Re: The D&D Monster Conversion Thread
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Just scale it down some, in other words. |
Re: The D&D Monster Conversion Thread
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Re: The D&D Monster Conversion Thread
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Re: The D&D Monster Conversion Thread
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D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart. |
Re: The D&D Monster Conversion Thread
Did the same thing happen with "Troglodyte," which means chimp or early man?
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Re: The D&D Monster Conversion Thread
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They remind me of the Cheshire Cat from Tim Burton's Alice in Wonderland, which I think is really great. |
Re: The D&D Monster Conversion Thread
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Kobold (-5 points) Attribute Modifiers: ST -3 [-30], DX +1 [20] Secondary Characteristic Modifiers: SM -2 [0] Advantages: DR 1, Flexible (Scales) [4], Infravision [10], Kobold Trickery 2 [10], Sharp Teeth [1] Disadvantages: Cowardice (12) [-10], Social Stigma (Savage) [-10] *Kobold Trickery adds to Lockpicking, Mining, Scrounging, Sleight of Hand, and Traps, as well as Alchemy rolls to create harmful or destructive materials. |
Re: The D&D Monster Conversion Thread
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22 points. Attribute Modifiers: ST -3 [-30]; DX +1 [20]. Advantages: Damage Resistance 1 (Tough Skin, -40%) [3], Dark Vision [25], Kobold Talent 1 (Camouflage, Engineer (Mining), Observation, Stealth, Traps) [5]. Quirks: Light Sensitivity (-1 to Per- and DX-based rolls in bright sunlight) [-1]. |
Re: The D&D Monster Conversion Thread
I couldn't leave this one undone:
Flumph ST: 10 HP: 10 Speed: 5.75 DX: 13 Will: 12 Move: 0 (See notes) IQ: 10 Per: 12 HT: 10 FP: 10 SM: -3 Dodge: 8 Parry: N/A DR: 3* Spikes (14): 1d-1 impaling plus follow-up 1d-2 corrosive. The corrosive damage keeps happening for the next 1d seconds, or until someone makes a First Aid roll to flush the wound. Reach C. Spray (14): The flumph shoots a foul-smelling jet 1 yard wide and 5 yards long. Anyone it hits with its jet must resist HT or be nauseated for a number of seconds equal to margin of failure. The smell lingers for 1d hours. Anyone coming within 30 yards of it must resist HT+2 or be nauseated for a number of seconds equal to margin of failure. Traits: 360° Vision (Easy to Hit); Acute Hearing 1; Acute Vision 1; Congenial; Flight (Air Move 3); Infravision; Mute; No Legs; No Manipulators; Pacifism (Cannot Harm Innocents). Skills: Brawling-14; Gesture-12; Observation-12; Stealth-14. Class: Mundane. Combat Effectiveness Rating: 21 (OR 17 and PR 4). Notes: Flipping a flumph on its back keeps it from moving. Truly lame. |
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