Mr.Bookworm
2011-09-16, 01:34 AM
http://www.wizards.com/dnd/images/fieldfolio_med.jpg
The Fiend Folio is an odd book. It was being written right as the transition from 3.0 to 3.5 was underway, and as a result a lot of the material from 3.5 was incorporated into it. Really the only remnants of the 3.0 are DR and the construct rules, but it is still the only D&D book to my knowledge that has both 3.0 and 3.5 rules in it. It is also an odd book, however, because it has some truly weird monsters in it, ranging from the Senmurv (goofy) to the Century Worm (the hell?!).
So, anyway, I'll be reading through this A-Z, every monster individually. I'll run each monster through Vorpal's CR calculator, completely ripping off LOTRfan's Let's Read of the MM2 (http://www.giantitp.com/forums/showthread.php?t=187046), which is what made me interested in this in the first place. I'll note the small conversions done to bring it fully up to 3.5 when necessary. Also, I'll cover the three PrCs and the grafts in the back of the book at some point. I'm going to update at least every Friday with one monster, starting today, but I might post other updates somewhat more erratically.
The CR Calculator
#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.
#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.
#3. Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.
#5. Add 1 for every two bonus feats it has.
#6. Divide total by 3. This should be its rough CR
Monsters
Abrian
Abyssal Ghoul
Ahuizotl (http://www.giantitp.com/forums/showpost.php?p=11863262&postcount=8)
Aoa (http://www.giantitp.com/forums/showpost.php?p=11900588&postcount=13)
---
Abrian
http://www.wizards.com/leaving.asp?url=/dnd/images/ff_gallery/50155.jpg&origin=dnd_ag_20030409a
The abrian appropriately set the tone for the rest of the book by being sentient, Abyssal, usually evil ostriches. Abrian's also have creepy little withered humanoid arms. They hunt in packs and occasionally trade with travelers who must just be incredibly jaded by that point. What exactly they hunt is never brought up, but given that they live on the Abyss it's probably not a TV dinner.
The abrian also apparently have hooked, razor-sharp beaks, or at least so the description says. The one in the picture looks like he would need to headbutt you to do any damage.
CR
The abrian is listed as CR 1, which I would agree with. They're fast, they have a dazing attack, and they're even one of the very few monsters with sonic resistance, but they can't really do enough damage to do more than harass a party. They get nastier as you put more of them together, but they're still not incredibly dangerous.
Doing the math, it comes out as a solid 2. Huh. The sonic resistance is a bit wonky, given how situationally useful it actually is, especially at the levels you'll be facing these at.
HP: [2 HD] 13/4.5 (+2.9)
AC: 15 (+1)
Special Attacks: Shriek, Augmented Critical (+1.5)
Special Qualities: Darkvision, Low-Light Vision, Sonic Resistance 10 (+1)
Bonus Feats: None (+0)
Total: 2.1
LA
Yes, these things have an LA. It's actually relatively reasonable at LA +1 and 2 Magical Beast HD. They get a good move speed, some okay physical ability score bonuses (but a hit to Int), a racial Spot bonus for some bizarre reason, and some other minor stuff. Their arms can only carry half-weight as a normal humanoids, but that's apparently the only restriction.
I have no idea how you would actually play one of these just going on the information given, but it would certainly be entertaining.
---
Abyssal Ghoul
http://images2.wikia.nocookie.net/__cb20090818020260/magickverse/images/2/2c/Abyssal_Ghoul.jpg
These guys are literally ghouls, but with a bit of Abyssal magic-power-thing-stuff shoved into them. That's the fluff. I thought you were better than this, Fiend Folio. There is a small side note mentioning that in the Forgotten Realms, they follow the drow goddess Kiaransalee, but I have no idea who that is. Evil, I'm guessing.
CR
Getting past the disappointing fluff, these strike me as nasty. They have good sneaking skills, they have a very good SA, and they can drain Wisdom on a pin (they have Improved Grab). They seem made for sneaky hit-and-run attacks. They're listed as CR 10, but I'm guessing they're going to end up higher than that.
They work out as CR 11, but I'd say they could be moved up another point if used to the full extent of their abilities.
HP: [16 HD] 104/6 (+17.3)
AC: 27 (+3)
Special Attacks: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6 (+4)
Special Qualities: Acid resistance 20, blindsight 90 ft., cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge, undead traits (+10)
Bonus Feat: None (+0)
Total: 11.4
---
And that's it for today.
The Fiend Folio is an odd book. It was being written right as the transition from 3.0 to 3.5 was underway, and as a result a lot of the material from 3.5 was incorporated into it. Really the only remnants of the 3.0 are DR and the construct rules, but it is still the only D&D book to my knowledge that has both 3.0 and 3.5 rules in it. It is also an odd book, however, because it has some truly weird monsters in it, ranging from the Senmurv (goofy) to the Century Worm (the hell?!).
So, anyway, I'll be reading through this A-Z, every monster individually. I'll run each monster through Vorpal's CR calculator, completely ripping off LOTRfan's Let's Read of the MM2 (http://www.giantitp.com/forums/showthread.php?t=187046), which is what made me interested in this in the first place. I'll note the small conversions done to bring it fully up to 3.5 when necessary. Also, I'll cover the three PrCs and the grafts in the back of the book at some point. I'm going to update at least every Friday with one monster, starting today, but I might post other updates somewhat more erratically.
The CR Calculator
#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.
#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.
#3. Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.
#5. Add 1 for every two bonus feats it has.
#6. Divide total by 3. This should be its rough CR
Monsters
Abrian
Abyssal Ghoul
Ahuizotl (http://www.giantitp.com/forums/showpost.php?p=11863262&postcount=8)
Aoa (http://www.giantitp.com/forums/showpost.php?p=11900588&postcount=13)
---
Abrian
http://www.wizards.com/leaving.asp?url=/dnd/images/ff_gallery/50155.jpg&origin=dnd_ag_20030409a
The abrian appropriately set the tone for the rest of the book by being sentient, Abyssal, usually evil ostriches. Abrian's also have creepy little withered humanoid arms. They hunt in packs and occasionally trade with travelers who must just be incredibly jaded by that point. What exactly they hunt is never brought up, but given that they live on the Abyss it's probably not a TV dinner.
The abrian also apparently have hooked, razor-sharp beaks, or at least so the description says. The one in the picture looks like he would need to headbutt you to do any damage.
CR
The abrian is listed as CR 1, which I would agree with. They're fast, they have a dazing attack, and they're even one of the very few monsters with sonic resistance, but they can't really do enough damage to do more than harass a party. They get nastier as you put more of them together, but they're still not incredibly dangerous.
Doing the math, it comes out as a solid 2. Huh. The sonic resistance is a bit wonky, given how situationally useful it actually is, especially at the levels you'll be facing these at.
HP: [2 HD] 13/4.5 (+2.9)
AC: 15 (+1)
Special Attacks: Shriek, Augmented Critical (+1.5)
Special Qualities: Darkvision, Low-Light Vision, Sonic Resistance 10 (+1)
Bonus Feats: None (+0)
Total: 2.1
LA
Yes, these things have an LA. It's actually relatively reasonable at LA +1 and 2 Magical Beast HD. They get a good move speed, some okay physical ability score bonuses (but a hit to Int), a racial Spot bonus for some bizarre reason, and some other minor stuff. Their arms can only carry half-weight as a normal humanoids, but that's apparently the only restriction.
I have no idea how you would actually play one of these just going on the information given, but it would certainly be entertaining.
---
Abyssal Ghoul
http://images2.wikia.nocookie.net/__cb20090818020260/magickverse/images/2/2c/Abyssal_Ghoul.jpg
These guys are literally ghouls, but with a bit of Abyssal magic-power-thing-stuff shoved into them. That's the fluff. I thought you were better than this, Fiend Folio. There is a small side note mentioning that in the Forgotten Realms, they follow the drow goddess Kiaransalee, but I have no idea who that is. Evil, I'm guessing.
CR
Getting past the disappointing fluff, these strike me as nasty. They have good sneaking skills, they have a very good SA, and they can drain Wisdom on a pin (they have Improved Grab). They seem made for sneaky hit-and-run attacks. They're listed as CR 10, but I'm guessing they're going to end up higher than that.
They work out as CR 11, but I'd say they could be moved up another point if used to the full extent of their abilities.
HP: [16 HD] 104/6 (+17.3)
AC: 27 (+3)
Special Attacks: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6 (+4)
Special Qualities: Acid resistance 20, blindsight 90 ft., cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge, undead traits (+10)
Bonus Feat: None (+0)
Total: 11.4
---
And that's it for today.