Archive for Classic Conversions

Rhinoceros Beetle

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 12 Brute
Large natural beast, XP 700

Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4

Basic Melee/ Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage.

Trampling Charge (standard; recharge 5, 6)
When charging, a rhinoceros beetle may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 25 (+13) – Dex 10 (+6) – Wis 10 (+6)
Con 17 (+9) – Int 1 (+1) – Cha 9 (+5)

Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.

Brown Mold

Posted in Hazards with tags , on March 21, 2010 by apocryphalmusings

Level 2 Obstacle
Hazard
XP 125

Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares.
Perception: No check necessary.
Additional Skill: Dungeoneering (DC 20 identifies it as brown mold).
Trigger: A warm-blooded creature passing within one square of the mold triggers it.

Attack
Standard action; close burst 1
Attack: +5 vs. Fortitude
Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square).

Countermeasures
A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply.

Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.