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Monsters Immortals and Deities Measurements

Monsters Immortals and Deities Measurements

Monsters e Tabl s Monster g Convertin Use a similar system to convert monsters from Statisticm Syste s ® D&D o T To AD&D® System - mon r simila a f I . other e th o t m syste e gam e on s Clas r s Clas Armo r Armo n give e Us Use given Armor Class - convert e ar u yo m syste e th n i s exist y alread r ste e HitDic Dict Hi en give e Us e Dic t Hi n give e Us ing to, use those statistics. Otherwise the Size Use given size e siz n give e Us guidelines in the Converting Monsters Table can Move Use given Movement* Use given Move m syste e th n i e thos e ar s value n Give . used e b Attacks Use No. of Attacks Use given Attacks you are converting from. Damage Use Damage/Attack Use Damage No. Appearing Use given No. Appearing g Appearin . No n give e Us Additional AD&D® Monster Statisticr s fighte a s a e sav s Save monster a t s Intelligen • l equa f o r fighte a s a e sav s Monster • The following AD&D® statistics have no of equal level; unintelligent monster level, with a bonus level per +4 bonus e th n i d foun e b n ofte n ca t bu , equivalent ® D&D save as a fighter of half level hit points monster description. Including thems a i se optionalsav s race . n demihuma f o d Kindre • • If a monster has other areas of ability They are as follows: a demihumat bes e nth os f equaget t i , l levethief) l , mage , (cleric • ORGANIZATION: (tribal, herd, flock, w thro g savin etc.). s save r monste e th , non-intelligent f I • , diurnal , (nocturnal : CYCLE Y ACTIVIT • versus poison or death magic at equal etc.). level, but at half level otherwise • DIET: (carnivore, herbivore, etc.). Morale** 2 or 3 = 2 2 = 2 or 3 . number k attac D D& e Us : THACO • 3 = 5 r o 4 3 = 4 or 5 • SPECIAL ATTACK: Use D&D equivalent, 6 or 7 = 4 4 = 6 or 7 if there is one. 5 = 8 8 = 5 • SPECIAL DEFENSE: Use D&D equivalent, 6 = 0 1 r o 9 0 1 r o 9 - 6 if there is one. 11 or 12 = 7 2 1 r o 1 1 - 7 8 = 13 or 14 • MAGIC RESISTANCE: Assume no special 8 = 4 1 r o 3 1 5 1 = 9 resistance to magic. 15 = 9 16 or 17 = 10 7 1 r o 6 1 = 0 1 If you like a special monster power that does 11 - 18 or 19 t i t adap o t e fre l fee , system D D& e th n i t exis t no 18 or 19 - 11 2 1 - 0 2 12 - 20 to your game. For example, although magicr re- monste r Treasursimila f o eg listin e Us r monste r simila f o g listin e Us n reaso o n s i e ther , rule d standar a t no s i e sistanc Intelligence Use given number Use given number e b t no d coul e typ s thi f o r monste l specia a y wh , Chaotic e Alignmenbecom s t monster l Evi Assign a second alignment on the introduced by the DM as a special encounter. regardless of othee th rn o alignment d base , ; axis l Good-Evi s axi l Good-Evi e th p dro e otherwis monster description Magical Items t s rule D XPD& Valuy b e e Recalculat s rule D AD& y b e Recalculat t t n descriptio Monsten o d r base Typ , e Assign Ignore Magical items should be converted to an Frequency** Common = Common Common = Common equivalent item in the base system. For example, Uncommon = Rare n Uncommo = e Rar cloak of elvenkind the AD&D would become an Rare or Very Rare = Very Rare Very Rare = Rare or Very Rare wand a e becom d woul fire of wand a cloak, elven Terrain nterrai n give e Us Use given terrain; assign climate based of fireballs, etc. If no equivalent exists, the DM on description may decide that the item isn't there, that a com- Load, barding Estimate from equivalent Estimate from equivalent l wil e h t tha r o , it d replace s ha m ite e parabl modifier D&D creature e creatur D AD& translate the given item into the base system. When converting AD&D items to the D&D * This gives the D&D move per game turn. To find the move per combat round, divide by 3. - second e Th . conversions e thes g makin n gamewhe " , try tostatistic limim t thewywte numbew ne = r ofm effectsyste s s they ca"previou n d Rea * * . converted e hav u yo creath ewhic ano t d m simplifsyste e yth usn i e d as mucnee l hwil au s possibleyo c .statisti e th s i m ite y ar t The XP table is given in Chapter 10. Immortal. 14 r Chapte sn i ann dgive e Deitiear s sdefinition D D& e Th t t

Ths e ImmortalProduct ® s of AD&D th d e an D& ® D systeD&D f o my and the Bibliograph t Shor deities of the AD&D system should not be con- . systems e gam e th n betwee d verte DUNGEONS® & DRAGONSDRAGONS & S ® Products DUNGEON D ADVANCE DUNGEONS & DRAGONS Game Products Measurements DUNGEONS & DRAGONS Cyclopedia Player's Handbook (2nd Ed.) t se d boxe Emperors the of Dawn 's Guide (2nd Ed.) Game measurements are not converted; use HOLLOW WORLD™ boxed set 1 & 2 (2nd Ed.) the equivalent measurements of the system to Wrath of the Immortals boxed) seEd. t (2nd Lore & Legends . convert u yo h whic (1992 release) Tome of Magic s serie C A : Accessories PHBR series (includes Book of Marvelous Magic, Creatures serie R DMG Inventions) Wondrous of Book d an Catalog, Castles: 3-D accessory Gazetteer Series: GAZ y accessor D 3- Mystery: of Cities HOLLOW WORLD series: HWR CREATURE CRUCIBLE™ series: PC AD&D® Settings: Discontinued rules sets: ® products Basic boxed set s product ® REALMS N FORGOTTE Expert boxed set s product ® F O D WORL Companion boxed set ™ products t se d boxe Masters ™ products t se d boxe Immortals s product ™ SUN K DAR