I convert 3E to C&C very easily. I look at what it is I want to convert, whether spell, magic item, or monster, and then decide what I want it to be in my C&C game, then I cut off all the extraneous stuff and leave behind what I want it to be.
Its easiest to see what I did by printing out each version on separate pages and looking at them.
3E version (copied from 3.5 D20 SRD on line) :
Marilith
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: +16/+29
Attack: Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +19, Ref +14, Will +14
Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 17-20 HD (Large); 21-48 HD (Huge)
Level Adjustment:
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A mariliths natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex)
A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At willalign weapon, blade barrier (DC 23), magic weapon, project image (DC 23), see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).
Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
C&C version:
Marilith
Size Large
Hit Dice: 16d8
Speed: 40 ft.
Armor Class: 25
Attack: Greatsword +20 melee (2d6+4, adjust further if magical) or tail slap +20 melee (4d6+4)
Special Attacks: Constrict 3d6+4, spell-like abilities, summon demon
Special Qualities: Damage reduction 5 darkvision 60 ft., immunity to electricity and poison, spell resistance 5, telepathy 100 ft.
Abilities: Str 21, Dex 19, Con 21, Int 18, Wis 18, Cha 20
Skills (Things its good at, treat these like class skills/abilities): Bluff, Concentration , Diplomacy , Disguise , Hide, Intimidate , Listen , Move Silently , Search, Sense Motive, Spellcraft , Spot, Survival , Use Magic Device
Feats (things I look at that I allow them to add/do with a successful SIEGE check): Multiattack (CL=HD of opponent, success gives extra attack in round, up to 5 extra possible attacks for this creature), Power Attack (CL=2xmodifier subtracted from to hit modifier and added to damage, so transfer of 4 requires CL 8 check),
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Alignment: Always chaotic evil
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks (Again, I use my SIEGE check rule, normal PC's can only try once per round in my games, so this is a kick butt power in my C&C) with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
Grapple:
A marilith deals 3d6+4 points of damage with a successful grapple check, starting the round after its established. The constricted creature must succeed on a CL 16 CON save or lose consciousness for as long as it remains in the coils and for 1d4 rounds thereafter.
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to grapple If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At will blade barrier, project image, see invisibility, telekinesis, teleport , unholy aura (same as Holy Aura). Caster level 16th.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 1d10 dretches, 2 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing: Mariliths continuously use this ability, as the spell (caster level 16th).
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty (for me this means even though they are dual wielding, they receive absolutely no penalty, so no -3/-6, or worse).
XP Value: 17,224 XP's, assuming average HP and at least half of special spells used.
3.5 D20 SRD on line link:
http://www.d20srd.org/srd/monsters/demon.htm#marilith
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The Ruby Lord, Earl of the Society
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