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<blockquote data-quote="Knight Otu" data-source="post: 3731741" data-attributes="member: 192"><p><span style="font-size: 15px"><strong>Crustacean Creature</strong></span></p><p>Crustacean creatures are crabs, lobsters, and similar crustaceans that share some features of a particular creature. They all have pincers and many sport a tough exoskeleton.</p><p></p><p><span style="font-size: 12px"><strong>Creating a Crustacean Creature</strong></span></p><p>A crustacean creature uses all the base creature’s statistics and special abilities except as noted here. You may choose to give the crustacean creature asymmetric claws, a big one, and a small one. Also, if the base creature did not have a shell or similar heavy protection, you may choose to grant it an exoskeleton regardless, changing some of its abilities.</p><p><strong>Size and Type:</strong> If the base creature was an animal, its type changes to Vermin. It does not gain the Augmented subtype.</p><p><strong>Speed:</strong> If the base creature could not already swim, it gains a swim speed equal to its base land speed plus 30 feet. If it has a fly speed, that speed is reduced by 40 feet, and its maneuverability reduced by two steps (this may cause the creature to lose its fly speed).</p><p><strong>Armor Class:</strong> The crustacean creature's natural armor bonus increases by +2. If you chose to grant the crustacean creature an exoskeleton, its natural armor bonus increases by +6 instead.</p><p><strong>Attacks:</strong> The crustacean creature gains two claw attacks if it did not already have them.</p><p><strong>Damage:</strong> Natural weapons deal damage normally. The claw attacks deals damage depending on the crustacean creature's size (If the base creature already had claw attacks, use the crustacean creature damage only if it’s better). If you chose to give the creature asymmetric claws, the small claw deals damage as if the creature was one size category smaller (to a minimum of 1), and the large claw deals damage as if it was one size category larger (dealing 4d8 points of damage if it was Colossal).</p><p>[code][B]Size Claw Size Claw Size Claw[/B]</p><p>Fine 1 Small 1d4 Huge 2d6</p><p>Dimin. 1d2 Med. 1d6 Garg. 2d8</p><p>Tiny 1d3 Large 1d8 Col. 3d8[/code]</p><p><strong>Special Attacks:</strong> A crustacean creature gains constrict and improved grab as special attacks.</p><p><em>Constrict (Ex):</em> The crustacean deals damage equal to its claw damage plus another die plus its Strength modifier with a successful grapple check. For example, if the creature would deal 2d6+5 points of damage, it deals 3d6+5 points of damage while constricting.</p><p><em>Improved Grab (Ex):</em> To use this ability, a crustacean must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Special Qualities:</strong> The crustacean creature gains darkvision out to 60 feet if the base creature did not already have it.</p><p><strong>Saves:</strong> If the creature becomes a vermin, its base Reflex save becomes 1/3 of its Hit Dice.</p><p><strong>Abilities:</strong> The crustacean creature gets +2 to Strength, +2 to Constitution, and -2 to Intelligence. If this would reduce its Intelligence score below 1, it becomes mindless with an Intelligence nonability.</p><p><strong>Skills:</strong> A crustacean has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p><strong>Feats:</strong> If the creature becomes mindless, it loses all feats except for bonus feats.</p><p><strong>Environment:</strong> As the base creature and/or aquatic of the appropriate climate.</p><p><strong>Challenge Rating:</strong> +1.</p><p><strong>Level Adjustment:</strong> +1, or +2 if you chose to give it a tough shell.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>Crustaceans are built for melee combat with their exoskeleton and their powerful claws. Aggressive crustaceans try to close in on the prey and squeeze it to death. They are hardy, and often stubbornly single-minded.</p><p></p><p><span style="font-size: 12px"><strong>Anatomy and Ecology</strong></span></p><p>Crustacean creatures are invertebrates, and rather than bones, they have an exoskeleton. In many crustaceans, this exoskeleton provides tough protection. Crustacean creatures sport five limb pairs (more if the base creature had more), one of which is modified into the pincers. If the base creature had limbs capable of manipulation, an equal number of limbs of the crustacean creature is modified for the same purpose. If the base creature had wings, and the crustacean retained the associated fly speed, an equal number of limbs is modified into clumsy bat-like wings. All other limb pairs become legs. In some crustaceans, the last limb pair may be hidden beneath the exoskeleton.</p><p>Like many arthropods, they have a head, a thorax (which may be fused with the head) from which some of the legs grow, and an abdomen, with a tail. The head features antennae pairs, one or more pairs of compound eyes, and the mandibles.</p><p>Crustacean creatures may be hermaphroditic. All crustaceans develop from a larval form called a nauplius, featuring only a head and a part of the tail, and motive limbs (which grow into the antennae and the mandibles). They are generally too small to be noticed, but if they aren't, they can swim slowly, at half the speed of the parent, and are four size categories smaller, with 1/16th the Hit Dice. They possess no attacks, but have the normal sensory abilities of their parent. Development from the nauplius onwards depends on the species.</p><p>Crustacean creatures cannot use boots. They can only use armor and other clothing specifically made for them.</p><p></p><p><span style="font-size: 12px"><strong>Crustaceans as Characters</strong></span></p><p>More powerful but less intelligent than their counterparts, crustacean creatures gravitate towards melee classes. If the player is willing to accept the level adjustment, a lightly-shelled crustacean creature can be a sensible choice of race. Their ability to survive well in both terrestrial and aquatic environments may be out of place in some campaigns, however, and their natural abilities often call for the use of the grapple rules, which can be unpopular.</p><p></p><p><span style="font-size: 12px"><strong>Variants: Scorpions and Solifuges</strong></span></p><p>Though biologically speaking, scorpions and solifuges (better known as camel spiders) are not related to crustaceans (they are arachnids, and thus related to spiders), the crustacean creature template can easily emulate these two types of creature with small changes.</p><p>Scorpions can be emulated as follows:</p><ul> <li data-xf-list-type="ul">A scorpion does not receive a swim speed.</li> <li data-xf-list-type="ul">In addition to its claw attacks, the scorpion gets a sting attack. The sting deals the same damage as the claw attack, but is always a secondary weapon. </li> <li data-xf-list-type="ul">If the base creature did not have a poison attack, the scorpion gains one, using the same rules as a vespid creature (see below). The poison is always delivered by the sting attack.</li> <li data-xf-list-type="ul">The environment of the scorpion is always the same as that of the base creature, rather than adding aquatic.</li> <li data-xf-list-type="ul">The challenge rating for a scorpion is 1 higher than for a crustacean creature.</li> </ul><p>Solifuges can be emulated as follows:</p><ul> <li data-xf-list-type="ul">A solifuge does not receive a swim speed.</li> <li data-xf-list-type="ul">The base land speed of a solifuge is increased by 10 feet.</li> <li data-xf-list-type="ul">Rather than gaining two claw attacks, a solifuge gains a single bite attack. The bite attack deals damage as a claw attack one size category larger, and the solifuge always adds one and a half times its Strength bonus to the damage of that attack, even if it isn't the only natural attack.</li> <li data-xf-list-type="ul">A solifuge does not gain the improved grab and constrict abilities.</li> <li data-xf-list-type="ul">The environment of the solifuge is always the same as that of the base creature, rather than adding aquatic.</li> <li data-xf-list-type="ul">A solifuge has eight legs rather than ten, but it has two large feelers called pedipalps that look like a fifth leg pair.</li> </ul><p></p><p>[sblock=Sample Creatures]<span style="font-size: 12px"><strong>Sample Creature: Basilisk Crab</strong></span></p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 8d10+48 (93 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 60 ft.</p><p><strong>Armor Class:</strong> 22 (–1 size, +13 natural), touch 9, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +8/+17</p><p><strong>Attack:</strong> Gore +13 melee (1d8+6), or claw +13 melee (1d8+6)</p><p><strong>Full Attack:</strong> Gore +13 melee (1d8+6), or 2 claws +13 melee (1d8+6)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Breath weapon, constrict 2d8+6, improved grab, trample 1d8+9</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., lowlight vision, scent</p><p><strong>Saves:</strong> Fort +12, Ref +6, Will +5</p><p><strong>Abilities:</strong> Str 23, Dex 10, Con 23, Int –, Wis 12, Cha 9</p><p><strong>Skills:</strong> Listen +1, Spot +1, Swim +14</p><p><strong>Feats:</strong> –</p><p><strong>Environment:</strong> Temperate plains or aquatic</p><p><strong>Organization:</strong> Solitary, pair, cut (3–4), or clattering (5–13)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 9–15 HD (Large); 16–24 HD (Huge)</p><p><strong>Level Adjustment:</strong> –</p><p><em>A large crab stands, rearing up as it sees you. Its blue-gray carapace appears almost rocky, and two sharp protrusions remind you of horns. A strange mist billows out of its mouth.</em></p><p>A typical basilisk crab stands over 6 feet tall at the carapace and measures 8 feet in diameter. It weighs about 4,000 pounds.</p><p>Basilisk crabs are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.</p><p>Whenever possible, a basilisk crab begins an encounter by charging at its opponents.</p><p><strong>Breath Weapon (Su):</strong> 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 20 negates. The save DC is Constitution-based.</p><p><strong>Constrict (Ex):</strong> The basilisk crab deals 2d8+6 points of damage with a successful grapple check.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a basilisk crab must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Trample (Ex):</strong> Reflex DC 20 half. The save DC is Strength-based.</p><p><strong>Skills:</strong> A basilisk crab has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The basilisk crab uses a gorgon as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Horrid Crabfolk</strong></span></p><p><strong>Medium Monstrous Humanoid (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 3d8+9 (22 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 60 ft.</p><p><strong>Armor Class:</strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +3/+7</p><p><strong>Attack:</strong> Claw +7 melee (1d6+5)</p><p><strong>Full Attack:</strong> 2 claws +7 melee (1d6+5)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d6+5, evil eye, horrific appearance, improved grab</p><p><strong>Special Qualities:</strong> Amphibious, darkvision 60 ft., spell resistance 14</p><p><strong>Saves:</strong> Fort +3, Ref +4, Will +4</p><p><strong>Abilities:</strong> Str 21, Dex 12, Con 14, Int 8, Wis 13, Cha 14</p><p><strong>Skills:</strong> Hide +3, Listen +5, Spot +5, Swim +13</p><p><strong>Feats:</strong> Alertness, Toughness</p><p><strong>Environment:</strong> Temperate aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> –</p><p><em>The figure reminds of an upright crab, but it looks so horrid and discolored, it is painful to even look at it. Beneath its powerful claws, the creature appears to have an arm pair with opposable fingers.</em></p><p>The horrid crabfolk is found in the water of seas or overgrown lakes. A horrid crabfolk is about the same height and weight as a female human.</p><p>Horrid crabfolk are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.</p><p><strong>Constrict (Ex):</strong> The horrid crabfolk deals 2d6+5 points of damage with a successful grapple check.</p><p><strong>Evil Eye (Su):</strong> Three times per day, a horrid crabfolk can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.</p><p><strong>Horrific Appearance (Su):</strong> The sight of a horrid crabfolk is so revolting that anyone (other than a hag or another crabfolk) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same crabfolk’s horrific appearance for 24 hours. The save DC is Charisma-based.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a horrid crabfolk must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Amphibious (Ex):</strong> Although horrid crabfolk are aquatic, they can survive indefinitely on land.</p><p><strong>Skills:</strong> A horrid crabfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The horrid crabfolk uses a sea hag as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Spitting Crab</strong></span></p><p><strong>Medium Vermin</strong></p><p><strong>Hit Dice:</strong> 2d8+6 (15 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 60 ft.</p><p><strong>Armor Class:</strong> 18 (+8 natural), touch 10, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +1/+3</p><p><strong>Attack:</strong> Claw +3 melee (1d6+1)</p><p><strong>Full Attack:</strong> 2 claws +3 melee (1d6+2) and bite -2 melee (1d4+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Acid spray, constrict 2d6+2, improved grab</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., vermin traits</p><p><strong>Saves:</strong> Fort +6, Ref +0, Will +0</p><p><strong>Abilities:</strong> Str 15, Dex 10, Con 16, Int –, Wis 10, Cha 9</p><p><strong>Skills:</strong> Swim +10</p><p><strong>Feats:</strong> –</p><p><strong>Environment:</strong> Warm forests and aquatic</p><p><strong>Organization:</strong> Cluster (2–5) or click (6–11)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Advancement:</strong> 3–4 HD (Medium); 5–6 HD (Large)</p><p><strong>Level Adjustment:</strong> –</p><p><em>Several big red and black crab hustle along, keeping good watch of you, and apparently ready to defend themselves.</em></p><p>These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A spitting crab is about 6 feet long. Spitting crabs normally attack only to defend themselves, their nests, or their eggs.</p><p><strong>Acid Spray (Ex):</strong> When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 14 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.</p><p><strong>Constrict (Ex):</strong> The spitting crab deals 2d6+2 points of damage with a successful grapple check.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a spitting crab must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Skills:</strong> A spitting crab has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The spitting crab uses a giant bombardier beetle as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Storm Majid</strong></span></p><p><strong>Large Outsider (Air, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 7d8+21 (52 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 20 ft. (4 squares), fly 20 ft. (average), swim 50 ft.</p><p><strong>Armor Class:</strong> 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +7/+15</p><p><strong>Attack:</strong> Slam +11 melee (1d8+5); or claw +11 melee (1d8+5)</p><p><strong>Full Attack:</strong> 2 slams +11 melee (1d8+5); or 2 claws +11 melee (1d8+5)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Air mastery, constrict 2d8+5, improved grab, spell-like abilities, whirlwind</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +8, Ref +9, Will +7</p><p><strong>Abilities:</strong> Str 20, Dex 19, Con 16, Int 12, Wis 15, Cha 15</p><p><strong>Skills:</strong> Appraise +12, Concentration +13, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Swim +13, Use Rope +4 (+6 with bindings)</p><p><strong>Feats:</strong> Combat Casting, Combat Reflexes, Dodge, Improved Initiative[sup]<strong>B</strong>[/sup]</p><p><strong>Environment:</strong> Elemental Plane of Air</p><p><strong>Organization:</strong> Solitary, company (2–4), or band (6–15)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic good</p><p><strong>Advancement:</strong> 8–10 HD (Large); 11–21 (Huge)</p><p><strong>Level Adjustment:</strong> +7</p><p><em>A halfling-sized azure and white crab-like creature seemingly hovers before you, suspended by six extraordinarily long and spidery legs. Two similar appendages end in hand-like claws, while the final two appendages sport large pincers.</em></p><p>The storm majids are near-genies from the Elemental Plane of Air. A storm majid is about 10-1/2 feet tall and weighs about 1,000 pounds.</p><p>Storm majids speak Auran, Celestial, Common, and Ignan.</p><p>Storm majids disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A storm majid overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.</p><p><strong>Air Mastery (Ex):</strong> Airborne creatures take a –1 penalty on attack and damage rolls against a storm majid.</p><p><strong>Constrict (Ex):</strong> The storm majid deals 2d8+5 points of damage with a successful grapple check.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a storm majid must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Spell-Like Abilities:</strong> Caster level 20th. The save DCs are Charisma-based.</p><p>At will—<em>invisibility</em> (self only); 1/day—<em>create food and water</em>, <em>create wine</em> (as <em>create water</em>, but wine instead), <em>major creation</em> (created vegetable matter is permanent), <em>persistent image</em> (DC 17), <em>wind walk</em>.</p><p>Once per day, a storm majid can assume <em>gaseous form</em> (as the spell) for up to 1 hour.</p><p><strong>Whirlwind (Su):</strong> A storm majid can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.</p><p>The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The storm majid controls the exact height, but it must be at least 10 feet.</p><p>A storm majid’s movement while in whirlwind form does not provoke attacks of opportunity, even if the storm majid enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the storm majid moves into or through the creature’s space.</p><p>Creatures one or more size categories smaller than the storm majid might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 21 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 21 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 21 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.</p><p>Creatures trapped in the whirlwind cannot move except to go where the storm majid carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The storm majid can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.</p><p>The storm majid can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.</p><p>If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the storm majid and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.</p><p>A storm majid in whirlwind form cannot make melee attacks and does not threaten the area around it.</p><p><em>Plane Shift (Sp):</em> A storm majid can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the storm majid and up to eight other creatures, provided they all link hands with the storm majid. It is otherwise similar to the spell of the same name (caster level 13th).</p><p><strong>Skills:</strong> A storm majid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The storm majid uses a djinni as the base creature.[/sblock]</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3731741, member: 192"] [SIZE=4][B]Crustacean Creature[/B][/SIZE] Crustacean creatures are crabs, lobsters, and similar crustaceans that share some features of a particular creature. They all have pincers and many sport a tough exoskeleton. [SIZE=3][B]Creating a Crustacean Creature[/B][/SIZE] A crustacean creature uses all the base creature’s statistics and special abilities except as noted here. You may choose to give the crustacean creature asymmetric claws, a big one, and a small one. Also, if the base creature did not have a shell or similar heavy protection, you may choose to grant it an exoskeleton regardless, changing some of its abilities. [B]Size and Type:[/B] If the base creature was an animal, its type changes to Vermin. It does not gain the Augmented subtype. [B]Speed:[/B] If the base creature could not already swim, it gains a swim speed equal to its base land speed plus 30 feet. If it has a fly speed, that speed is reduced by 40 feet, and its maneuverability reduced by two steps (this may cause the creature to lose its fly speed). [B]Armor Class:[/B] The crustacean creature's natural armor bonus increases by +2. If you chose to grant the crustacean creature an exoskeleton, its natural armor bonus increases by +6 instead. [B]Attacks:[/B] The crustacean creature gains two claw attacks if it did not already have them. [B]Damage:[/B] Natural weapons deal damage normally. The claw attacks deals damage depending on the crustacean creature's size (If the base creature already had claw attacks, use the crustacean creature damage only if it’s better). If you chose to give the creature asymmetric claws, the small claw deals damage as if the creature was one size category smaller (to a minimum of 1), and the large claw deals damage as if it was one size category larger (dealing 4d8 points of damage if it was Colossal). [code][B]Size Claw Size Claw Size Claw[/B] Fine 1 Small 1d4 Huge 2d6 Dimin. 1d2 Med. 1d6 Garg. 2d8 Tiny 1d3 Large 1d8 Col. 3d8[/code] [B]Special Attacks:[/B] A crustacean creature gains constrict and improved grab as special attacks. [I]Constrict (Ex):[/I] The crustacean deals damage equal to its claw damage plus another die plus its Strength modifier with a successful grapple check. For example, if the creature would deal 2d6+5 points of damage, it deals 3d6+5 points of damage while constricting. [I]Improved Grab (Ex):[/I] To use this ability, a crustacean must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Special Qualities:[/B] The crustacean creature gains darkvision out to 60 feet if the base creature did not already have it. [B]Saves:[/B] If the creature becomes a vermin, its base Reflex save becomes 1/3 of its Hit Dice. [B]Abilities:[/B] The crustacean creature gets +2 to Strength, +2 to Constitution, and -2 to Intelligence. If this would reduce its Intelligence score below 1, it becomes mindless with an Intelligence nonability. [B]Skills:[/B] A crustacean has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B]Feats:[/B] If the creature becomes mindless, it loses all feats except for bonus feats. [B]Environment:[/B] As the base creature and/or aquatic of the appropriate climate. [B]Challenge Rating:[/B] +1. [B]Level Adjustment:[/B] +1, or +2 if you chose to give it a tough shell. [SIZE=3][B]Combat[/B][/SIZE] Crustaceans are built for melee combat with their exoskeleton and their powerful claws. Aggressive crustaceans try to close in on the prey and squeeze it to death. They are hardy, and often stubbornly single-minded. [SIZE=3][B]Anatomy and Ecology[/B][/SIZE] Crustacean creatures are invertebrates, and rather than bones, they have an exoskeleton. In many crustaceans, this exoskeleton provides tough protection. Crustacean creatures sport five limb pairs (more if the base creature had more), one of which is modified into the pincers. If the base creature had limbs capable of manipulation, an equal number of limbs of the crustacean creature is modified for the same purpose. If the base creature had wings, and the crustacean retained the associated fly speed, an equal number of limbs is modified into clumsy bat-like wings. All other limb pairs become legs. In some crustaceans, the last limb pair may be hidden beneath the exoskeleton. Like many arthropods, they have a head, a thorax (which may be fused with the head) from which some of the legs grow, and an abdomen, with a tail. The head features antennae pairs, one or more pairs of compound eyes, and the mandibles. Crustacean creatures may be hermaphroditic. All crustaceans develop from a larval form called a nauplius, featuring only a head and a part of the tail, and motive limbs (which grow into the antennae and the mandibles). They are generally too small to be noticed, but if they aren't, they can swim slowly, at half the speed of the parent, and are four size categories smaller, with 1/16th the Hit Dice. They possess no attacks, but have the normal sensory abilities of their parent. Development from the nauplius onwards depends on the species. Crustacean creatures cannot use boots. They can only use armor and other clothing specifically made for them. [SIZE=3][B]Crustaceans as Characters[/B][/SIZE] More powerful but less intelligent than their counterparts, crustacean creatures gravitate towards melee classes. If the player is willing to accept the level adjustment, a lightly-shelled crustacean creature can be a sensible choice of race. Their ability to survive well in both terrestrial and aquatic environments may be out of place in some campaigns, however, and their natural abilities often call for the use of the grapple rules, which can be unpopular. [SIZE=3][B]Variants: Scorpions and Solifuges[/B][/SIZE] Though biologically speaking, scorpions and solifuges (better known as camel spiders) are not related to crustaceans (they are arachnids, and thus related to spiders), the crustacean creature template can easily emulate these two types of creature with small changes. Scorpions can be emulated as follows: [list][*]A scorpion does not receive a swim speed. [*]In addition to its claw attacks, the scorpion gets a sting attack. The sting deals the same damage as the claw attack, but is always a secondary weapon. [*]If the base creature did not have a poison attack, the scorpion gains one, using the same rules as a vespid creature (see below). The poison is always delivered by the sting attack. [*]The environment of the scorpion is always the same as that of the base creature, rather than adding aquatic. [*]The challenge rating for a scorpion is 1 higher than for a crustacean creature.[/list] Solifuges can be emulated as follows: [list][*]A solifuge does not receive a swim speed. [*]The base land speed of a solifuge is increased by 10 feet. [*]Rather than gaining two claw attacks, a solifuge gains a single bite attack. The bite attack deals damage as a claw attack one size category larger, and the solifuge always adds one and a half times its Strength bonus to the damage of that attack, even if it isn't the only natural attack. [*]A solifuge does not gain the improved grab and constrict abilities. [*]The environment of the solifuge is always the same as that of the base creature, rather than adding aquatic. [*]A solifuge has eight legs rather than ten, but it has two large feelers called pedipalps that look like a fifth leg pair.[/list] [sblock=Sample Creatures][SIZE=3][B]Sample Creature: Basilisk Crab[/B][/SIZE] [B]Large Magical Beast Hit Dice:[/B] 8d10+48 (93 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 30 ft. (6 squares), swim 60 ft. [B]Armor Class:[/B] 22 (–1 size, +13 natural), touch 9, flat-footed 22 [B]Base Attack/Grapple:[/B] +8/+17 [B]Attack:[/B] Gore +13 melee (1d8+6), or claw +13 melee (1d8+6) [B]Full Attack:[/B] Gore +13 melee (1d8+6), or 2 claws +13 melee (1d8+6) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Breath weapon, constrict 2d8+6, improved grab, trample 1d8+9 [B]Special Qualities:[/B] Darkvision 60 ft., lowlight vision, scent [B]Saves:[/B] Fort +12, Ref +6, Will +5 [B]Abilities:[/B] Str 23, Dex 10, Con 23, Int –, Wis 12, Cha 9 [B]Skills:[/B] Listen +1, Spot +1, Swim +14 [B]Feats:[/B] – [B]Environment:[/B] Temperate plains or aquatic [B]Organization:[/B] Solitary, pair, cut (3–4), or clattering (5–13) [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 9–15 HD (Large); 16–24 HD (Huge) [B]Level Adjustment:[/B] – [I]A large crab stands, rearing up as it sees you. Its blue-gray carapace appears almost rocky, and two sharp protrusions remind you of horns. A strange mist billows out of its mouth.[/I] A typical basilisk crab stands over 6 feet tall at the carapace and measures 8 feet in diameter. It weighs about 4,000 pounds. Basilisk crabs are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate. Whenever possible, a basilisk crab begins an encounter by charging at its opponents. [B]Breath Weapon (Su):[/B] 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 20 negates. The save DC is Constitution-based. [B]Constrict (Ex):[/B] The basilisk crab deals 2d8+6 points of damage with a successful grapple check. [B]Improved Grab (Ex):[/B] To use this ability, a basilisk crab must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Trample (Ex):[/B] Reflex DC 20 half. The save DC is Strength-based. [B]Skills:[/B] A basilisk crab has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The basilisk crab uses a gorgon as the base creature. [SIZE=3][B]Sample Creature: Horrid Crabfolk[/B][/SIZE] [B]Medium Monstrous Humanoid (Aquatic) Hit Dice:[/B] 3d8+9 (22 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares), swim 60 ft. [B]Armor Class:[/B] 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 [B]Base Attack/Grapple:[/B] +3/+7 [B]Attack:[/B] Claw +7 melee (1d6+5) [B]Full Attack:[/B] 2 claws +7 melee (1d6+5) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Constrict 2d6+5, evil eye, horrific appearance, improved grab [B]Special Qualities:[/B] Amphibious, darkvision 60 ft., spell resistance 14 [B]Saves:[/B] Fort +3, Ref +4, Will +4 [B]Abilities:[/B] Str 21, Dex 12, Con 14, Int 8, Wis 13, Cha 14 [B]Skills:[/B] Hide +3, Listen +5, Spot +5, Swim +13 [B]Feats:[/B] Alertness, Toughness [B]Environment:[/B] Temperate aquatic [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] – [I]The figure reminds of an upright crab, but it looks so horrid and discolored, it is painful to even look at it. Beneath its powerful claws, the creature appears to have an arm pair with opposable fingers.[/I] The horrid crabfolk is found in the water of seas or overgrown lakes. A horrid crabfolk is about the same height and weight as a female human. Horrid crabfolk are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance. [B]Constrict (Ex):[/B] The horrid crabfolk deals 2d6+5 points of damage with a successful grapple check. [B]Evil Eye (Su):[/B] Three times per day, a horrid crabfolk can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based. [B]Horrific Appearance (Su):[/B] The sight of a horrid crabfolk is so revolting that anyone (other than a hag or another crabfolk) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same crabfolk’s horrific appearance for 24 hours. The save DC is Charisma-based. [B]Improved Grab (Ex):[/B] To use this ability, a horrid crabfolk must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Amphibious (Ex):[/B] Although horrid crabfolk are aquatic, they can survive indefinitely on land. [B]Skills:[/B] A horrid crabfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The horrid crabfolk uses a sea hag as the base creature. [SIZE=3][B]Sample Creature: Spitting Crab[/B][/SIZE] [B]Medium Vermin Hit Dice:[/B] 2d8+6 (15 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares), swim 60 ft. [B]Armor Class:[/B] 18 (+8 natural), touch 10, flat-footed 16 [B]Base Attack/Grapple:[/B] +1/+3 [B]Attack:[/B] Claw +3 melee (1d6+1) [B]Full Attack:[/B] 2 claws +3 melee (1d6+2) and bite -2 melee (1d4+1) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Acid spray, constrict 2d6+2, improved grab [B]Special Qualities:[/B] Darkvision 60 ft., vermin traits [B]Saves:[/B] Fort +6, Ref +0, Will +0 [B]Abilities:[/B] Str 15, Dex 10, Con 16, Int –, Wis 10, Cha 9 [B]Skills:[/B] Swim +10 [b]Feats:[/b] – [B]Environment:[/B] Warm forests and aquatic [B]Organization:[/B] Cluster (2–5) or click (6–11) [B]Challenge Rating:[/B] 3 [B]Advancement:[/B] 3–4 HD (Medium); 5–6 HD (Large) [B]Level Adjustment:[/B] – [I]Several big red and black crab hustle along, keeping good watch of you, and apparently ready to defend themselves.[/I] These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A spitting crab is about 6 feet long. Spitting crabs normally attack only to defend themselves, their nests, or their eggs. [B]Acid Spray (Ex):[/B] When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 14 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. [B]Constrict (Ex):[/B] The spitting crab deals 2d6+2 points of damage with a successful grapple check. [B]Improved Grab (Ex):[/B] To use this ability, a spitting crab must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Skills:[/B] A spitting crab has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The spitting crab uses a giant bombardier beetle as the base creature. [SIZE=3][B]Sample Creature: Storm Majid[/B][/SIZE] [B]Large Outsider (Air, Extraplanar) Hit Dice:[/B] 7d8+21 (52 hp) [B]Initiative:[/B] +8 [B]Speed:[/B] 20 ft. (4 squares), fly 20 ft. (average), swim 50 ft. [B]Armor Class:[/B] 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18 [B]Base Attack/Grapple:[/B] +7/+15 [B]Attack:[/B] Slam +11 melee (1d8+5); or claw +11 melee (1d8+5) [B]Full Attack:[/B] 2 slams +11 melee (1d8+5); or 2 claws +11 melee (1d8+5) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Air mastery, constrict 2d8+5, improved grab, spell-like abilities, whirlwind [B]Special Qualities:[/B] Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. [B]Saves:[/B] Fort +8, Ref +9, Will +7 [B]Abilities:[/B] Str 20, Dex 19, Con 16, Int 12, Wis 15, Cha 15 [B]Skills:[/B] Appraise +12, Concentration +13, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Swim +13, Use Rope +4 (+6 with bindings) [B]Feats:[/B] Combat Casting, Combat Reflexes, Dodge, Improved Initiative[sup][b]B[/b][/sup] [B]Environment:[/B] Elemental Plane of Air [B]Organization:[/B] Solitary, company (2–4), or band (6–15) [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic good [B]Advancement:[/B] 8–10 HD (Large); 11–21 (Huge) [B]Level Adjustment:[/B] +7 [I]A halfling-sized azure and white crab-like creature seemingly hovers before you, suspended by six extraordinarily long and spidery legs. Two similar appendages end in hand-like claws, while the final two appendages sport large pincers.[/I] The storm majids are near-genies from the Elemental Plane of Air. A storm majid is about 10-1/2 feet tall and weighs about 1,000 pounds. Storm majids speak Auran, Celestial, Common, and Ignan. Storm majids disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A storm majid overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. [B]Air Mastery (Ex):[/B] Airborne creatures take a –1 penalty on attack and damage rolls against a storm majid. [B]Constrict (Ex):[/B] The storm majid deals 2d8+5 points of damage with a successful grapple check. [B]Improved Grab (Ex):[/B] To use this ability, a storm majid must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Spell-Like Abilities:[/B] Caster level 20th. The save DCs are Charisma-based. At will—[I]invisibility[/I] (self only); 1/day—[I]create food and water[/I], [I]create wine[/I] (as [I]create water[/I], but wine instead), [I]major creation[/I] (created vegetable matter is permanent), [I]persistent image[/I] (DC 17), [I]wind walk[/I]. Once per day, a storm majid can assume [I]gaseous form[/I] (as the spell) for up to 1 hour. [B]Whirlwind (Su):[/B] A storm majid can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The storm majid controls the exact height, but it must be at least 10 feet. A storm majid’s movement while in whirlwind form does not provoke attacks of opportunity, even if the storm majid enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the storm majid moves into or through the creature’s space. Creatures one or more size categories smaller than the storm majid might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 21 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 21 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 21 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the storm majid carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The storm majid can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. The storm majid can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the storm majid and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. A storm majid in whirlwind form cannot make melee attacks and does not threaten the area around it. [I]Plane Shift (Sp):[/I] A storm majid can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the storm majid and up to eight other creatures, provided they all link hands with the storm majid. It is otherwise similar to the spell of the same name (caster level 13th). [B]Skills:[/B] A storm majid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The storm majid uses a djinni as the base creature.[/sblock] [/QUOTE]
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