Hi everyone,
I’m curious as to how people would go about converting some BECMI monsters over that do not already exist in the ACKS Monstrous Manual. I’m in a bind over the Water Weird. Part of me says just to translate it as-is. Another says to convert it using the grabbed and drowning rules from other monsters in the ACKS 2 MM.
I have two attempts for critique - one conforming to the each method. In doing the second I grabbed some rules from other creatures (like the Flay Fiend’s envelope). If anyone has any opinions/modifications I’d appreciate it.
Direct conversion:
Water Weird: Spd 60’ swim, AC 4, HD 3*, hp 14, #AT 1 (grab), Dmg 1 + drown, Save F6, ML +4, AL C, XP 65; Special: Aquatic mechanoreception 60’, lightless vision 60’. In combat, weirds attack single enemies within 10 feet of their pool. The weird forms from the water in 2 melee rounds. Instead of suffering a normal attack, victims must make a Paralysation saving throw. Victims who fail take damage and are seized and dragged into the water. Once a victim is trapped and pulled underwater, the weird ignores other opponents until the trapped victim is dead. A trapped character can attack the weird with a -4 penalty. Once in the water, victims take 1 point of damage and must make a Death saving throw each round, or become unconscious. Unconscious victims die after 3 rounds unless rescued. Sharp weapons cause only 1 point of damage per hit on a water weird; blunt weapons cause normal damage. All strength and magical bonuses apply. Damage equal to a weird‘s total hit points disrupts if, but it reforms in 2 melee rounds. Cold attacks slow water weirds (half movement and only attacks every second round), but fire-based spells do only half or none of their normal damage (a successful Saving Throw results in no damage). A purify food and water spell kills water weirds immediately. All other attacks do not harm them.
Other conversion:
Water Weird: Spd 60’ swim, AC 4, HD 3***, hp 14, #AT 1 (constrict and drown 8+), Dmg 1d8 + drown, Save F6, ML +4, AL C, XP 95; Special: Aquatic mechanoreception 60’, lightless vision 60’, immune to enchantment effects, necrotic damage, and poisonous damage, resistance to fire, bludgeoning, piercing, and slashing damage. Because it envelopes its target, a water weird can ignore the target’s AC from armor (but not AC from DEX, magic items, natural armor, or spells) when it attacks. If its attack succeeds, the target suffers 1d8 damage and becomes grabbed (p. 18 MM). Thereafter the water weird can use its combat action to automatically constrict the grabbed target for another 1d8 damage. If the water weird constricts a creature that requires respiration for 5 consecutive rounds, the creature dies of drowning. Once it begins constricting a target, a water weird will continue to constrict it until the target dies or the water weird is destroyed. Damage equal to a weird’s total hit points disrupts it, but it reforms in 2 melee rounds.