Converting Oriental Adventures creatures


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Shade

Monster Junkie
Lower Soul (P'o)
#Appearing: 1-6
AC: 2
Move: 9
Hit Dice: 7-9
% in Lair: 20%
Treasure: 1-4 gems

The P’o is the traditional ordinary Chinese vampire, and should be treated as such, except that it cannot fly, or turn into a bat or mist. In their undisguised forms P’o have green hair, white face, claws, and body, and glowing eyes.

This is the closest thing I could find in Wikipedia:
Jiang Shi - Wikipedia, the free encyclopedia
 

freyar

Extradimensional Explorer
The Jiang Shi sound a little more interesting just from the stories, though there's not much mechanically there. We could add a leap or Jump bonus due to the hopping. The one thing I picked up on is that they seem to be mindless, which would be an interesting difference and would seem to imply dropping domination also.
 

Shade

Monster Junkie
Note that Oriental Adventures already has the Hopping Vampire, so we needn't go that route. If the p'oh seems too similar, we can simply move on.
 

freyar

Extradimensional Explorer
Can you summarize the hopping vampire stats?

These aren't super-interesting, but I am a little intrigued by the idea of a mindless vamp.
 

Shade

Monster Junkie
Hopping Vampire
Medium Undead
Hit Dice: 7d12+3 (48 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Claw +11 melee (1d4+3)
Full Attack: 2 claws +11 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of vampirism
Special Qualities: Breath sense, damage reduction 10/honorable, darkvision 60 ft., resistance to cold 10 and electricity 10, spell resistance 15
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 17, Dex 10, Con -, Int 6, Wis 9, Cha 12
Skills: Climb +10, Intimidate +7, Jump +10
Feats: Power Attack, Toughness, Weapon Focus (claw)
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8–21 HD (Medium)
Level Adjustment: -

Curse of Vampirism (Su): Any humanoid hit by a hopping vampire’s claw attack must succeed at a Fortitude save (DC 13) or contract a curse that turns her into a hopping vampire herself. Over the course of 1d4+1 days, the victim slowly transforms into a vampire, growing fangs and long fingernails and becoming more bestial. To stop the transformation, the character must receive a remove curse spell before the process is complete. Each hour spent hopping or dancing on pure sticky rice delays the curse’s onset by 1 day. (As with any physical exertion, a character can only dance on sticky rice for so long before tiring: After moving around for an hour, each additional hour inflicts 1 point of subdual damage on the character, cumulative—-1 point the second hour, 2 points the third hour, 3 points the fourth hour, and so on.) Once the transformation has run its course, it cannot be reversed by any means short of a wish or miracle. The save DC is Constitution-based.

Breath Sense (Ex): Hopping vampires cannot see living creatures. They can only detect their presence by their breath. In the vampires’ favor, this means that they are not fooled by invisibility or other magic used to trick the sight. Treat this ability like the blindsight special quality as far as living and breathing opponents are concerned; its effective range is 120 feet. On the other hand, a living creature that is not breathing (including a character holding her breath) is effectively invisible to the vampire. (See The Drowning Rule in the Dungeon Master’s Guide for rules on holding breath. Once a character is unconscious, he starts breathing. A character is unable to kill himself by holding his breath.) Unliving creatures that do not breathe, including undead and constructs, are visible to the hopping vampire’s undead sight.
 

Cleon

Legend
Can you summarize the hopping vampire stats?

These aren't super-interesting, but I am a little intrigued by the idea of a mindless vamp.

As far as I'm concerned, the Oriental Adventures Hopping Vampire is pretty good, although I don't think Hopping Vampires should have electricity resistance.

As far as the mindlessness goes, that's because the "lower soul" (Po) is like an anima, it's the "physical soul" or vital force that energizes a living (or occasionally undead) body, a person's intelligence resides in their "spiritual soul" or "upper soul" (Hun), which moves on to the afterlife upon death. A hopping vampire results when the lower soul does not leave the body and disperse, but instead reanimates the corpse and starts feeding on the breath (lifeforce) of humans to sustain itself. Since the upper soul has left, there's no intelligence remaining to guide the Jiang Shi.
 



Shade

Monster Junkie
Lost Soul (Pr’eta)
#Appearing: 1-6
AC: 5
Move: 12
Hit Dice: 4
% in Lair: 0%
Treasure: Type F X2

The Pr’eta is the soul of a suicide who to go to his rest must kill a replacement. He has an attack of 1-10 plus drain two levels. When someone is killed by damage or drainage by a Pr’eta, both will then vanish — the victim of a Pr’eta does not himself become a Pr’eta. Clerics turn Pr’eta as Vampires, except that a Pr’eta can never be dissolved: if a Dissolve result is rolled, it will merely turn away.

Preta - Wikipedia, the free encyclopedia
 

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