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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Monsters will be closed to P&P, somewhere between 2nd and 3rd edition.
I will release a first version in july or august. Optional component "Constitution affects monsters hit points" Monsters will follow fighter table to gain hit points bonus based on their constitution (up to level 9) It's not a P&P rule but it is very logical to me. Let's compare 2 creatures: - a level 8 cleric with 16 constitution : 80 hp - a level 8 polar bear with 19 constitution : 72 hp (64 + 8 according to P&P) A mighty polar bear has less hit points than a cleric! With this component, it would have 104 hp Below major changes for each monsters: (if only minor changes, won't be listed here) APR : attack per round Ankheg Weaker than ingame. Bioware used their special ability "Acidic Enzymes" as a normal ranged attack. In P&P, they can use it once per day in a desperate situation ! - Reduced APR from 2 to 1 as in P&P - Acidic Enzymes change to a spell, can be used once per day - Grab : a melee hit success will entangle target, something described in P&P (ankheg try to attract its victim in the underground) Banshee - Horrific Appearance : fear nearby foes, cast every 6 rounds. Lesser Basilisk - Petrification is now a spell, so it can also attack Greater Basilisk - Petrification is now a spell, so it can also attack - Foul Breath : kill anyone around its mouth if they fail to save, cast every round - Strong stats : beware if you install "Constitution affects monsters hit points", it adds 54 hp, making them very powerful ! Bears - Faster (same speed as humans) - Strong strength and constitution - Hug attack (15% on every attack, damage depends on bear type) - Grizzly (not found in P&P) is between Cave bear and Mountain/Polar bear - Only Black Bears have non magical paws This post has been edited by aigleborgne: Jun 18 2011, 01:26 PM |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Helmed Horror : more dangerous than before, I'll eventually lower its level (9 to 7-8)
- 18/60 strength - Infravision - Can see invisible creatures - Equiped with a magical 2d6 great sword (that can't be dispell). I wasn't able to make it looks like a flame blade (as P&P pictures) - Immune to magic missile and 3 wizard spells (fireball, lightning bolt, melf acid arrow) Battle Horror : very dangerous now, I'll eventually lower its level (9 to 7-8) - 21 strength - Infravision - Can see invisible creatures - Equiped with a magical 2d6 great sword (that can't be dispell). I wasn't able to make it looks like a flame blade (as P&P pictures) - Immune to magic missile and 3 wizard spells (fireball, lightning bolt, melf acid arrow) - No longer immune to ranged attack - Cast magic missile every 3 rounds at caster level 3 (2 missiles) Doom Guard : should be about the same as before, maybe a little weaker - 17 strength - Equiped with a magical 1d8 axe - No longer immune to ranged attack - 50% resist fire and cold |
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