Special Conversion Thread: Moldvay's Undead

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I think we should boost the natural armor of the gem eyes a bit. They should have the staying power to back up their spells.
 

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Fixing/updating what I had before and continuing:

Speed: Winged gem eyes can’t use their wings to fly. If the base creature flew magically, so can the gem eye. Other speeds are unchanged.

Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Skeleton Size Natural Armor Bonus
Tiny or smaller +3
Small +4
Medium or Large +5
Huge +6
Gargantuan +9
Colossal +13

Attacks: A gem eye retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the gem eye can strike with each of its claw attacks at its full attack bonus. A gem eye’s base attack bonus is equal to one-half its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the gem eye’s size. (If the base creature already had claw attacks with its hands, use the gem eye claw damage only if it’s better.)
Skeleton Size Claw Damage
Diminutive or Fine 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 3d8

I increased the damage by 1 step b/c the gem eye original damage was 1d6 for a Medium undead. But we can go back down a step if you want.
 


Sounds good, then. I'll put a placeholder in the Special Attacks slot and move on:

Special Attacks: A gem eye retains none of the base creature’s special attacks. It gains the following special attack.

Spells (Sp): To be filled in.

Special Qualities: A gem eye loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A gem eye gains the following extraordinary special qualities.

Immunity to Cold (Ex): Gem eyes are not affected by cold.

Damage Reduction 5/Bludgeoning: Gem eyes lack flesh or internal organs.

+2 Turn Resistance: Treat a gem eye as having 2 additional HD for the purpose of turning, rebuking, and commanding attempts.

I kept the special defenses of the skeleton even though they weren't listed in the original. I added +2 turn resistance because "gem eyes are turned as ghasts."
 


In that case, I'll leave the place holder for spells and go on.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A gem eye's Dexterity increases by +2, it has no Constitution score, and its Intelligence changes to 3.

Skills: Recalculate the gem eye's skill ranks based on its new HD and Int.

Feats: A gem eye keeps the feats of the base creature and gains one, usually Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Since these are Intelligent, I decided to leave Wis and Cha unchanged, but we could peg them to 10 and 12 or something if you want.
 

I like keeping the Wisdom and Charisma the same, but that opens up a can of worms with the spell save DCs, since I imagine that they'll be Cha based. Or will they? I can see determining the spell save DC on the minimum stat to cast the spell, like a scroll. Either that, or gem eyes with a high Charisma should receive a boost to CR.

What about creatures with more than two eyes? I can sort of envision multiheaded gem eyes getting multiple spells from different heads. Can we put that into a sidebar, or is that too big a can of worms to open?
 

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