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> Enhanced Monsters Description
aigleborgne
post Jun 3 2011, 03:41 PM
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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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aigleborgne
post Oct 8 2011, 02:12 PM
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Ghoul : like for all undead, they all have proper immunities (critical hit and all found in ring95). please note that most undead are not immune to cold (only skeletons and death knight). Not many changes for ghouls beside immunities

Ghast : slightly stronger
- Carrion Stench : previously an effect in weapon, it is now autocast every round, and save vs poison instead of breath.
- Fast speed : in P&P, they are faster than humans. This change alone made them stronger as it is now difficult to hit & run

Greater Ghast : stronger (found in Durlag's tower but named Greater ghoul)
- Renamed to Greater Ghast as they are more closer to ghast than ghoul.
- 8HD (vs 4HD for a normal ghast)
- 18 strength (vs 17 for a normal ghast)

Ghoul Lord : a few changes I only add his special abilitiy Reek of Evil (was existing but not accurate and maybe not even used)

Gibberling : very minor changes

Gnoll, Flind : minor changes
- Disarm (for Flind) : save vs wand or drop weapon on ground

Hobgoblin : weaker
- Reduced APR from 2 to 1 as in P&P
- Adjust thac0. Like most creatures, they initially had a better thac0 that they should. It bothers me to see a 3HD hobgoblin with 14 thac0

This post has been edited by aigleborgne: Oct 10 2011, 07:59 AM
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