Converting original D&D and Mystara monsters

Shade

Monster Junkie
Updated.

Should we add Abyssal to the list of bonus languages due to their ties to Demogorgon?

Did we ever develop an Organization? If not, make sure to include lizard kings. ;)
 

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Cleon

Legend
Updated.

Should we add Abyssal to the list of bonus languages due to their ties to Demogorgon?

Did we ever develop an Organization? If not, make sure to include lizard kings. ;)

Yes, we'd better add Abyssal.

Not sure about including the Lizard Kings in the Organization, maybe mention it in the description instead?

The original had a number appearance of 1d6, a 2E Lizard Man has NA 1d8+7. That suggests Gurrash might maraud in smaller bands than regular Lizardfolk, but I'd rather make that the size of a gurrash gang and keep the organizations the same size:

Organisation: Solitary gang (2-6), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)

Some gurrash tribes have lizard kings as leaders?
 





Mortis

First Post
Homebrews said:
Racial Skills: A gurrash's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Listen, Spot, Survival, and Swim. Shazak have a +4 racial bonus on Balance, Jump, Survival, and Swim checks.
Cut'n'paste legacy.

Regards
Mortis
 


Cleon

Legend

The original Gurrash had a 2d4 damage bite attack, I'd like to increase the conversion's bite damage to 1d8+1.

Feel free to expand/improve upon the flavor text and tactics.

I'd move the stuff about Goron to the In Mystara section and maybe mention they attack other lizardfolk tribes too. The "refuse to negotiate" bit could be moved to the description from the tactics,.

Something like this...
The gurrash are a violent, warlike offshoot of the lizardfolk race. Gurrash spend their time hunting and making war within the unforgiving bayous they call home.

Gurrash refuse to negotiate with strangers, preferring acts of aggression. These lizardfolk consider themselves the mortal enemies of shazaks, usually attacking them on sight. Gurrash will try to exterminate or drive away any shazaks who live near their homeland. They frequently war with other neighboring tribes, including other tribes of gurrash, but put their hatred of shazak above mere territorial rivalry.

Most gurrash worship demon lords, who sometimes grant gurrash tribes a lizard king leader. Gurrash tribes who share the same demonic patron usually have extremely good or bad relations - either cooperating very closely, or seizing any chance to murder their "heretical" neighbors.

Gurrash subsist on lizards, alligators, fish, and the occasional shazak. Raiding parties of gurrash occasionally raid isolated humanoid settlements for fresh meat to supplement their diet.

A gurrash is usually 7 to 8 feet tall with dark green or brown scales. Its tail is used for balance and is 3 to 4 feet long. A gurrash weighs upward of 800 pounds.

Gurrash speak Abyssal and Draconic.

COMBAT
Gurrash prefer direct combat, charging in to melee as soon as possible. They normally rage at the first opportunity.

In Mystara
The gurrash of Mystara live in the Orc's Head Peninsula of the Savage Coast. They were created by the Herathians about about 700 BC. After being set free by the Herathians, they lived in the bayou, and immediately attacked and eventually drove out their cousins the shazak.

Most Mystaran gurrash worship the Immortal Goron, the embodiment of gurrash evil and destruction (and a female alter ego of Demogorgon). As the reptilian queen of evil and water, she made the gurrash brutal and bloodthirsty, causing them to revolt against the Herathians. To the gurrash, Goron is the patroness of victory.​
 


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