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<blockquote data-quote="Faolyn" data-source="post: 8675229" data-attributes="member: 6915329"><p>I think this might be the first monster in Dragon Magazine by Ed Greenwood, and the first I’ve converted that appears in multiple editions. We all know this one: yet another undead creature that's hard to kill, but with the twist of sometimes acting bizarrely, even in combat, and with a dumb name to boot. Surprisingly (to me at least), here in its first appearance, it was very specifically said to <em>not </em>be undead—something that was ignored in every subsequent appearance. I think I’ll keep it as not-undead, as was originally intended. It will make for an interesting twist. Even more surprising is how little <em>else </em>of the creature changed over the years. A lot of the description remains the same, no matter the edition.</p><p></p><p>The curst is also somewhat unusual as being something like an early template: Hit Dice, Intelligence, and even its combat abilities all depend on its abilities in life, and in 3e it became a full-fledged template. I settled on making it a CR 4 creature. I would have made it higher CR'd, but as I said, I'm a bit new to making creatures in the edition and I'm not entirely sure how to have high-CR creatures that use normal weapons. I can't just up the damage a sword does when wielded by a Small or Medium creature, and there's only so many weapon attacks such a creature can reasonably make in a turn. I may revisit this one when I gain more experience.</p><p></p><p>[ATTACH=full]252059[/ATTACH]</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px"><strong>Curst</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #30</p><p>Also in Monstrous Compendium Annual #2 for AD&D and in Monsters of Faerun for 3e.</p><p>Created by Ed Greenwood</p><p></p><p>Cursts are unfortunate humanoids cursed to never die. They look much like wights: gaunt and pallid, with thin skin stretched tightly over jutting bones and sunken, glittering eyes are filled with anger. They favor dark clothes and hooded cloaks, although some cling to the clothing they wore when they were initially cursed. They rarely speak, and when they do so they speak with a dry, rasping voice.</p><p></p><p><strong><em>Transformed Mortals.</em></strong> A curst is created by using a <em>wish </em>to inflict a terrible curse on a person. Once changed, the curst’s mind shatters, driving it mad and making it prone to erratic behaviors. Although it retains many of the memories of its former life, it loses many of its skills and all of its magical abilities. Cursts do not immediately know the nature of their curse, but those who find out usually begin to long for the release of death. Some throw themselves into battle, hoping that they will one day come across an opponent capable of slaying them. Others seek to destroy the individual who placed the curse, believing—rightly or wrongly—that the caster will remove the curse in order to save their own life.</p><p></p><p><strong><em>Not Undead.</em></strong> Curst are not undead, although it would be an easy mistake to make. Although they can heal from any damage, their wounds often don’t close properly and look raw, and are frequently infested with insects and worse. It often comes as a surprise when they completely ignore attempts to ignore them.</p><p></p><p><span style="font-size: 18px"><strong>Legends and Lore</strong></span></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Cursts were the subject of fell magics and are cursed to never die. The curse drives them mad. They can regenerate from any injury, even when burned to ash.</p><p></p><p><strong>DC 15.</strong> Despite their appearance, cursts are not undead.</p><p></p><p><strong>DC 20.</strong> Cursts can be permanently slain only with powerful magic: a <em>remove curse</em>, cast with a 7th-level or higher spell slot, and only when the curst has been reduced to 0 hit points.</p><p></p><p><span style="font-size: 18px"><strong>Monster Encounters</strong></span></p><p><em><strong>Terrain: </strong></em>cavern, ruin, tomb</p><p>Cursts can be found anywhere, in any climate or terrain, but prefer dark areas and typically avoid settlements. When one curst meets another, they often band up for a while, at least until their madness drives them apart.</p><p></p><p><strong>CR 4-5:</strong> 1 curst, curst with temporary cutthroat ally.</p><p><strong><em>Treasure.</em></strong> A ring bearing the curst’s coat of arms (worth 150 gp), a map to location of the wizard who cursed them, a <em>cloak</em> <em>of protection</em> (adjust the curst’s AC to reflect this), masterwork cold iron sword (worth 250 gp)</p><p></p><p><strong> CR 5-15:</strong> 2 or 3 cursts, curst with 1d4 hired knight allies.</p><p><strong><em>Treasure.</em></strong> 500 gp, a warhorse for each knight, two <em>potions of superior healing</em>, a <em>sword +1</em> called Spellstrike; if it inflicts damage to a creature who is concentrating on a spell, that creature has disadvantage on its concentration saving throw.</p><p></p><p><span style="font-size: 18px"><strong>Signs</strong></span></p><p>1. Graffiti that is a random mixture of hate-filled slurs and happy, childish imagery, all clearly created by the same hand. Careful examination reveals the name of the spellcaster who created the curst.</p><p>3. The sound of singing in the distance.</p><p>4. A wanted poster for the high-level spellcaster who created the curst. The poster may be so old that the spellcaster is long-dead—or has become a lich.</p><p>5. The husks of dead rot grubs.</p><p></p><p><span style="font-size: 18px"><strong>Behavior</strong></span></p><p>1. Singing terribly off-key while dancing.</p><p>2. Hostile; it immediately attacks the characters.</p><p>3. Staring off into space and seemingly unaware of its surroundings.</p><p>4. Approaches the characters and begs for their help in either ending the curse against them or getting revenge against the spellcaster who cursed them.</p><p>5. Engaging in battle with creatures who remind it of an ancient foe.</p><p>6. Acting like a normal human traveler, seemingly unaware of its appearance.</p><p></p><p><span style="font-size: 18px"><strong>Names</strong></span></p><p>Aeron, Amrit, Briar, Huet, Jolon, Keres, Nerezza, Sidero, Tuma, Ubel</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Curst</span></span></strong></p><p><strong>Medium aberration</strong></p><p>Challenge 4 (1,100 XP)</p><p><strong>AC</strong> 15 (leather brigandine)</p><p><strong>HP</strong> (10d8+20)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 12 (+11) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +3 and 1d4 others</p><p><strong>Damage Immunities</strong> cold, fire, necrotic</p><p><strong>Condition Immunities</strong> charmed, frightened, petrified, stunned</p><p><strong>Senses</strong> darkvision 90 feet., passive Perception 13</p><p><strong>Languages</strong> Common and 1d4 others</p><p><strong><em>Addled.</em></strong> At the start of each of its turns, the curst rolls a d20. On a 1, the curst is confused until the start of its next turn.</p><p><strong><em>Asnomia.</em></strong> The curst has no sense of smell.</p><p><strong><em>Chaotic.</em></strong> The curst radiates a Chaotic aura.</p><p><strong><em>Magic Resistance.</em></strong> The curst has advantage on saving throws against spells and other amgical effects.</p><p><strong><em>Regeneration. </em></strong>The curst regains 1 hit point at the start of its turn. It dies only if it is reduced to 0 hit points and <em>remove curse</em>, cast with a 5th-level or higher spell slot, is cast against it. The curst can regrow lost body parts, including its head, in this manner. If the curst is reduced to 0 hit points, it will remain paralyzed four 24 hours.</p><p><strong><em>Unusual Nature.</em></strong> The curst doesn’t require air, sustenance, or sleep, and doesn’t age. If slain, the curst crumbles into dust, leaving only its equipment and anything it was wearing, and can’t be brought back to life by any means short of a <em>true resurrection</em>.</p><p><strong><em>Parry (1/turn).</em></strong> While wielding its bastard sword, once each round it can add an expertise die to its armor class. The curst can’t use this property while incapacitated, paralyzed, rattled, restrained, or stunned.</p><p></p><p><u><strong>Actions</strong></u></p><p><strong><em>Multiattack.</em></strong> The curst makes three attacks with its sword.</p><p><strong><em>Bastard Sword. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded in two hands.</p><p><strong><em>Fist. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d4+3) bludgeoning damage.</p><p></p><p><u><strong>Bonus Actions</strong></u></p><p><strong><em>Maddened Whirlwind (1/day, while bloodied).</em></strong> The curst makes an attack with its sword against up to two creatures within 5 feet of it.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>Cursts attack randomly and, once they begin to fight, they fight for as long as they can. If a curst becomes addled, there is a 25% chance that, on its next turn, it will decide to stop fighting unless it is attacked.</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Variant: Curst Rogue</strong></span></span></p><p>While many curst were once warriors of one kind or another, others lead a sneakier life. Curst rogues can only make one attack per turn and a shortsword (1d6+3 piercing damage) instead of a bastard sword. They also lose the Parry and Relief From Madness traits. However, they gain the following traits instead:</p><p></p><p><strong><em>Sneak Attack (1/Turn).</em></strong> The curst deals an additional 14 (4d6) piercing damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the curst while the curst doesn’t have disadvantage on the attack.</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Variant: Infested Curst</strong></span></span></p><p>Some curst are infested with Rot Grubs (described in <em>Trials & Treasures</em> page 145). The infested curst is a CR 5 (1,800 XP) monster. It has the following additional trait.</p><p></p><p><strong><em>Infested. </em></strong>Once during a combat, the rot grubs will leap out onto all targets within 10 feet of the curst (no action required by the curst). Each creature in that area must make a DC 14 Dexterity saving throw or be hit by 1d4 rot grubs, which deal 3 (1d6) ongoing damage each until removed. Destroying the rot grubs requires either digging them out, which causes the target to suffer an additional 1d6 piercing or slashing damage per rot grub, or burning them by inflicting at least 10 fire damage to the target.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8675229, member: 6915329"] I think this might be the first monster in Dragon Magazine by Ed Greenwood, and the first I’ve converted that appears in multiple editions. We all know this one: yet another undead creature that's hard to kill, but with the twist of sometimes acting bizarrely, even in combat, and with a dumb name to boot. Surprisingly (to me at least), here in its first appearance, it was very specifically said to [I]not [/I]be undead—something that was ignored in every subsequent appearance. I think I’ll keep it as not-undead, as was originally intended. It will make for an interesting twist. Even more surprising is how little [I]else [/I]of the creature changed over the years. A lot of the description remains the same, no matter the edition. The curst is also somewhat unusual as being something like an early template: Hit Dice, Intelligence, and even its combat abilities all depend on its abilities in life, and in 3e it became a full-fledged template. I settled on making it a CR 4 creature. I would have made it higher CR'd, but as I said, I'm a bit new to making creatures in the edition and I'm not entirely sure how to have high-CR creatures that use normal weapons. I can't just up the damage a sword does when wielded by a Small or Medium creature, and there's only so many weapon attacks such a creature can reasonably make in a turn. I may revisit this one when I gain more experience. [ATTACH type="full" width="404px" alt="1656280884280.png"]252059[/ATTACH] [COLOR=rgb(65, 168, 95)][SIZE=7][B]Curst[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #30 Also in Monstrous Compendium Annual #2 for AD&D and in Monsters of Faerun for 3e. Created by Ed Greenwood Cursts are unfortunate humanoids cursed to never die. They look much like wights: gaunt and pallid, with thin skin stretched tightly over jutting bones and sunken, glittering eyes are filled with anger. They favor dark clothes and hooded cloaks, although some cling to the clothing they wore when they were initially cursed. They rarely speak, and when they do so they speak with a dry, rasping voice. [B][I]Transformed Mortals.[/I][/B] A curst is created by using a [I]wish [/I]to inflict a terrible curse on a person. Once changed, the curst’s mind shatters, driving it mad and making it prone to erratic behaviors. Although it retains many of the memories of its former life, it loses many of its skills and all of its magical abilities. Cursts do not immediately know the nature of their curse, but those who find out usually begin to long for the release of death. Some throw themselves into battle, hoping that they will one day come across an opponent capable of slaying them. Others seek to destroy the individual who placed the curse, believing—rightly or wrongly—that the caster will remove the curse in order to save their own life. [B][I]Not Undead.[/I][/B] Curst are not undead, although it would be an easy mistake to make. Although they can heal from any damage, their wounds often don’t close properly and look raw, and are frequently infested with insects and worse. It often comes as a surprise when they completely ignore attempts to ignore them. [SIZE=5][B]Legends and Lore[/B][/SIZE] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Cursts were the subject of fell magics and are cursed to never die. The curse drives them mad. They can regenerate from any injury, even when burned to ash. [B]DC 15.[/B] Despite their appearance, cursts are not undead. [B]DC 20.[/B] Cursts can be permanently slain only with powerful magic: a [I]remove curse[/I], cast with a 7th-level or higher spell slot, and only when the curst has been reduced to 0 hit points. [SIZE=5][B]Monster Encounters[/B][/SIZE] [I][B]Terrain: [/B][/I]cavern, ruin, tomb Cursts can be found anywhere, in any climate or terrain, but prefer dark areas and typically avoid settlements. When one curst meets another, they often band up for a while, at least until their madness drives them apart. [B]CR 4-5:[/B] 1 curst, curst with temporary cutthroat ally. [B][I]Treasure.[/I][/B] A ring bearing the curst’s coat of arms (worth 150 gp), a map to location of the wizard who cursed them, a [I]cloak[/I] [I]of protection[/I] (adjust the curst’s AC to reflect this), masterwork cold iron sword (worth 250 gp) [B] CR 5-15:[/B] 2 or 3 cursts, curst with 1d4 hired knight allies. [B][I]Treasure.[/I][/B] 500 gp, a warhorse for each knight, two [I]potions of superior healing[/I], a [I]sword +1[/I] called Spellstrike; if it inflicts damage to a creature who is concentrating on a spell, that creature has disadvantage on its concentration saving throw. [SIZE=5][B]Signs[/B][/SIZE] 1. Graffiti that is a random mixture of hate-filled slurs and happy, childish imagery, all clearly created by the same hand. Careful examination reveals the name of the spellcaster who created the curst. 3. The sound of singing in the distance. 4. A wanted poster for the high-level spellcaster who created the curst. The poster may be so old that the spellcaster is long-dead—or has become a lich. 5. The husks of dead rot grubs. [SIZE=5][B]Behavior[/B][/SIZE] 1. Singing terribly off-key while dancing. 2. Hostile; it immediately attacks the characters. 3. Staring off into space and seemingly unaware of its surroundings. 4. Approaches the characters and begs for their help in either ending the curse against them or getting revenge against the spellcaster who cursed them. 5. Engaging in battle with creatures who remind it of an ancient foe. 6. Acting like a normal human traveler, seemingly unaware of its appearance. [SIZE=5][B]Names[/B][/SIZE] Aeron, Amrit, Briar, Huet, Jolon, Keres, Nerezza, Sidero, Tuma, Ubel [B][COLOR=rgb(65, 168, 95)][SIZE=6]Curst[/SIZE][/COLOR] Medium aberration[/B] Challenge 4 (1,100 XP) [B]AC[/B] 15 (leather brigandine) [B]HP[/B] (10d8+20) [B]Speed[/B] 30 ft. [B]STR[/B] 16 (+3) [B]DEX[/B] 12 (+1) [B]CON[/B] 14 (+2) [B]INT[/B] 8 (-1) [B]WIS[/B] 12 (+11) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +3 and 1d4 others [B]Damage Immunities[/B] cold, fire, necrotic [B]Condition Immunities[/B] charmed, frightened, petrified, stunned [B]Senses[/B] darkvision 90 feet., passive Perception 13 [B]Languages[/B] Common and 1d4 others [B][I]Addled.[/I][/B] At the start of each of its turns, the curst rolls a d20. On a 1, the curst is confused until the start of its next turn. [B][I]Asnomia.[/I][/B] The curst has no sense of smell. [B][I]Chaotic.[/I][/B] The curst radiates a Chaotic aura. [B][I]Magic Resistance.[/I][/B] The curst has advantage on saving throws against spells and other amgical effects. [B][I]Regeneration. [/I][/B]The curst regains 1 hit point at the start of its turn. It dies only if it is reduced to 0 hit points and [I]remove curse[/I], cast with a 5th-level or higher spell slot, is cast against it. The curst can regrow lost body parts, including its head, in this manner. If the curst is reduced to 0 hit points, it will remain paralyzed four 24 hours. [B][I]Unusual Nature.[/I][/B] The curst doesn’t require air, sustenance, or sleep, and doesn’t age. If slain, the curst crumbles into dust, leaving only its equipment and anything it was wearing, and can’t be brought back to life by any means short of a [I]true resurrection[/I]. [B][I]Parry (1/turn).[/I][/B] While wielding its bastard sword, once each round it can add an expertise die to its armor class. The curst can’t use this property while incapacitated, paralyzed, rattled, restrained, or stunned. [U][B]Actions[/B][/U] [B][I]Multiattack.[/I][/B] The curst makes three attacks with its sword. [B][I]Bastard Sword. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded in two hands. [B][I]Fist. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d4+3) bludgeoning damage. [U][B]Bonus Actions[/B][/U] [B][I]Maddened Whirlwind (1/day, while bloodied).[/I][/B] The curst makes an attack with its sword against up to two creatures within 5 feet of it. [SIZE=5][B]Combat[/B][/SIZE] Cursts attack randomly and, once they begin to fight, they fight for as long as they can. If a curst becomes addled, there is a 25% chance that, on its next turn, it will decide to stop fighting unless it is attacked. [COLOR=rgb(65, 168, 95)][SIZE=6][B]Variant: Curst Rogue[/B][/SIZE][/COLOR] While many curst were once warriors of one kind or another, others lead a sneakier life. Curst rogues can only make one attack per turn and a shortsword (1d6+3 piercing damage) instead of a bastard sword. They also lose the Parry and Relief From Madness traits. However, they gain the following traits instead: [B][I]Sneak Attack (1/Turn).[/I][/B] The curst deals an additional 14 (4d6) piercing damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the curst while the curst doesn’t have disadvantage on the attack. [COLOR=rgb(65, 168, 95)][SIZE=6][B]Variant: Infested Curst[/B][/SIZE][/COLOR] Some curst are infested with Rot Grubs (described in [I]Trials & Treasures[/I] page 145). The infested curst is a CR 5 (1,800 XP) monster. It has the following additional trait. [B][I]Infested. [/I][/B]Once during a combat, the rot grubs will leap out onto all targets within 10 feet of the curst (no action required by the curst). Each creature in that area must make a DC 14 Dexterity saving throw or be hit by 1d4 rot grubs, which deal 3 (1d6) ongoing damage each until removed. Destroying the rot grubs requires either digging them out, which causes the target to suffer an additional 1d6 piercing or slashing damage per rot grub, or burning them by inflicting at least 10 fire damage to the target. [/QUOTE]
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