A few conversions (added hide and gulper)

Knight Otu

First Post
I've converted a few creatures from the german Monsters of the Realms book for which I would like some feedback. Its the alguduir (yes, I know its already converted :)), the ascallion and the cantobele.

First, the alguduir:
Alguduir, Juvenile
Tiny Magical Beast
Hit Dice:
1d10+1 (6 hp)
Initiative: +3
Speed: 10 ft., fly 40 ft. (good), swim 30 ft.
AC: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Attacks: Beak +0 melee and 2 foreclaws -5 melee
Damage: Beak 1d4-3, foreclaw 1d2-3
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Spell turning, SR 8
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 5, Dex 16, Con 12, Int 5, Wis 13, Cha 10
Feats: Alertness
Skills: Escape Artist +7, Move Silently +7, Spot +7, Wilderness Lore +3
Climate/Terrain: Any marsh
Organization: Solitary, pair or family (1-2 and 1-2 adult alguduir)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Tiny); 3 HD (Small)

Alguduir, Adult
Medium-Size Magical Beast
Hit Dice:
4d10+12 (34)
Initiative: +3
Speed: 20 ft., fly 50 ft. (good), swim 40 ft.
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Attacks: Beak +6 melee and 2 foreclaws +1 melee
Damage: Beak 1d8+2, foreclaw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Spell turning, SR 12
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 15, Dex 12, Con 16, Int 7, Wis 15, Cha 10
Feats: Alertness
Skills: Escape Artist +5, Move Silently +8, Spot +11, Wilderness Lore +5
Climate/Terrain: Any marsh
Organization: Solitary, pair or family (1-2 and 1-2 juvenile alguduir)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 5 - 6 HD (Medium-Size); 7 - 12 HD (Large)

The alguduirs are amphibious swamp creatures with the ability to reflect spells cast on them.
Alguduirs have four legs, armed with five (or four, for the hind legs) claws. The short neck end in a beaked head, sporting gills for underwater breathing. From their shoulders, a pait of large wings grows. The oily, hard scales that cover the body are of white, brown and grey colors, while their eyes gleam yellow or green. The feathers on the wings are colored similarly to the body scales, and are also oily, causing water to quickly run down from them, so that the alguduir can instantly take to flight when jumping out of the water. The oil that covers the alguduir is not flammable.
While they are often nicknamed „swamp dragons“ due to their form and scales, alguduirs are not related to those powerful creatures. Despite being rather intelligent, they do not talk, but individuals with extraordinary intelligence can learn to understand a few languages.
Combat
Alguduirs usually sneak up on potential prey underwater. Pairs frequently flank opponents when the opportunity presents itself.
Improved Grab (Ex): If an alguduir hits an opponent of its own size category or smaller with a bite attack, it deals normal dmage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5 for juveniles, +11 for adults). If an adult gets a hold, it can attempt to rake in the same round. Thereafter, the alguduir has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the alguduir is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Alguduirs receive a +5 bonus to grapple checks.
Pounce (Ex): If an alguduir charges, it can make a full attack (including a rake attempt, if adult, see below) even though it has moved.
Rake (Ex): In any round that an adult alguduir has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+1 melee) with its hind legs for 1d3+2 points of damage each. The alguduir can also attempt to rake when it pounces an opponent. Juvenile alguduirs cannot rake.
Spell Turning (Su): The alguduir is constantly protected by a spell turning effect that acts as the spell of the same name, except as noted below.
A number of spell levels equal to the hit dice are affected by the turning each round. At the beginning of each round, the amount of spell turning is replenished.
There is no chance that a planar rift is created by a resonating field between this ability and the spell turning of another spellcaster. Treat a roll of 98 to 00 as a roll of 97.
Skills: Alguduirs receive a +4 racial bonus to Escape Artist checks due to their oily scales.
 
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You shouldn't go swimming too far out...

Ascallion, Adult Female
Huge Aberration (Aquatic)
Hit Dice:
6d8+30 (57 hp)
Initiative: +3
Speed: Swim 50 ft.
AC: 23 (-2 size, +3 Dex, +12 natural), touch 22, flat-footed 20
Attacks: Bite +14 melee
Damage: Bite 6d8+18
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Qualities: Darkvision 60 ft., immunities, scent
Saves: Fort +7, Ref +5, Will +6
Abilities: Str 35, Dex 16, Con 21, Int 8, Wis 12, Cha 15
Skills: Intimidate +11, Spot +10, Wilderness Lore +3
Climate/Terrain: Any aquatic
Organization: Solitary or hunt (adult female and 2-12 juveniles)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 7 - 14 HD (Huge); 15-18 HD (Gargantuan)

Ascallion, Adult Male
Large Aberration (Aquatic)
Hit Dice:
5d8+15 (37 hp)
Initiative: +2
Speed: Swim 60 ft.
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Attacks: Bite +10 melee
Damage: Bite 5d4+12
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Darkvision 60 ft., immunities, scent
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 27, Dex 14, Con 17, Int 8, Wis 12, Cha 13
Skills: Intimidate +9, Spot +9, Wilderness Lore +7
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 6 - 9 HD (Large); 10-15 HD (Huge)

Ascallion, Juvenile
Tiny Aberration (Aquatic)
Hit Dice:
1d8+1 (5 hp)
Initiative: +4
Speed: Swim 60 ft.
AC: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Attacks: Bite +1 melee
Damage: Bite 2d4-1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Darkvision 60 ft., immunities, scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 9, Dex 18, Con 13, Int 6, Wis 10, Cha 11
Skills: Intimidate +2, Spot +6, Wilderness Lore +6
Climate/Terrain: Any aquatic
Organization: Hunt (2-12 plus adult female)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 2 - 3 HD (Small); 4 HD (Medium-Size)

Ascallions are fearsome predators hunting in the oceans of the worlds. Their horrible bite and speed makes them respected thoughout the seas and on the coasts. Unusual hunting strategies and nervous systems only add to the danger level of these creatures. All creatures swimming in the seas are potential prey for an ascallion.
Adult ascallions look much like huge sharks. Females are about 18 feet long, while males are about 8 feet long. The coloration also varies by gender, with females being of a dark grey with a light grey belly, and males showing darkest black. Due to this black, they are sometimes nicknamed „shadows“.
Juvenile ascallions are surprisingly small, being only 1 foot long, and look rather harmless. This is just appearances, though, as they still have a horribly powerful bite for their size. They usually live in the gaping maw of the mother, being released only for hunting. Usually, they are light grey, but dark grey and black specimen have been seen. When they are old enough, they bite their way through the mother’s body, killing her.
Combat
Female ascallions attack their prey together with their young, of which it carries 2d6. For the most part, only the juveniles fight the prey. Only if it seems that they cannot handle the prey, the mother comes to help them. Males always hunt alone, attacking prey with their devastating bite.
Immunities: Due to their special nervous system, ascallions are not subject to death from massive damage and are immune to mind-affecting effects, paralysis and stunning.
Scent (Ex): An ascallion can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
 
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Somethings hiding between the ascallid and the cantobele... The bichir!

Bichir (Giant Lungfish)
Large Magical Beast (Aquatic)
Hit Dice:
5d10+15 (42 hp)
Initiative: +0
Speed: 20 ft., swim 40 ft.
AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Attacks: Bite +8 melee
Damage: Bite 3d4+6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spell-like ability
Special Qualities: Darkvision 60 ft./250 ft.*, scent, SR 14
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 11, Con 16, Int 1, Wis 12, Cha 9
Skills: Hide -4*, Listen +5, Spot +6*
Feats: Alertness
Climate/Terrain: Temperate and warm marshs
Organization: Solitary or school (1-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6 - 10 HD (Large); 11 - 15 HD (Huge)
The bichir is a giant relative of the lungfish living in the marshes. It is sometimes mistaken for a giant lizard, but is actually related to sharks.
The bichir is at home both in the water and on land, having both lungs and air bladders. However, they must keep their bodies wet, and thus never move far from the water.
Bichirs have a long, thick body of brown and beige colour that acts as camouflage in their natural surroundings. Their head sports powerful jaws with sharp teeth and black, pupil-less eyes. A fin runs over their entire back ending in a fan-like fin. This fin is used to propel the bichir through water. Two other fins at the front of their bodies allow them to move on land similar to seals.
Combat
When hunting on land, the bichir crawls up on his potential prey, stopping regularly to pick up its scent. It strikes with its powerful bite. If faced with more powerful opponents than expected, the bichir uses its entangle power to either aid in its hunting or in its flight if it seems too overwhelmed. The bichir always flees if confronted with powerful spellcasters.
Spell-like Ability: 6/day - entangle. Caster level 5th, Reflex save DC 10.
Darkvision (Ex): The first value is used on land, while the second value is used under water.
Scent (Ex): When hunting on land, a bichir can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Under water, the bichir cannot use this ability.
Skills: *A bichir receives a +8 racial bonus to Hide checks in its natural surroundings. It receives a +8 racial bonus to Spot checks underwater.
 
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The cantobele... I don't really like how looks, too loaded with abilities... are the spell-like abilities correct? I was too lazy to look up the effects of the german spells.

Cantobele
Medium-Size Magical Beast
Hit Dice:
2d10+4 (15 hp)
Initiative: +6
Speed: 30 ft.
AC: 13 (+3 natural), touch 10, flat-footed 13
Attacks: Bite +6 melee and 2 claws +4 melee and tail +4 melee
Damage: Bite 2d4+4, claw 1d4+2 melee, tail 1d6+2 melee
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pounce, rake, spell-like abilities, trip
Special Qualities: Darkvision 120 ft., immunities, low-light vision, scent, secure dexterity
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 19, Dex 15, Con 13, Int 13, Wis 12, Cha 15
Skills: Balance +14, Bluff +9, Climb+16, Hide +10, Listen +5, Move Silently +10, Spot +5
Feats: Improved Initiative, Improved Trip, Multiattack (B)
Climate/Terrain: Any forest or marsh
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 3 - 6 HD (Large)
Cantobeles are large, musculous creatures with the grace of large cats. With their magical abilities and sweet voices, they lure humanoids into ambushes.
Cantobeles look much like small, six-legged lions, with a fur that changes color depending on the terrain and season of the cantobeles territory. Cantobeles sport a long mane that is of the same color as the rest of the fur. The frighteningly human eyes that betray their high intelligence are brown or violet. Cantobeles speak Common and Elven with sweet female voices, and their tongues ability even broadens that array of languages. A cantobele that just has killed makes a shout that sounds like a choir of bells, which gave the creature its name.
Combat
Cantobeles usually try to pounce their prey and trip or bull-rush it. They use their tongues ability to lure potential prey close enough to their hiding place.
Pounce (Ex): If a cantobele charges, it can make a full attack (including a rake attempt, see below) even though it has moved.
Rake (Ex): In any round that a cantobele pounces an opponent (see above), it can make four rake attacks (+6 melee) with its hind legs for 1d4+4 points of damage each. It can also rake prone opponents. The cantobele can not use its tail attack when raking.
Spell-like Abilities: Constant - detect thoughts, tongues; 2/day - ice storm; 1/day - mislead. Caster level 5th, save DC 12 + spell level.
Trip A cantobele that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cantobele.
Immunities: Cantobeles are immune to cold. They can move normally over slippery or otherwise hazardous surfaces, gaining a +8 racial bonus to Balance checks. Also, they cannot be blinded.
Scent (Ex): A cantobele can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Secure Dexterity (Ex): A cantobele is immune to any effect that would drain, damage, or otherwise reduce its Dexterity score.
Skills: A cantobele receives a +8 racial bonus on Balance and Climb checks. They also receive a +4 racial bonus to Bluff, Hide and Move Silently checks.
 

Interresting, I must admit that I like the Giant Bichir the most, but I think it's SR is a little on the low side, I suggest increasing it to 14 (9+HD).

Later,
 

Hmm, I based the SR on the 30% magic resistance it had in the book - divided by five, and add to the CR, to keep a similar chance of the spell being resisted. It is rather low, I admit... I'll think about an increase, but I'm almost there. :)
 



The thing is that with the old SR it will never even have a chance against even a first level spell cast by a 1st level character.

But anyway, the SR 14 is just a suggestion.
 

SR is converted by the old MR: 11 + (MR% / 5).
for example, if the old MR was 5%, then it's now SR 12. no conversion, therefore, would have an SR of less than 12, IMO.
 

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