D&D 3E/3.5 Converting monsters from Mayfair Games Role Aids product line

Cleon

Legend
Not terribly it just seems weird that everyone stopped mid list. usualy when these projects get rolling the goal is usualy to do all the critters.

Well, that can still be the goal if you just consider the thread as being on hiatus.

Referring to the Mayfair Games Role Aids Monster Index, the first critter on the list we haven't converted appears to be The Blue Yetch.

Which is... some sort of Fungal Ghost? It sucks life energy from creatures that touch it. (It doesn't have a THAC0, which means it can't touch-attack other creatures as written). That seems more Hazard than creature, despite it having intelligence and a move speed.

The Yetch doesn't look very interesting. maybe we should skip ahead to the Cloth Golem or a Droid?
 

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Nookie

Explorer
Arnt there ghost plants that suck energy stated somewhere else? But yeah do that one later in Leaue of an actual non hazard monster.

Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.

The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.
 

Cleon

Legend
Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil

OK then.

AD&D Monsters with 7 to 8 Hit Dice usually have THAC0 13, which matches reasonably well with its HD.

The average hp of a 7 HD AD&D monster is 41.5, so it looks like it's a Medium or Large sized 7 HD Construct in 3E terms.

The 2d8 damage might suggest it's Large, since that's the damage an AD&D Flesh Golem does with its fist, and Flesh Golems are just barely Large sized, being 7½ feet tall.

It ought to have an Intelligence of 2-4 due to being "Semi-Intelligent", but if you prefer it being mindless like a standard golem I wouldn't lose many tears over it.
 

Nookie

Explorer
7 Hit dice works for me I don't see a cloth golem hitting like a flesh golem i'm alright lowing the damage. 2d6 or something.

non intelligent is fine with me as it keeps in line with most other golems. Maybe a Blurb ath the end about intelegent Cloth golems.
 

Cleon

Legend
7 Hit dice works for me I don't see a cloth golem hitting like a flesh golem i'm alright lowing the damage. 2d6 or something.

It has a single attack instead of two attacks like a Flesh Golem, so it has a 1.5 Strength bonus. Therefore we can lower the dice and still give it the same average damage.

e.g.: A Cloth Golem with the same Str 21 as a Flesh Golem and a 2d6 slam would do 2d6+7 damage, which has the same average as the 2d8+5 of a 3E Flesh Golem's two slams.

non intelligent is fine with me as it keeps in line with most other golems. Maybe a Blurb ath the end about intelegent Cloth golems.

I don't much care either way, to be frank. I lean slightly towards giving it Int 3 since it allows for a more interesting build.

Doing a mindless basic model and an Int 3 "improved cloth golem" would be fine by me.
 

Nookie

Explorer
Ok lets roll with the Mindless model than an "Awakened" version.

Abilities: Str X, Dex X , Con -, Int -, Wis 11, Cha 1

Similar CR 3-5 golems (Just Guetimating Cr here)

Plush: Str 14, Dex 10, Con -, Int -, Wis 11, Cha 1
Wilbur: Str 17, Dex 11, Con -, Int 5, Wis 11, Cha 8
Chia: Str 26, Dex 9, Con -, Int -, Wis 11, Cha 1

I imagine a cloth golem being somehow agile so im leaning for a 12 dex. But being Cloth i cant Envision him being as strong as other golems so i think 16-17 strength is decent.
(taken from plush Golem)


Immunity to Magic (Ex)

A cloth golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.


Spells that deal fire damage function normally against a plush golem.

A mending spell heals a cloth golem of 1d4 points of damage.

A make whole spell heals a cloth golem of 2d6 points of damage.

A fabricate spell heals a cloth golem of all damage.

Fire spells fumction against cloth golems and are doubly effective except on a sucessful reflex save.
 

Cleon

Legend
Ok lets roll with the Mindless model than an "Awakened" version.

Fine by me.

Similar CR 3-5 golems (Just Guetimating Cr here)

Plush: Str 14, Dex 10, Con -, Int -, Wis 11, Cha 1
Wilbur: Str 17, Dex 11, Con -, Int 5, Wis 11, Cha 8
Chia: Str 26, Dex 9, Con -, Int -, Wis 11, Cha 1

I imagine a cloth golem being somehow agile so im leaning for a 12 dex. But being Cloth i cant Envision him being as strong as other golems so i think 16-17 strength is decent.

Well I can envision it as being as strong as a Flesh Golem, as indicated earlier.

Most Large-sized Golems have Dex 9, so giving it Dex 11 would make it "somewhat agile". For a Golem, at least.

Standard Golem mental stats for the basic model, I guess.

Putting it together gives us...

Cloth Golem: Large Construct, 7 HD, Str 21, Dex 11, Con —, Int — (or 3), Wis 11, Cha 1

(taken from plush Golem)

Immunity to Magic (Ex)

A cloth golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Spells that deal fire damage function normally against a plush golem.

A mending spell heals a cloth golem of 1d4 points of damage.

A make whole spell heals a cloth golem of 2d6 points of damage.

A fabricate spell heals a cloth golem of all damage.

Fire spells fumction against cloth golems and are doubly effective except on a sucessful reflex save.

That looks OK, barring a typo ("sucessful") and a misplaced plush.

Hmm, I think I'll start a Working Draft...
 

Cleon

Legend
Cloth Golem Working Draft

Cloth Golem
Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+14
Attack: Slam +9 melee (2d6+7)
Full Attack: Slam +9 melee (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+7, improved grab
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., immunity to magic, low-light vision, self-folding, single action only, squeeze
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 21, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: Escape Artist +10
Feats:
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:

A hulking humanoid shape wrapped in mummy-like bandages. A second look reveals there is nothing living or dead inside its bandages. The creature's body is a mass of tightly wrapped cloth beneath a outer layer of rags.

A cloth golem has a humanoid body made of cloth. Its physical appearance may be a rag doll, bandage-wrapped mummy, finely dressed moppet, or whatever else its creator desires. Cloth golems cannot speak or make any vocal noise, and move in a disturbingly boneless, floppy manner.

A cloth golem weighs about 500 pounds and usually stands 8 feet tall. However, it can fold and flatten its fabric body to stand as little as 4 feet tall, or stretch itself to a height of 12 feet.

COMBAT

A cloth golem is normally instructed to grab its opponents and constrict them to death one at a time.

Constrict (Ex): A cloth golem deals 2d8+7 points of damage with a successful grapple check against a Huge or smaller creature. Because it envelops the victim's nostrils and mouth, a creature in the cloth golem's grasp cannot speak or cast spells with verbal components.

Immunity to Magic (Ex): A cloth golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Fire spells function normally against a cloth golem, and do double fire damage if the golem fails its saving throw.

A mending spell heals a cloth golem of 1d4 points of damage.

A make whole spell heals a cloth golem of 2d6 points of damage.

A fabricate spell heals a cloth golem of all damage.

Improved Grab (Ex): To use this ability, a cloth golem must hit an opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its strangulation attack (see below).

Self-Folding (Ex): As a standard action, a cloth golem can fold itself into a pile of cloth. In this form, it takes a DC 25 Spot check to notice a cloth golem before it attacks. The golem can self-unfold back into its normal pseudo-humanoid shape as a swift action.

Single Actions Only (Ex): Cloth golems have poor reflexes and can perform only a single move action or attack action each round. A cloth golem can move up to its speed and attack in the same round, but only if it attempts a charge.

Squeeze (Ex): A cloth golem's boneless fabric body allows it to move and fight in confined spaces as if it was a Medium sized creature (although it still has the Space and Reach of a Large creature). In addition, a cloth golem can fit through a gap as narrow as 6 inches square as a full round action.

Skills (Ex): Cloth golems have a +10 racial bonus to Escape Artist checks.

Construction
A cloth golem's body must be crafted from fine fabrics worth 500 gp. Creating the body requires a DC 13 Craft (weaving) check or a DC 13 Craft (sewing) check.

CL 8th; Craft Construct, fabricate, geas/quest, limited wish, caster must be at least 8th level; Price 15,000 gp; Cost 8,000 gp + 580 XP.

Cunning Cloth Golem
Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+18
Attack: Slam +10 melee (2d6+7)
Full Attack: 2 slams +10 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+7, improved grab
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., immunity to magic, low-light vision, self-folding, squeeze
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 21, Dex 11, Con —, Int 3, Wis 11, Cha 1
Skills: Listen +5, Spot +5, Escape Artist +10
Feats: Improved Grapple, Lightning Reflexes, Weapon Focus (slam)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:

This advanced form of cloth golem has a crude intelligence, just enough for it to understand speech and show some flexibility in following it's master's orders. This dim consciousness means a cunning cloth golem can be affected by social skills such as Bluff or Diplomacy. It is immune to fear, so Intimidation checks have no effect on it.

A cunning cloth golem can understand 1 language known to its creator, but cannot speak.

Construction
A cunning cloth golem's body must be crafted from fine fabrics worth 500 gp. A ruby worth 1,000 gp is also required as a material spell component. Creating the body requires a DC 13 Craft (weaving) check or a DC 13 Craft (sewing) check.

CL 8th; Craft Construct, fabricate, fox's cunning, geas/quest, limited wish, caster must be at least 8th level; Price 17,500 gp; Cost 10,250 gp + 640 XP.
 
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Cleon

Legend
I'm wondering whether this golem should have vulnerability to fire, so it takes +50% damage from mundane fire and +100% damage from spell fire?

e.g.:

Special Qualities: Construct traits, damage reduction 5/slashing [?], darkvision 60 ft., immunity to magic, low-light vision, vulnerability to fire

Immunity to Magic (Ex): A cloth golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Fire spells function normally against a cloth golem and do double fire damage. This increased damage does not stack with the +50% fire damage of the golem's vulnerability to fire special quality.

A mending spell heals a cloth golem of 1d4 points of damage.

A make whole spell heals a cloth golem of 2d6 points of damage.

A fabricate spell heals a cloth golem of all damage.
 

Nookie

Explorer
How about the line reads...


Fire, Both Mundain and from spells function normally against a cloth golem and do 50% more fire damage.
 

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