Forgotten Realms conversions from DRAGON

BOZ

Creature Cataloguer
Many FR beasties have appeared in DRAGON throughout the years, but in particular I’m focusing on the ones that appeared in issues #139 & #140. this was a sort of double-article, by ed greenwood. Most of these monsters have appeared again since then, but a few of them have not. Enjoy! :)

PS, for now (at least until i've caught up with posting all of my conversions on the main page, then we'll see) i'm going to continue posting them on the homebrews board, that you may have a look-see and comment on them before i finalize them. maybe one day i will feel ok with just posting them straight to the conversions page. :) but not yet.
 

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BOZ

Creature Cataloguer
LOCK LURKER

LOCK LURKER
Diminutive Aberration
Hit Dice: 1d8+3 (7 hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 17 (+4 size, +1 Dex, +2 natural)
Attacks: Bite +5 melee; or sting +5 melee
Damage: Bite 1d2-4; sting 2d4-4 and venom
Face/Reach: 1 ft by 1 ft/0 ft
Special Attacks: Venom
Special Qualities: Partial etherealness, darkvision 60 ft, fire and cold resistance 10
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 2, Dex 12, Con 16, Int 6, Wis 10, Cha 8
Skills: Hide* +7, Spot +6
Feats: Weapon Finesse (bite, sting)

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: ---

The tiny lock lurker serves as a constant bane to thieves and tomb-robbers. This little creature appears as a coin-sized disc, with two rows of tiny, retractable legs with suction cups on the ends, on its underside. On one edge of the coin-body is a foot-long stinger that strikes with lightning speed. This stinger is invisible when the creature is at rest, as the stinger exists mainly on the Ethereal plane, and only exists on the Material plane when striking. When visible, this tail looks like a scorpion’s tail, and though this large tail looks too heavy to be supported by the body, the weight of the creature actually counterbalances it. The lock lurker eats with a tiny mouth on its underside, which is composed of an iris of razor-sharp teeth, surrounded by the creature’s legs.
Lock lurkers receive their name from the frequency at which they are places as guardians of treasures, set to strike unwary thieves. Assassins also make use of them, placing them under inkwells or pillows, in boots and gloves, or behind doors, where they can strike through large keyholes at someone trying to open a lock.
These creatures are usually copper or bronze colored, but on occasion may be gold or silver.

COMBAT
Lock lurkers attack with their stinger and bite, which are both totally silent attacks. This attack is surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks.
Venom (Su): The venom of a lock lurker’s stinger can paralyze opponents. In the round after a creature is hit by a sting, the victim must succeed at a Fortitude save (DC 13) or be slowed, as the spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted.
Partial Etherealness (Su): The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. The stinger can only be attacked by creatures on the Material plane after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is.
Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger.
Skills: A lock lurker receives a +6 racial bonus to Hide checks if it is in or near a pile of coins.
Feats: A lock lurker receives Weapon Finesse for its bite and sting attacks as a bonus feat.


The lock lurker first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood). It later appeared in FRQ1 Haunted Halls of Eveningstar (1992), Ruins of Myth Drannor (1993), Forgotten Realms Campaign Set 2nd Edition (1993) and Monstrous Compendium Annual One (1994).

(didya get all that?)
 

BOZ

Creature Cataloguer
LYBBARDE

LYBBARDE
Large Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +3 (Dex)
Speed: 35 ft
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +10 melee, bite +5 melee, touch +5 melee
Damage: Claw 1d4+6, bite 2d4+3, touch 0 and slow
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Pounce, improved grab, rake 2d4+3, slow
Special Qualities: Immunities, scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 22, Dex 17, Con 18, Int 8, Wis 16, Cha 13
Skills: Balance +11, Hide +10, Jump +9, Listen +8, Move Silently +11, Spot +8
Feats: Alertness

Climate/Terrain: Any plains and desert
Organization: Solitary, mated pair, or pack (3-6 plus 1-4 young)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

The lybbarde is a great predatory cat of the wastelands, celebrated in story and song for its legendary courage. This huge, sleek beast appears as a cross between a panther and a lioness, with a body length of up to 7 feet. Their long tails, which end in a tuft of hair and can be up to 6 feet in length, are prehensile and attack like whips and can slow opponents. The coat is black to dark brown on the head, back, and flanks, but mottled tan and brown on the belly and legs. The tail is always a dark color, with the furry tuft on the end being a light tan. Their eyes are large and glow green. Their mouth is filled with many long, razor-sharp teeth that hunters often wear as jewelry. The lifespan of a lybbarde is about 60 years .

COMBAT
Lybbardes are truly fearless combatants, stalking their prey in total silence. Its high wisdom grants it the cunning to make the best use of its powers, and exercise excellent judgment. The lybbarde’s constant mental state allows it to function normally regardless of pain, and it is never enraged or maddened by circumstance. A lybbarde will fight to defend itself, its family, and its lair, but breaks off to form a new strategy when it appears to be losing.
A lybbarde can jump up to 30 feet away, and up to 20 feet in the air. This beast has amazing stamina, and it can fight for hours without tiring and seems to recover from wounds in no time. A lybbarde that loses its tail usually grows it back in about a year, but the tail loses all magical properties if severed or the beast dies.
Pounce (Ex): If a lybbarde leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the lybbarde must hit with a claw or bite attack. If it gets a hold, it can rake.
Rake (Ex): A lybbarde that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lybbarde pounces on an opponent, it can also rake.
Slow (Su): A lybbarde that hits a creature with its touch attack can slow an opponent if the victim fails a Will save (DC 16). This ability functions as the spell, but lasts for one round. During this round, the lybbarde can make twice the normal number of normal melee attacks per round against the slowed victim.
Immunities (Ex): A lybbarde’s calmed mind grants it an immunity to all forms of mind-affecting magic. Lybbardes are also immune to haste and slow spells, including the effects of another lybbarde’s tail attack.
Skills: Lybbardes receive a +4 racial bonus to Balance, Hide, and Move Silently checks.

TRAINING A LYBBARDE
Adult lybbardes cannot be tamed, but young cubs can be made into obedient guardians. Training one of these creatures requires a successful Handle Animal check (DC 26). Lybbarde young have 2 Hit Dice and their natural attacks do half the damage of the adults. At the age of one year, they gain the slow ability.

The lybbarde first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood).
 

BOZ

Creature Cataloguer
METALMASTER

METALMASTER
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: -1 (Dex)
Speed: 30 ft
AC: 14 (-1 size, -1 Dex, +6 natural)
Attacks: Bite +8 melee
Damage: Bite 3d4+4
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Magnetism
Special Qualities: Mimicry, darkvision 90 ft, low-light vision, sense metal, fast healing 1/minute
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 19, Dex 8, Con 18, Int 6, Wis 11, Cha 8
Skills: Climb +14, Listen +9, Spot +9
Feats: Weapon Focus (bite)

Climate/Terrain: Any land
Organization: Solitary, pair, or pack (1-4)
Challenge Rating: 5
Treasure: Standard (metal only)
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

The metalmaster, or “sword slug”, is a large, slug-like creature with the ability to manipulate magnetic fields. This creature eats only large mammals as prey, such as humans or cattle. It is capable of chewing through metal, which does not harm it, but it does not eat metal. These creatures are sometimes captured and used as guardians by sentient creatures, though they cannot be tamed or trained.
The wormlike metalmaster has leathery skin of dull purple to rust color, though the rare smoky gray and blank specimens have been encountered. Its two eyestalks allow it to see well in all lighting conditions, and this creature’s senses are generally very keen. The sticky secretions of their movement allow them to climb steep grades, but not vertical walls or smooth inclines.
This carnivorous scavenger is solitary by preference. They sometimes band together to hunt live prey in larger groups. Metalmasters have been known to live over a century. They lair near metal deposits, and favor narrow tunnels that provide them with good cover. They lurk near large treasure hoards, both to attract prey and provide themselves with metal objects for combat.

COMBAT
When a metalmaster wishes to combat another creature, it usually starts by activating its magnetic powers. Though this power does no direct harm, it can make combat with metal weapons difficult, and increases the chance of striking unintended targets. The metalmaster attacks in melee with its large maw of saw-like teeth, and its jaw is strong enough to bite through metal.
Magnetism (Su): The metalmaster has the ability to generate and control a magnetic field at will to a range of 90 feet, and to control existing natural or magical magnetic fields to a range of 150 feet. All metals (even nonferrous ones, such as gold), including magical ones, are affected equally by this power. This extends to affect trace amounts of metal in rock or unrefined ores. The metalmaster can cause all metals in the area to be alternatively attracted or repelled towards it, altering the field this way from round to round. As this power extends into the Ethereal plane, spells such as blink, jump, or similar spells offer no protection from it, though spells such as teleport and dimension door do allow a means of escape.
Attraction causes unsecured metallic objects to be drawn towards the sword slug at a rate of 60 feet per round. Small, secured objects of less than 20 pounds in weight are pulled loose and drawn in if the strap, flap, or other device holding them fails a Fortitude save (DC 12). Large objects of less than 200 pounds in weight are dragged towards the slug at a rate of 30 feet per round if they are unsecured, but if secured they are unaffected.
Characters wielding metal weapons of Small size or smaller within the attraction field suffer a –6 penalty to attack rolls, and those wielding metal weapons of larger size suffer a –4 penalty. Creatures holding metallic objects in their hands must roll a Strength check (DC 16) or lose the item. Items that are magically held or secured are unaffected by attraction, and a wall of force or other magical barrier blocks the magnetism power.
Repulsion forces metal objects away from the metalmaster at a rate of 10 feet per round. Ranged weapons with metallic components (such as arrows with metal arrowheads) aimed at the metalmaster using repulsion suffer a –8 penalty to attack rolls, and metallic melee weapons suffer a –4 penalty. Characters wearing armor at least party composed of metal, or otherwise wearing metal over a large part of their body must roll a Fortitude save (DC 16) every round while subjected to repulsion, or be forced back 10 feet from the metalmaster, though even if the character saves he cannot advance more than 10 feet forward in that round. Likewise, characters carrying more than 10 pounds of metal items (including coins, bracers, and sheathed weapons) must also make a Fortitude save or be forced back 5 from the metalmaster. Characters holding loose metallic objects must roll a Strength check (DC 16) or the item goes flying.
Small items attracted by a metalmaster never strike its body, but instead take up orbits around it. A whirling storm of metal items usually swirls around the metalmaster in a 10 foot diameter as the blade barrier spell, dealing 4d6 damage (Reflex save for half).
Mimicry (Ex): A metalmaster can mimic speech and vocal sounds it has heard. It will try to use this to lure prey to itself, but its limited intelligence usually causes it to emit the wrong sounds at the wrong time.
Sense Metal (Su): The metalmaster is able to continuously detect all metals of any type within a 120 foot radius.
Skills: The metalmaster receives a +4 racial bonus to Climb, Listen, and Spot checks.

The metalmaster first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood). It later appeared in Ruins of Myth Drannor (1993), and Monstrous Compendium Annual One (1994).
 

BOZ

Creature Cataloguer
PS, forgot to mention. i think erica did a conversion of the lock lurker some time ago, but i don't think i've seen it since the old message boards. so, i just did a new one of my own.

also, i wasn't sure whether or not to make it a vermin or not, but in the end, i decided the supernatural abilities qualified it for aberration. :)
 


BOZ

Creature Cataloguer
Re: METALMASTER

BOZ said:
The metalmaster first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood). It later appeared in Ruins of Myth Drannor (1993), and Monstrous Compendium Annual One (1994).

is that what ya mean wolfy? :)
 


BOZ

Creature Cataloguer
SERPLAR

SERPLAR
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: -2 (Dex)
Speed: 20 ft, swim 35 ft
AC: 11 (-1 size, -2 Dex, +4 natural)
Attacks: Touch +6 melee
Damage: Touch 0 and 2d8 acid
Face/Reach: 5 ft by 5ft/10 ft
Special Attacks: Improved grab, envelop, acid
Special Qualities: Scent, tremorsense, immune to heat, cold, and acid, amorphous, vermin, vulnerable to fire
Saves: Fort +6, Ref -1, Will -3
Abilities: Str 18, Dex 7, Con 15, Int ---, Wis 2, Cha 2
Skills: Climb +7, Hide +4, Swim +6

Climate/Terrain: Any land, underground, and warm aquatic
Organization: 1-4 (cluster)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

The serplar is a large spongy worm-like creature that envelops and absorbs its victims. It has no eyes or mouth, but sucks food and oxygen into its body through its countless tiny, hair-like tentacles. These tentacles exude a digestive acid which dissolves the creature’s prey.
The serplar is also called the sponge worm, and due to its long soft pink body, it is also known as the “pink ghost”. It usually dwells in places such as chimneys, caverns, and abandoned buildings, where it dines upon soot and charcoal, carrion, mosses and fungi, and slimes. This blind creature hunts by scent and sensing vibrations.

MARINE SERPLAR
The marine variety of serplar is found on the ocean floor, where it feeds upon polyps, undersea plants, and carrion. They live in fragile coral-like tubes up to 40 feet in length created by their own mineral wastes. It can leave this tube behind to hunt for food. It swims in the same manner as a ray, flapping its flattened edges like wings. Although normal serplar suffer no damage if submerged, marine serplar cannot survive out of water.

COMBAT
A sponge worm attacks by flowing over a creature, and squeezing the oxygen out of it, which it sucks into itself. The serplar is not able to crush or constrict its victims, but does hold them in place.
Improved Grab (Ex): To use this ability, the serplar must hit with its touch attack. If it gets a hold it can envelop.
Envelop (Ex): The serplar’s amorphous mass completely covers creatures, causing air-breathers to suffocate. Enveloped victims must succeed at a Fortitude save (DC 16) every round or suffer 2d4 points of damage from suffocation.
Acid (Ex): A serplar’s highly corrosive digestive acids can consume anything short of metal or stone. Any creatures enveloped by the serplar suffer 2d4 points of acid damage per round.
Amorphous (Ex): A serplar is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Vermin: Immune to mind-influencing effects.
Vulnerable To Fire (Ex): The serplar’s acids are highly flammable, and as such the serplar suffers double damage from all fire attacks.

The serplar first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood with Jenny Glicksohn).
 


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