Three More Monsters (BX/OSE)

A trio of monsters converted from M:TG cards, since that's a thing I like to do. I'll post my process sooner or later. It's a mix of both the method from Inquest magazine for 2E and the infographic from /tg/ for converting them to OD&D.
I'll mock up an infographic and explain my process sooner or later, just not now. The "Crag" giant from my first post is actually a converted Craw Giant card.


Necropede
Armor Class: 11
Hit Dice: 2**
Attacks: 1×bite (1-6 + poison)
To Hit: +1
Movement: 90' (30')
Saving Throws: as Fighter 2
No. Appearing: 3 - 6 (1-4)
Morale: 7
Alignment: Neutral
XP Value: 30
Treasure Type: None

  • Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
  • Poison: Causes victims to become horribly sick for 1-10 days on a failed save. A sick character's movement is halved and suffers a -2 penalty to attacks and saves.
Artificial centipede constructed from brass and spite, and animated with necromancy.


Reassembling Skeleton
Armor Class: 12
Hit Dice: 2*
Attacks: 1×weapon (1-6 or by weapon)
To Hit: +1
Movement: 60' (20')
Saving Throws: as Fighter 2
No. Appearing: 3 - 6
Morale: 12
Alignment: Chaotic
XP Value: 25
Treasure Type: None

  • Undead: The reassembling skeleton makes no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Reassemble: When a reassembling skeleton is reduced to 0 hit points, it falls to a pile of bones as most skeletons do. However, on each subsequent round it has a 2-in-6 chance of getting back up (roll its hit points anew). Only when the remnants are properly dealt with will the reassembling skeleton say destroyed. The reassembled skeleton can move and attack the round it reassembled.
These skeletal remains refuse to stay destroyed for too long.


Spiketail Drake
Armor Class: 13
Hit Dice: 5*
Attacks: 1×bite (1-6), 1×tail (2-13)
To Hit: +4 (+5 with tail)
Movement: 90' (30'), 150' (50') flying
Saving Throws: as Magic-User 5
No. Appearing: 1 - 4 (2 - 7)
Morale: 7
Alignment: Neutral
XP Value: 300
Treasure Type: F

  • Magic Tail: The tail attack of a spiketail drake is a magic weapon +1. This magic fades when the drake dies.
  • Magic Resistance: Spells that target spiketail drake, or are cast in such a way where the drake would be caught within the area affected by a spell, there is a 30% chance that the spiketail drake is not affected by the spell.
A coastal drake that has mutated due to exposure to magic. It's tail glows with an unnatural pink light.

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