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.

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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