Converting Oriental Adventures creatures

Shade

Monster Junkie
I'm fine with all that (except speaking Formian). ;)

And don't forget this!

In this form, it has the ability to shoot a strand of cocoon silk to a range of 60 feet. This silk is exceptionally strong and sticky, adhering to whatever it hits. Using this, the larva can entangle and immobilize creatures. A strand can be severed with 20 points of damage from an edged weapon, a successful bend bars/lift gates roll, or by monsters of 10 hit dice or more.

We can probably borrow/adapt this...

Glue Strand (Ex): A giant velvet worm can shoot a strand of quick-drying glue up to 100 feet. Any creature struck by a glue strand is entangled for 2d4 rounds and must make a DC 18 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 18 Reflex save or fall to the ground and be stuck there by the glue.

A creature stuck to the ground by the giant velvet worm's glue can break free with a successful DC 18 Strength check, or by dealing 10 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the glue is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the glue wears off.

The giant velvet worm often continues to throw glue strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.
 

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Cleon

Legend
Glue Strand (Ex): A giant velvet worm can shoot a strand of quick-drying glue up to 100 feet. Any creature struck by a glue strand is entangled for 2d4 rounds and must make a DC 18 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 18 Reflex save or fall to the ground and be stuck there by the glue.

A creature stuck to the ground by the giant velvet worm's glue can break free with a successful DC 18 Strength check, or by dealing 10 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the glue is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the glue wears off.

The giant velvet worm often continues to throw glue strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.

That looks fine. We just need to tweak the strand's hit points and break DC.

I think we'd better increase the range from the original's 60 ft. Even the Onychophora has a 100 ft. range!

Incidentally, where's that giant velvet worm from? It isn't in the Creature Catalog.

EDIT: Never mind, I've discovered it's from Lost Empires of Faerun.
 

Cleon

Legend
Okay, since Insectoid Gargantua larvae are Colossal and the Giant Velvet Worm is Huge how about 200 or 300 ft. range for the strands?
 

Shade

Monster Junkie
Sounds good. Updated.

I stripped out all the epic feats and flight-related feats, and it left us with exactly the correct amount. :D

We'll need to determine trample damage, and the increased hp and break DCs for the silk strands.
 

Cleon

Legend
Sounds good. Updated.

I stripped out all the epic feats and flight-related feats, and it left us with exactly the correct amount. :D

We'll need to determine trample damage, and the increased hp and break DCs for the silk strands.

Well a Reptilian does 10d10 but has three times the Hit Dice, 8 higher Str and is probably three times longer too.

somewhere around half that I think.

Trample 5d10+25 or 4d12+25?

For the strands, I was thinking 20 or 25 hp. Hard for a PC scale character to slice through, but not impossible.
 

Shade

Monster Junkie
Updated.

CR 14? They aren't too much tougher than a purple worm.

However, I think we need to severely cut that natural armor (probably halve it), and reduce the fast healing to 10 at the most. Should the /epic become /magic?
 

Cleon

Legend
Updated.

CR 14? They aren't too much tougher than a purple worm.

Hmm... it doesn't have Poison and Swallow Whole like a Purple Worm, but trample can be nasty and its silk-strands are pretty effective.

Yes, CR14 seems appropriate.

However, I think we need to severely cut that natural armor (probably halve it), and reduce the fast healing to 10 at the most. Should the /epic become /magic?

How about we cut its NA to +20 and its Dex to 13?

It's a giant caterpillar, it seems odd making it super-agile. That still leaves it with the Dex prereq for Dodge and Mobility.

Initiative: +1
Armor Class: 23 (-8 size, +1 Dex, +20 natural), touch 3, flat-footed 22
Saves: Fort +23, Ref +13, Will +9
Abilities: Str 45, Dex 13, Con 33, Int 6, Wis 16, Cha 22

I'd rather keep the fast healing at 15 (it grows incredibly fast so might heal that way too), but would be willing to cut the DR to 5/epic.
 


Cleon

Legend
I'll agree to all that. Updated.

Finished?

It's fine apart from a bunch of typos.

There's three "garagantuas" in the Silk Strand description, a "whiel Gargantuan" at the end of the penultimate paragraph in Windstorm and you've still got "outhwestern tip of Wa" in Kara Tur.
 

Shade

Monster Junkie
I have fixed the garagantuan typos. :blush:

Humanoid Gargantua
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVE: 21"
HIT DICE: 35
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40/4-40
SPECIAL ATTACKS: Trample
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT Chaotic neutral-
SIZE: L (80'-100')
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: Level X

These gargantua are the least intelligent of their kind. They stand 60 to 100 feet tall and are sometimes covered with fur. They have no language of their own, but are able to comprehend the meanings of other languages 25% of the time. This is because they have a strong empathy for human emotions.

The humanoid gargantua attacks with its two fists for 4d10 points of damage each. In addition, the beast can trample any who come underfoot, causing 10-100 points of damage. The humanoid gargantua lives in jagged remote mountains or tiny islands far out at sea.

Humanoid Gargantua
CLIMATE/TERRAIN: Tropical and subtropical islands, jungles, and and temperate mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or mated pair
ACTIVE TIME: Any
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 21
HIT DICE: 35
THAC0: 5
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40/4-40
SPECIAL ATTACKS: Trample
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Nil
SIZE: G (80'-100' tall)
MORALE: Elite (14)
XP VALUE: 28,000

Humanoid gargantua are the least intelligent type. They resemble gigantic humans, somewhat anthropoid facially, with stooped shoulders, long arms, and jutting jaws. Long, greasy hair dangles about their shoulders, though a few humanoid gargantua are completely bald. They stand 80 to 100 feet tall and are sometimes covered with black, brown, or golden fur. Their skin color ranges from pale pink to dull yellow to deep black. They have blunt noses, huge ears, and bright eyes, which are usually brown or red. Single-eyed humanoid gargantua also are rumored to exist.

Humanoid gargantua have no language of their own, but because of their strong empathy with humans, they are able to comprehend short phrases of human languages 25% of the time. The movements and other actions of humanoid gargantua are typically accompanied by thunderous bellowing and grunting.

The creature attacks with its two fists for 4-40 (3d10) hit points of damage each. It seldom uses weapons or tools, since its blunt fingers manipulate these objects with difficulty. However, reports exist of humanoid gargantua wielding trees like clubs. The creatures also can make trampling attacks on anyone (or anything) who comes underfoot, causing 10-100 (10d10) points of damage. Humanoid gargantua regenerate hit points at the rate of 4 per round.

Like reptilian gargantua, humanoid gargantua possess a simple empathy that enables them to sense the basic emotions and desires of others. Unless hungry, they tend to avoid creatures who intend them no harm, while actively seeking out and pursuing those with hostile intentions.

Humanoid gargantua live in valleys, in suitably sized caves in remote, jagged mountains, or on their own islands, far from civilized regions. They collect no treasure, spending most of their time eating and sleeping.

They live for several centuries, and mate for life. Once every hundred years or so, a female humanoid gargantua gives birth to 1-2 offspring. An immature humanoid gargantua is about 20-30 feet tall. It has 8 HD (THAC0 13) and a movement rate of 15. Its fists inflict 1-10 points of damage each. It cannot make trampling attacks.

These monsters peacefully coexist with other creatures in their environment, but humanoid gargantua compete fiercely with rival gargantua, and violent conflicts often result. Many such conflicts continue until one of the gargantua is dead.

Humanoid gargantua eat all types of game and vegetation, preferring deer, bears, horses, and similar game.
 

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