey to come along that it may drown them. They can live in jungles, rivers, or on the banks of other shallow waters, but prefer the environment of a swamp. Sages speculate this creature may have been the ultimate result of crossbreeding between ropers and trappers, though how it gained its squid-like appearance is unknown.

COMBAT
The darktentacles is a true terror in battle, and is capable of fighting as many opponents as are within reach. It has the option of making as many as 36 slam attacks in the hope of constricting an opponent, or it can wield weapons in some of its tentacles. It is effectively proficient in all simple and martial weapons, and can wield two-handed weapons in one tentacle. It can attack one opponent with a maximum of five tentacles per round, only two of which may wield weapons without hampering or damaging the other tentacles. The darktentacles may also wield any magic items that don’t require speech, fine manual dexterity, or being of a specific race or class.
A single attack to a tentacle that deals seven or more hit points of damage, or a cumulative total of 14 or more hit points, will cause the tentacle to retract in pain for one round, letting go of anything it is holding. A damaged tentacle will absorb the damage and attack again in the next round. Only attacks totaling 20 hit points of damage or more in a single round will sever a tentacle completely.
The special sensory organs that give a darktentacles its darkvision, tremorsense, and scent special qualities are geared towards providing sensation in the water; when the monster is not submerged, these senses are significantly less powerful.
Improved Grab (Ex): To use this ability, the darktentacles must hit with at least one slam attack. The darktentacles can grab more than one opponent at a time. If it gets a hold, it can constrict. The grab is more effective if more tentacles hold an opponent, as indicated below.
If a victim is held by one tentacle, the creature suffers a –1 penalty to its attack roll.
If a victim is held by two tentacles, the creature suffers a –2 penalty to its attack roll, a –1 penalty to armor class, and its speed is halved.
If a victim is held by three tentacles, the creature suffers a –3 penalty to its attack roll and armor class, and cannot move more than 3 feet from its current position.
If a victim is held by four tentacles, the creature suffers a –4 penalty to its attack roll and armor class, loses its Dexterity bonus to armor class, and cannot move away from the darktentacles. The monster will try to charm its victims if it grabs with four or more tentacles.
If a victim is held by five tentacles, the creature suffers a –5 penalty to its attack roll, a –3 penalty to armor class, loses all bonuses to armor class except for natural armor, and cannot move around at all.
Constriction (Ex): A darktentacles that maintains a hold on a victim with one or more of its tentacles causes an automatic 1d6 points of constriction damage per round.
Victims trapped in the monster’s tentacles may make a Strength check to take an action that would be prevented by the darktentacles’ grip, other than attack rolls. If the monster is not actively trying to charm a creature, it will bring its tentacles into the water to try to drown a constricted opponent. Such a victim may break the surface of the water on two successful Strength checks in one round: one to reach the surface, and another to clear the mouth and nose to breathe.
Charm Gaze (Sp): A darktentacles has a charm attack, identical in effect to the charm monster spell, that it can use against creatures that are conscious but held securely in place, 3 times per day. By holding a tentacle in the air in front of a trapped creature’s eyes, the eyes on the darktentacles force the creature to make a Will save (DC 17) or feel compelled to help the monster. The darktentacles communicates telepathically with its thralls, using them to attract food.
Hold Gaze (Sp): A darktentacles has a hold monster power, which is used in the same way as its charm power, that can be used up to 5 times per day. The victim must succeed at a Will save (DC 17) or be hold motionless, and left to drown by the darktentacles.
Sphere of Force (Sp): A darktentacles can create a sphere of force, which is a spherical version on the wall of force spell, and can use this spell-like ability once per week. This sphere can have a maximum of a 60 foot radius, has a range of 90 yards, and will form around any matter than breaks its boundaries, encompassing that object or any water in its area of effect. Thus, it can be made into a hemisphere by placing its center on the ground or a wall. This effect lasts only for as long as the darktentacles maintains concentration on it, which is usually just long enough to escape from dangerous foes or trap prey.
Beak (Ex): A darktentacles only uses its mouth to eat meat, but creatures in melee with this monster may become caught in one of its three beak-like orifices. Any creature driven into one of the darktentacles’ mouths, or accidentally stepping into one must succeed at a Reflex save (DC 15) or suffer 3d4 points of damage.
Amorphous (Ex): A darktentacles is not subject to critical hits. It has no clear front or back, so it cannot be flanked. A darktentacles is able to flatten out its mass that it may cover a larger area. It can easily cover a 10 ft by 10 ft area, and can stretch out to provide even more coverage.
All-Around Vision (Ex): The darktentacles’ tentacles are covered in eyes, allowing them to see everything around them at once, with both normal vision and darkvision. Their many eyes give them a +8 racial bonus to Spot and Search checks, and they can’t be flanked.
Moisture (Ex): A darktentacles must keep its body moist, through total immersion in water for at least an hour per day, or it will lose one Hit Die until it can recover.
Skills: * Darktentacles receive a +8 racial bonus to hide checks when submerged in murky or swamp water.

The darktentacles first appeared in the Ruins of Undermountain boxed set (1991), and then in the Monstrous Compendium Annual Two (1995).
 






SCALADAR
Large Construct
Hit Dice: 7d10 (38 hp)
Initiative: +3 (Dex)
Speed: 20 ft
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: 2 claws +8 melee, tail +3 melee
Damage: Claw 1d12+3, tail 2d4+1 and sting
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Improved grab, squeeze, sting, bludgeon
Special Qualities: Construct, SR 18, absorb electricity, absorb magic missiles, fire resistance 30, immunities, half damage from slashing and piercing, detect scaladar, rust (vulnerability)
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 17, Dex 16, Con ---, Int ---, Wis 11, Cha 1
Skills: Climb +7


Climate/Terrain: Any warm land and underground
Organization: Solitary or patrol (1-4)
Activity Cycle: Any
Challenge Rating: 7
Treasure: Standard (magic items only)
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)

The scaladar are scorpion-like automatons created to guard and horde magical treasure. These metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to surface on the command of their creator, or in search of magic items.
Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are often programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body.
The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them.
Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish spell.

COMBAT
Scaladar quickly intimidate foes with their swift movements and sudden attacks. They can attack three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail.
Improved Grab (Ex): To use this ability, the scaladar must hit with both of its claw attacks. If it gets a hold, it hangs on and stings.
Squeeze (Ex): A scaladar that gets a hold on an opponent of Medium-size or smaller automatically deals damage with both claws, biting and stinging at its full attack value. Victims caught in a scaladar’s claws may make one escape attempt by rolling a Strength check; if the roll is not successful the victim will be trapped until dropped by the scaladar.
Sting (Ex): Creatures hit by the scaladar’s tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once every ten rounds, but it can recharge this power if it is able to find a source from which it can absorb electricity. Underwater, this sting has the same basic effect as a 30-foot radius fireball, but does no harm to the scaladar.
Bludgeon (Ex): A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack.
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.
Absorb Electricity (Su): A scaladar absorbs all electrical attacks, lightning strikes, breath weapons and magic related to electricity, and retains them as stored energy. Each hit point worth of damage from the attack is stored as one point of energy. This energy is released through the scaladar’s tail attack, although the automaton needs to have at least 12 points of energy saved up to use this attack.
Absorb Magic Missiles (Su): A scaladar absorbs magic missiles, using the magical energy to repair damage to it. The energy heals the scaladar in the same round, healing as many hit points as the damage value for the missiles. Any excess energy is dissipated at the end of the round.
Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a scaladar, with a minimum of 1 point of damage.
Immunities (Ex): Scaladar are immune to acid and cold, as well as disintegrate, maze, and <crystalbrittle> spells.
Detect Scaladar (Ex): Scaladar are always aware of each other as well as anyone with a ring of Trobriand, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range.
Rust (Ex): Scaladar cannot swim or float, but can function temporarily underwater. These metal monsters begin to rust after 1-20 days of submersion, reducing their speed by half. If they remain another 1-20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile.
Skills: Scaladar receive a +4 racial bonus to Climb checks.

RINGS OF TROBRIAND
Rings of Trobriand were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar’s orders, if the character controlling it is not in range, and give new orders to it.
Trobriand has also created a Master Ring of the Scaladar, which can override any scaladar’s orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times

The scaladar first appeared in the Ruins of Undermountain boxed set (1991), and then in the Monstrous Compendium Annual Two (1995) under the “automatons” entry.
 

Remove ads

Top