Converting Monsters from Dungeon Magazine


log in or register to remove this ad


Cleon

Legend
Megaloman Working Draft

Megalofolk (Template)

A grotesquely muscular humanoid. It resembles an oversized human who's body has been swollen with extra flesh and bone.


Megalofolk are giant humanoids created via yuan-ti cloning experiments. They are magically indoctrinated to infallibly obey their yuan-ti masters during the creation process. Yuan-ti use megalofolk slaves as brute labour and disposable warriors, particularly in areas unsuited for cold-blooded reptiles.

Each generation of megalofolk is slightly larger than its clone predecessors. Originally, the cloning process only worked on humans, but yuan-ti have figured out how to create megalofolk out of histachii, and rumors persist that at least one pureblood found a way to clone himself.

Creating a Megalofolk
"First Generation Megalofolk", "Second Generation Megalofolk" and "Third Generation Megalofolk" are templates that can be added to any human (referred to hereafter as the "base creature"). The templates use all the base creature's statistics and special abilities except as noted here.

Size and Type: Type changes to Monstrous humanoid. Do not recalculate the base creature's Hit Dice, Base Attack Bonus, or Base Saves. A first generation megalofolk has the same size category as the base creature. A second or third generation megalofolk is one size category larger than the base creature.

Hit Dice: Same as base creature.

Speed: Same as base creature.

Armor Class: A megalman's gains a natural armor bonus equal to its generation (e.g. second generation megalofolk gain +2 natural armor). If the base creature lacks natural armor, it gains natural armor equal to its generation.

Attack: A megalofolk retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature has proficiency in any weapons, the megalofolk retains this ability. A creature with natural weapons retains those natural weapons. A megalofolk fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A megalofolk armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A megalofolk fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it can use the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: A second or third generation megalofolk has natural weapons that do damage one step higher than the base creature, a first generation megalofolk has natural weapons that retain the damage values of the base creature. Megalofolk usually use Large-sized weapons which do damage according to their size.

Megalofolk have slam attacks. This does 1d4 damage for Medium-sized megalofolk or 1d6 damage for Large-sized megalofolk. If the base creature has a slam attack that does better damage, use that value instead.

Space/Reach: First and second generation megalofolk have the standard reach of a tall creature of their size category. Third generation megalofolk have the reach of a tall creature of their size category plus an additional 5 feet of reach.

Special Attacks: A Megalofolk retains all the special attacks of the base creature.

Special Qualities: A Megalofolk retains all the special attacks of the base creature and gains those described below.

Powerful Build (Ex): The physical stature of first generation megalofolk lets them function in many ways as if they were one size category larger. Whenever a first generation megalofolk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megalofolk is treated as one size larger if doing so is advantageous to him. The megalofolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megalofolk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Yuan-ti Conditioning (Ex): A yuan-ti using a Charisma-based skill against a megalofolk always succeeds. A megalofolk automatically fails all saving throws againts the mind-affecting spells and abilities of yuan-ti.

Abilities: Modify the base creature's ability scores as follows:

First generation megalofolk - Str +4, Dex -2, Con -2, Int -4, Cha -4.
Second generation megalofolk - Str +6, Dex -2, Con +0, Int -4, Cha -4.
Third generation megalofolk - Str +8, Dex -4, Con +2, Int -4, Cha -4.

Skills: As base creature. The Megalofolk will lose skill ranks because of its reduced intelligence.

Feats: Same as base creature.

Environment: Any land
Organization: Solitary, gang (2-5) or warband (6-24).
Challenge Rating: Same as the base creature +1 for 1st or 2nd generation, +2 for 3rd generation.
Treasure: Same as the base creature.
Alignment: Usually lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +1 for 1st generation, +2 for 2nd or 3rd generation.

Sample Megalofolk
The following sample creatures have gained the Megalofolk template.

First Generation Megalofolk
2nd level non-elite megalofolk warrior

Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: -1
Speed: 20 ft. (4 squares, base speed 30 ft.)
Armor Class: 14 (-1 Dex, +4 scale mail, +1 natural), touch 9, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Longspear +5 melee (2d6+4) or trident +5 melee (2d6+4) or slam +5 melee (1d4+3) or trident +1 ranged (1d8+3)
Full Attack: Longspear +5 melee (2d6+4); or trident +5 melee (2d6+3) and slam +0 melee (1d4+1); or slam +5 melee (1d4+3); or trident +1 ranged (1d8+3)
Space/Reach: 5 ft./5 ft. (15 ft. with longspear)
Special Attacks: —
Special Qualities: Powerful build, yuan-ti conditioning
Saves: Fort +3, Ref -1, Will -1
Abilities: Str 17, Dex 9, Con 10, Int 6, Wis 9, Cha 4
Skills: Climb +0, Jump -5, Swim -3
*Skills would be Climb +4, Jump +5, Swim +5 if the megalofolk didn't have penalties from its scale armor
Feats: Power Attack
Environment: Any land
Organization: Solitary, gang (2-5) or warband (6-24)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

The first generation megalofolk presented here is based on a 2nd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Second Generation Megalofolk
3rd level non-elite megalofolk warrior

Large Monstrous Humanoid
Hit Dice: 3d8+3 (19 hp)
Initiative: -1
Speed: 20 ft. (4 squares, base speed 30 ft.)
Armor Class: 15 (-1 size, -1 Dex, +5 chainmail, +2 natural), touch 8, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3)
Full Attack: Falchion +7 melee (2d6+6/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Yuan-ti conditioning
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 19, Dex 9, Con 12, Int 6, Wis 9, Cha 4
Skills: Climb +1, Jump -5, Swim -3
*Skills would be Climb +6, Jump +6, Swim +6 if the megalofolk didn't have penalties from its chainmail armor
Feats: Power Attack, Weapon Focus (falchion)
Environment: Any land
Organization: Solitary, gang (2-5) or warband (6-24)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2

The second generation megalofolk presented here is based on a 3rd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Third Generation Megalofolk
4th level elite megalofolk fighter
Large Monstrous Humanoid
Hit Dice: 4d10+12 (34 hp)
Initiative: -1
Speed: 20 ft. (4 squares, base speed 30 ft.)
Armor Class: 18 (-1 size, -1 Dex, +5 breastplate, +2 heavy wooden shield, +3 natural), touch 8, flat-footed 18
Base Attack/Grapple: +4/+15
Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)
Full Attack: Warhammer +11 melee (2d6+9/×3) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)
Space/Reach: 10 ft./15 ft.
Special Attacks: —
Special Qualities: Yuan-ti conditioning
Saves: Fort +3, Ref -1, Will -3
Abilities: Str 24, Dex 9, Con 16, Int 6, Wis 12, Cha 4
Skills: Climb +5, Jump +0, Swim +1
*Skills would be Climb +9, Jump +10, Swim +9 if the megalofolk didn't have penalties from its chainmail armor
Feats: Cleave, Improved Sunder, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Environment: Any land
Organization: Solitary, gang (2-5) or warband (6-24)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2

The third generation megalofolk presented here is based on a 4th-level human fighter, using the following base ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. The ability advancement it acquired from gaining 4 HD was assigned to Strength.
 
Last edited:

freyar

Extradimensional Explorer
Yuan-ti Conditioning should maybe just be that their trained to obey yuan-ti, even without magical compulsion.

I think you have feats right, in which case you can leave out that line, I think. The lines from Environment to LA look fine.
 

Cleon

Legend
Yuan-ti Conditioning should maybe just be that their trained to obey yuan-ti, even without magical compulsion.

I was thinking of having them be unable to resist non-magical influences from yuan-ti as well as magical compulsion, which is why I mentioned Charisma-based skill contests.

I think you have feats right, in which case you can leave out that line, I think. The lines from Environment to LA look fine.

I'd just leave the feats "Same as base creature" then.

When you say the lines from Environment to LA look fine, did you mean the "white bits" or the "red bits"?

I'm OK with making them Lawful Evil, as it's an interesting contrast to their chaotic masters. Maybe their lawful alignment is a side-effect of their conditioning?

That leaves deciding on whether the environment is Any Land or Any Warm Land. I'd prefer Any Land, since they're basically humans.

Oh, and setting a Challenge Rating and Level Adjustment, which should vary depending on their generation. A 1st generation is possibly +1 CR, +1 LA, a 2nd generation +1 CR, +2 LA, and a 3rd generation +2 CR, +2 LA?
 

freyar

Extradimensional Explorer
Yeah, I see what you're saying, but I think it's just simpler to say "Megalomen are conditioned to obey yuan-ti under any circumstances."

I think I read those lines a bit fast and missed some of the questions.

Probably LE, given that the original designers probably knew about the yuan-ti alignment.

ANy land works.

I'll agree with those assessments on CR/LA. Though it would be neat if we could do +1.5 CR for the 2nd generation ones. ;)
 

Cleon

Legend
Yeah, I see what you're saying, but I think it's just simpler to say "Megalomen are conditioned to obey yuan-ti under any circumstances."

I suppose that covers it. If they always obey yuan-ti orders, the snakemen don't really need to bother charming them.

I think I read those lines a bit fast and missed some of the questions.

Probably LE, given that the original designers probably knew about the yuan-ti alignment.

ANy land works.

I'll agree with those assessments on CR/LA. Though it would be neat if we could do +1.5 CR for the 2nd generation ones. ;)

Lawful Evil and Any Land are my preferences too.

Sadly 3rd edition doesn't support half Challenge Ratings. :.-(

We just need a standard text block for Powerful Build and a description to finish off the template.
 

freyar

Extradimensional Explorer
Cribbing from the SRD half-giant:

Powerful Build: The physical stature of first generation megalomen lets them function in many ways as if they were one size category larger.
Whenever a first generation megaloman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megaloman is treated as one size larger if doing so is advantageous to him.
A first-generation megaloman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megaloman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Should we change the name to megalofolk? ;)
 

Cleon

Legend
Cribbing from the SRD half-giant:

Powerful Build: The physical stature of first generation megalomen lets them function in many ways as if they were one size category larger.
Whenever a first generation megaloman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megaloman is treated as one size larger if doing so is advantageous to him.
A first-generation megaloman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megaloman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Dang it, I forgot the Half-Giant was in the Psionic Monsters SRD.

Updating Working Draft.

Should we change the name to megalofolk? ;)

Hmm, you know I actually like Megalofolk better than Megalomen. It just sounds better.
 


Remove ads

Top