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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="Cleon" data-source="post: 5346392" data-attributes="member: 57383"><p>Well there is one monster I'd like to talk about. I looked up the Saraphs and it differs slightly from the Sollux version of the Sun Brother - not much, but enough to make a difference.</p><p></p><p>Unlike the sollux, which are denizens of the Prime Material, the saraphs are native to the elemental plane of fire and have spell-like abilities. They also have a special metal which gains magical properties when used by saraphs.</p><p></p><p>I've already done my own version of the Saraphs as an 10 HD Extraplanar Outsider, but would you like to stat them up?</p><p></p><p><strong>SARAPHS</strong></p><p>Saraph (from the Hebrew, Shin, Resh, Pe—to burn or devour with fire)</p><p></p><p>FREQUENCY: Very Rare</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: -1</p><p>MOVE: 9”</p><p>HIT DICE: 10</p><p>% IN LAIR: Nil</p><p>TREASURE TYPE: Nil</p><p>NO. OF ATTACKS: 3/2</p><p>DAMAGE/ATTACK: 1-8(+7)</p><p>SPECIAL ATTACKS: +4 to hit</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Very</p><p>ALIGNMENT: Neutral (tending toward Lawful Good)</p><p>SIZE: M</p><p>PSIONIC ABILITY: Nil</p><p></p><p>Saraphs are a hominid race which lives on the Elemental Plane of Fire. They appear as seven-foot-tall, ruddy-skinned individuals with bright red hair and pink-irised eyes.</p><p></p><p>Within their homeland there is, presumably, a large variety of classes and types of Saraphs. Outside their home, however, one meets only members of the Brotherhood of the Sun. These warrior Lords wear a red surcoat with a flaming golden sun in its center, over a suit of scale mail which appears to be made from some cooper-gold alloy (though it is as strong as steel). The Saraphs’ helmets, greaves, and bracers are made from the same material, as is the longsword and dagger belted at their sides. The sun motif on a red field is repeated on their shields.</p><p></p><p>Since they come from a highly magical Plane, Saraphs’ armor and weapons acquire magical properties on the Physical Plane. Treat as Scale Mail +1, Shield +1, Sword +1 (Flame Tongue), and Dagger +1. The magical bonuses apply only when the armor and weapons are used by Saraphs.</p><p></p><p>Individuals of the Saraph race are generally larger than humans, and have quicker reflexes, coming from the Plane of Fire. As the Brothers of the Sun are chosen for maximum strength and dexterity, treat any brother as having 18/00 Strength and 18 Dexterity, with all appropriate bonuses.</p><p> </p><p>Saraphs may cast the following spells once per day (as a 10th level Magic-User): <em>Fireball, Fire Shield, Fire Charm, Burning Hands, Detect Magic, Detect Invisible, Dispel Magic</em>. They can <em>Produce Flame</em> or cause <em>Pyrotechnics</em> as often as desired. Fire-based attacks do no damage on Saraphs if the fire is non-magical; magical fire attacks are at -1 on both “to hit” and damage dice.</p><p></p><p>The Saraphs are at war with the Efreeti. The war occasionally spills over to the Prime Material Plane since Saraphs hunt Efreeti through the Physical Plane and vice versa. The Efreeti have made an alliance with Fire Giants. Saraphs have countered this alliance with one between themselves and Golden Dragons.</p><p></p><p>The Brothers of the Sun are few in number, and, outside of the Plane of Fire, will always be encountered singly. Saraphs appear on the Physical Plane to track down and kill Efreeti. They also serve Gold Dragons who have aided the Saraph race in the past, often acting as treasure guards when the dragons are out feeding.</p><p></p><p>Saraphs have been known to contract service with high-level characters (particularly lawful good or neutral Magic-Users) in return for that character’s aid. Contracts will specify the length and nature of service for both parties. Note that such contracts depend solely on the good will of either side; service is a matter of conscience, not coercion.</p><p></p><p><em>Originally appeared in Dragon Magazine #42</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 5346392, member: 57383"] Well there is one monster I'd like to talk about. I looked up the Saraphs and it differs slightly from the Sollux version of the Sun Brother - not much, but enough to make a difference. Unlike the sollux, which are denizens of the Prime Material, the saraphs are native to the elemental plane of fire and have spell-like abilities. They also have a special metal which gains magical properties when used by saraphs. I've already done my own version of the Saraphs as an 10 HD Extraplanar Outsider, but would you like to stat them up? [B]SARAPHS[/B] Saraph (from the Hebrew, Shin, Resh, Pe—to burn or devour with fire) FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: -1 MOVE: 9” HIT DICE: 10 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 3/2 DAMAGE/ATTACK: 1-8(+7) SPECIAL ATTACKS: +4 to hit SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Neutral (tending toward Lawful Good) SIZE: M PSIONIC ABILITY: Nil Saraphs are a hominid race which lives on the Elemental Plane of Fire. They appear as seven-foot-tall, ruddy-skinned individuals with bright red hair and pink-irised eyes. Within their homeland there is, presumably, a large variety of classes and types of Saraphs. Outside their home, however, one meets only members of the Brotherhood of the Sun. These warrior Lords wear a red surcoat with a flaming golden sun in its center, over a suit of scale mail which appears to be made from some cooper-gold alloy (though it is as strong as steel). The Saraphs’ helmets, greaves, and bracers are made from the same material, as is the longsword and dagger belted at their sides. The sun motif on a red field is repeated on their shields. Since they come from a highly magical Plane, Saraphs’ armor and weapons acquire magical properties on the Physical Plane. Treat as Scale Mail +1, Shield +1, Sword +1 (Flame Tongue), and Dagger +1. The magical bonuses apply only when the armor and weapons are used by Saraphs. Individuals of the Saraph race are generally larger than humans, and have quicker reflexes, coming from the Plane of Fire. As the Brothers of the Sun are chosen for maximum strength and dexterity, treat any brother as having 18/00 Strength and 18 Dexterity, with all appropriate bonuses. Saraphs may cast the following spells once per day (as a 10th level Magic-User): [I]Fireball, Fire Shield, Fire Charm, Burning Hands, Detect Magic, Detect Invisible, Dispel Magic[/I]. They can [I]Produce Flame[/I] or cause [I]Pyrotechnics[/I] as often as desired. Fire-based attacks do no damage on Saraphs if the fire is non-magical; magical fire attacks are at -1 on both “to hit” and damage dice. The Saraphs are at war with the Efreeti. The war occasionally spills over to the Prime Material Plane since Saraphs hunt Efreeti through the Physical Plane and vice versa. The Efreeti have made an alliance with Fire Giants. Saraphs have countered this alliance with one between themselves and Golden Dragons. The Brothers of the Sun are few in number, and, outside of the Plane of Fire, will always be encountered singly. Saraphs appear on the Physical Plane to track down and kill Efreeti. They also serve Gold Dragons who have aided the Saraph race in the past, often acting as treasure guards when the dragons are out feeding. Saraphs have been known to contract service with high-level characters (particularly lawful good or neutral Magic-Users) in return for that character’s aid. Contracts will specify the length and nature of service for both parties. Note that such contracts depend solely on the good will of either side; service is a matter of conscience, not coercion. [I]Originally appeared in Dragon Magazine #42[/I] [/QUOTE]
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