A long time lurker, now I'm ready to reveal myself....
The way creatures are converted now, some creatures, mainly those with d10 and d12 HD, get the shaft. IMO, they should be compensated, at their intended toughness otherwise is lost.
So here goes, here are my house-rules for converting creatures.
1. Monsters don’t have roles, unless it says so in their MM desciption. They have HD just like normal D&D. This means that they get a combat bonus based on their D&D HD and type, and feats according to their HD. Same with skills.
This means that an ogre has a combat bonus of +3 and 2 feats and 1 skill.
2. Monsters with d10 HD get an extra +1 to Toughness saves per 5 HD. Those with d12’s get a +1 per 3 HD. This is based on the Blue Rose rule that +5 hp equals +1 to Toughness saves. I assume that d8 is the ‘base’ HD, since the most creatures have this, including humanoids. Since 5d10 on average is 5 hp more than 5d8, there you go. Same for d12’s.
3. Creatures larger than medium don’t get a Toughness bonus based on size. The bonus is already included in the creature’s Con bonus, so no need to add it twice. Creatures smaller than small do get a penalty, as their Con remains the same after size small.
4. Natural armor adds +1 to Toughness saves per +2 of armor.
5. Creatures with innate spell caster levels (like a rakshasa) get bonus feat as an adept of similar level that can only be used on supernatural feats, and can used powers thus gained as an adept of equal level. So a rakshasa gets 10 supernatural bonus feats and its power ranks are at rank 10.
6. For spell-like powers, there are basically two options. Either try to convert to a similar arcane, or just use the spell-like ability as is, if possible. If the spell-like ability deals damage, see below.
7. For massive damage effects, the +1 to Toughness per 5 hp rule of thumb can be used again. Calculate the max. damage of the effect and divide the result by 5. That’s the damage bonus. A pit fiend’s 10d6 can deal a maximum of 60 points of damage. Divide by 5 and the result is +12 damage. Nasty, but not a total killer.
8. One could also make the fireball dependant on the pit fiend’s caster level. That would give a power rank of 21, which would make the fireball a +10 damage widened elemental strike (non-fatiguing). Oh, a red great wyrm would deliver a +48 breath!
9. Spell-like abilities and such should be non-fatiguing, IMO.
10. Ordinary people get abilities as if they were getting humanoid HD. That is, 1 feat evey 3 HD and one good save and 2 skills.
I think that’s it. To demonstrate, I’ve converted a few examples. I’m only noting the parts I find important in judging whether this system works or not.
Def: +5 (combat +4, dex +2, -1 size), Att: +5 (combat +4, dex +2, -1 size), Dam: claw +8, bite +5, Saves: Fort +11, Ref +4, Will +3, Tough +8 (con + nat. armor).
Def: +9 (combat +10, -1 size), Att: +9 (combat +10, -1 size), Dam: bite +10, Saves: Fort +14, Ref +7, Will +4, Tough +14 (con + nat. armor + HD).
Def: +7 (combat +7, dex +1, -1 size), Att: +7 (combat +7, dex +1, -1 size), Dam: stinger +6 + poison, bite +10, Saves: Fort +7, Ref +6, Will +6, Tough +9 (con + nat. armor + HD).
Def: +12 (combat +13, dex +1, -2 size), Att: +12 (combat +13, dex +1, -2 size), Dam: bite +19, Saves: Fort +16, Ref +12, Will +8, Tough +10 (con + nat. armor).
Def: +25 (combat +18, dex +8, -1 size), Att: +25 (combat +18, dex +8, -1 size), Dam: claw +19, Saves: Fort +19, Ref +19, Will +21, Tough +19 (con + nat. armor).
(Too lazy to write up spell-like abilities)
GREAT RED WYRM
Def: +32 (combat +40, -8 size), Att: +32 (combat +40, -8 size), Dam: bite +30, Claw +17, Breath +48 Saves: Fort +32, Ref +22, Will +30, Tough +42 (con + nat. armor + HD).
Okay, it does break down a bit with the dragon, but hey – it’s a CR 26 monster!
Speaking of which, I’ll get back later with a way to determine beasties’ ‘level’ (or CR).
Comments are extremely welcome!
Last edited by Matrix Sorcica
on Thu Jul 28, 2005 12:45 am, edited 1 time in total.