Converting Oriental Adventures creatures


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freyar

Extradimensional Explorer
Seems somewhat better this morning...

Sure thing. They're back to Small. 7HD, but the +7 indicates a really good Con. Int is also slightly higher than the other kappas, so maybe go with Int 10 or stretch to 11. Speed is intermediate between the other two, and AC is a few points better. Str/damage looks more like a regular kappa, so I'd probably peg the rest of the stats near the regular kappa.
 

Cleon

Legend
Seems somewhat better this morning...

Sure thing. They're back to Small. 7HD, but the +7 indicates a really good Con. Int is also slightly higher than the other kappas, so maybe go with Int 10 or stretch to 11. Speed is intermediate between the other two, and AC is a few points better. Str/damage looks more like a regular kappa, so I'd probably peg the rest of the stats near the regular kappa.

That's pretty similar to what I was thinking, here comes the Working Draft...
 

Cleon

Legend
Vampiric Kappa Working Draft

Vampiric Kappa
Small Monstrous Humanoid (Aquatic)
Hit Dice: 7d8+35 (66 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4) and bite +10 melee (1d6+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, disease, dying curse, improved grab, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 5, head bowl, water dependent, water immunity
Saves: Fort +7, Ref +10, Will +7
Abilities: Str 18, Dex 21, Con 21, Int 10, Wis 14, Cha 17
Skills: Escape Artist +7, Hide +14, Intimidate +7, Listen +6, Move Silently +10, Swim +12
Feats: Multiattack, Weapon Focus (claw), Spell Focus (enchantment)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: —

A scaly, hunchbacked creature, small as a halfling, with eyes that glow with red fire. Its scaly body has a sinewy ape-like build and a shell on its back like a turtle. The head is wide and smooth like a river-polished stone, with a shallow, bowl-like depression on top that seems to be full of water. Its face is dominated by a long nose and a wide mouth full of hooked fangs. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.

Vampiric kappa are similar in habits to common kappa, except they are far more predatory. They feed off the blood of any living creature weak enough to overpower, including their common kappa cousins. Loners by nature, vampiric kappas dwell alone or with a mate, seldom forming families with their brood.

A vampiric kappa stands 3 feet tall and weighs about 40 pounds.

Kappas speak Common and their own language.

COMBAT

A vampiric kappa is a cunning combatant. It uses its spells to bewilder and weaken opponents, then delights in grappling and draining blood from its opponents. Vampiric kappa try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self to appear as a harmless fisherman, or conceal their approach with an obscuring mist spell.

Vampiric kappa are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A vampiric kappa will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it.

Blood Drain (Ex): A vampiric kappa drains blood from a grabbed opponent, dealing 1d4 point of Constitution damage each round it maintains the hold as well as exposing the opponent to the kappa's disease attack.

Disease (Ex): Any creature injured by a vampiric kappa's bite or blood drain attacks is exposed to red ache.

Red ache
—bite or blood drain, Fortitude DC 18, incubation period 1d3 days, damage 1d4 Str. The save DC is Constitution-based.

Dying Curse (Su): If a vampiric kappa is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a vampiric kappa, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A vampiric kappa's death curse cannot be dispelled, but it can be removed with a remove curse or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.

Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).

Improved Grab (Ex):
To use this ability, a vampiric kappa must hit an opponent of any size with both its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and drains blood.

Spells: A vampiric kappa casts spells as an 7th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a vampiric kappa, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5; save DC 13 + spell level, DC 14 + spell level for Enchantments)
0—acid splash, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue;
1st—color spray, disguise self, mage armor, obscuring mist, true strike;
2nd—blur, bull's strength, hideous laughter*;
3rd—slow, suggestion*.
*Enchantment spell.

Water Dependent (Ex): Vampiric kappa can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

Water Immunity (Su): Kappas are immune to water-based spells, including any spell with the word "water" in its name and shugenja or wu jen spells from the water element.

Skills: A kappa has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
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freyar

Extradimensional Explorer
Yes, it's probably a good idea to change the spells. More on that later. I'd certainly drop the CL to 7th.

Also,
Vampiric kappa share the strength and cunning of common kappa, as well as their spellcasting abilities. In addition, vampiric kappa can make biting attacks. Once a successful bite has been scored, a vampiric kappa retains its grip, draining 1 point of Strength each round (but causing no further damage). This grip can be broken in three ways: by slaying the vampiric kappa, emptying its head-bowl, or making a successful “bend bars/lift gates” roll. If the victim’s Strength reaches 0, he is slain.

Any victim of the kappa’s bite has a 50% chance of contracting a debilitating disease. This disease causes the loss of 1-3 Strength points per day until cured, or until the victim dies. If the disease is cured – by cure disease or a similar spell, for example – the victim recovers 2-3 Strength points per day of rest.

So we have a Str-damaging/draining bite that carries disease. Need to add that as a variant on the usual blood drain (unless you think the Str should switch to Con). This may justify dropping the dying curse or spell casting if we want to vary a little more from the kappa-ti.
 

Cleon

Legend
Yes, it's probably a good idea to change the spells. More on that later. I'd certainly drop the CL to 7th.

Also,

It seems such a hassle to change it, but I'm OK altering the selection if Shade prefers 7th level casting ability.

So we have a Str-damaging/draining bite that carries disease. Need to add that as a variant on the usual blood drain (unless you think the Str should switch to Con). This may justify dropping the dying curse or spell casting if we want to vary a little more from the kappa-ti.

I think we'd better switch Str damage to either Con or (my preference) Str plus Con, to preserve consistency with standard Blood Drain.
 

freyar

Extradimensional Explorer
We do have Str + Con for the "rapid blood drain" of greater vamps in the CC, but I'd be hesitant to give it much of that. If we're making the change (which I'm pretty sure we've done before), I'd probably just go to straight Con damage.
 

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