Re: Monster Creations and Conversions Discussion
Posted: Thu Jun 14, 2018 12:19 am
Something I whipped up for an Isle of Dread style game, would love thoughts and comments on it.
Ancient Master
Armor Class: 15
Hit Dice: 7*
No. of Attacks: 2 hammerfists or special
Damage: 1d8+2/1d8+2
Movement: 20', 40' swim
No. Appearing: 1d4
Save As: Fighter 7
Morale: 9 (8 if Lord is present)
Treasure Type: E
XP: 735
Ancient Lord
Armor Class: 16
Hit Dice: 8*
No. of Attakcs: 2 hammerfists or special
Damage: 1d10+2/1d10+2
Movement: 20', 40' swim
No. Appearing: 1
Save As: Fighter 8
Morale: 8
Treasure Type: E
XP: 945
A cruel and degenerate race, the Ancient Masters have long since lost their names to the sands of time. Never building their own structures and loathe to do an honest days work, the Ancient Masters instead prey upon coastal villages, leaving small baubles and treasures near the shoreline to lure unsuspecting people close before ambushing them. Preferring to their victims alive, they use ensorcelling magics to control those who wander too close to them, using them to bring ever more victims before dragging the lot off to some underwater abode for slavery or worse.
Ancient Masters call secluded and sunken cities their homes, old magics permitting many of these locations under the seas to have air for their slaves to breathe and toil away endlessly for precious jewels or, in the worst cases, be sacrificed to their strange and eldritch deities.
Any humanoid that meets the odd 6-pupiled eyes of an Ancient Master must make a save vs Spells or be under the effects of a charm person spell. One in every thirty Ancient Masters is an Ancient Lord, an even more vile creature with even more power under his sway, being able to cast water breathing on it's new slaves to bring them below the surface of seas. All Ancient Masters have Darkvision but are dazzled in overly bright light (such as that produced by the Light spell) and must make a save vs. Spells or be stunned and unable to act for 1d4 rounds as their eyes adjust. Due to this drawback, Ancient Masters are most typically seen at night where they can make maximum use of their Darkvision.
When an Ancient Master dies, it's body exudes a foul odor. All creatures within 15' of the Deep Master at the time of its demise must make a save vs. Paralysis or Petrify or be stunned and unable to take any action but coughing and moving for 1d4 rounds.
Ancient Master
Armor Class: 15
Hit Dice: 7*
No. of Attacks: 2 hammerfists or special
Damage: 1d8+2/1d8+2
Movement: 20', 40' swim
No. Appearing: 1d4
Save As: Fighter 7
Morale: 9 (8 if Lord is present)
Treasure Type: E
XP: 735
Ancient Lord
Armor Class: 16
Hit Dice: 8*
No. of Attakcs: 2 hammerfists or special
Damage: 1d10+2/1d10+2
Movement: 20', 40' swim
No. Appearing: 1
Save As: Fighter 8
Morale: 8
Treasure Type: E
XP: 945
A cruel and degenerate race, the Ancient Masters have long since lost their names to the sands of time. Never building their own structures and loathe to do an honest days work, the Ancient Masters instead prey upon coastal villages, leaving small baubles and treasures near the shoreline to lure unsuspecting people close before ambushing them. Preferring to their victims alive, they use ensorcelling magics to control those who wander too close to them, using them to bring ever more victims before dragging the lot off to some underwater abode for slavery or worse.
Ancient Masters call secluded and sunken cities their homes, old magics permitting many of these locations under the seas to have air for their slaves to breathe and toil away endlessly for precious jewels or, in the worst cases, be sacrificed to their strange and eldritch deities.
Any humanoid that meets the odd 6-pupiled eyes of an Ancient Master must make a save vs Spells or be under the effects of a charm person spell. One in every thirty Ancient Masters is an Ancient Lord, an even more vile creature with even more power under his sway, being able to cast water breathing on it's new slaves to bring them below the surface of seas. All Ancient Masters have Darkvision but are dazzled in overly bright light (such as that produced by the Light spell) and must make a save vs. Spells or be stunned and unable to act for 1d4 rounds as their eyes adjust. Due to this drawback, Ancient Masters are most typically seen at night where they can make maximum use of their Darkvision.
When an Ancient Master dies, it's body exudes a foul odor. All creatures within 15' of the Deep Master at the time of its demise must make a save vs. Paralysis or Petrify or be stunned and unable to take any action but coughing and moving for 1d4 rounds.