Converting original D&D and Mystara monsters


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Cleon

Legend

I had a proposal for new tactics too:
COMBAT
Gurrash prefer direct combat, charging in to melee as soon as possible. They normally rage at the first opportunity.
The current Update has "Gurrash refuse to negotiate with strangers, preferring acts of aggression" in both tactics and the second paragraph of description.
 







Shade

Monster Junkie
Cayman
Climate/Terrain: Temperate or subtropical swam or forests
Frequency: Uncommon
Organization: Village
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average (8-10)
Treasure: K
Alignment: Neutral
No. Appearing: 10d6
Armor Class: 7
Movement: 9
Hit Dice: 2
THAC0: 19
No. of Attacks: 1
Damage/Attack: 1d3 (bite) or by weapon
Special Attacks: Surprise
Special Defenses: Stealth
Magic Resistance: Nil
Size: S (1’ tall)
Morale: Average (9)
XP Value: 65
Shaman: 175

These reptilian humanoids stand about a foot tall, with bodies sheathed in rough brown or green skin. Their black, pupil-less eyes boast infravision with a 90-foot range.

Caymen are intelligent and sociable, dwelling together in vilages. Their native language sounds like simple hisses and chitters to other creatures. Fortunately, caymen also speak Common. In addition, some may know the languages of subterranean creatures living nearby.

Combat: Caymen usually avoid conflict, except in self-defense or when protecting their villages, territory, or food sources. When pressed, they use bone weapons, usually small javelins and large daggers. Each weapon inflicts 1d6 points of damage.

In general, caymen dislike frontal assaults. They prefer to surprise an opponent, make a few quick attacks, then flee.

All caymen can move silently and hide in shadows with a 40% chance of success. They use these skills to evade combat, or to surprise foes with whom they must fight; those attacked by a concealed cayman suffer a -2 penalty to surprise rolls.

Habitat/Society: Caymen build underground villages of tunnels and chambers 1 to 2 feet high. They protect these lairs with palisades of packed dirt and woven reeds. The walls have many entrances, aU of them the equivalent of concealed doors.

Each cayman village includes 10d6 adults, and half that many noncombatant offspring. Immature caymen reach adulthood in one year. Villages are led by a shaman, equivalent to a priest of 5th to 7th level. These shamans live longer than the average cayman (60 years, as opposed to the normal 40-year life span), so their hides grow tough and improve their Armor Class to AC 6. With a shaman in a cayman party, the creatures’ morale increases by 1 point.

Not only do the better warriors use bone weapons and tools, they wear bone and feather headdresses. The more elaborate the headdress, the greater the warrior – though these caymen avoid wearing such adornments in battle, not wishing to alert the enemy to their superior abilities.

These lizard-kin get along well with gnomes and tolerate lizard men. However, due to the caymen’s small size, evil subterranean races often take them as slaves.

Ecology: Caymen enjoy eating giant-sized reptiles and amphibians but sometimes fall prey themselves to large predators. They make reliable guides in swamps.
 

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