• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Converting Al-Qadim and Oriental Adventures creatures

Status
Not open for further replies.

freyar

Extradimensional Explorer
Ok, let's start with the young one and go with monstrous humanoid. talinthalas has Str 19, Dex 10, Con 17, Int 12, Wis 10, Cha 15 for them. Seems reasonable to me. I'd like to bump the claw and bite damage, though. Maybe 1d6+Str and 1d10+1-1/2 Str respectively? (Can't remember: can secondary attacks get Str-and-a-half?)
 

log in or register to remove this ad

Shade

Monster Junkie
Secondary attacks default to half Str, but special cases can allow full Str or Str and 1/2 (such as some creature's tail slap attacks).

It looks like only mental ability scores should change between the three types. Natural armor improves.

It looks like fast healing is probably more appropriate than regeneration here.

A straight translation of DR is x/magic or cold iron, but I'm content with sticking with just cold iron. Thoughts?
 

freyar

Extradimensional Explorer
How about Claw 1d6+Str and Bite 1d10 +1/2 Str, then?

Agreed on the rest. Maybe DR 5 for the young one and DR 10 for adult and matriarch?
 

talinthalas

First Post
See this is why I wanted to get others to look at this it is so much nicer to create monsters by committee. I agree with both of you ideas.
 

demiurge1138

Inventor of Super-Toast
Agreed to DR values and material.

We'd want to list a "powerful bite" SA to account for the Str x 1.5 on the bite attack. Which means we could give the bite some other power along with that.

Demiurge out.
 



demiurge1138

Inventor of Super-Toast
Do we want to give them change shape or alternate form? I never can remember the differences between those two...

Demiurge out.
 

Shade

Monster Junkie
No kidding!

Alternate Form
A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
  • The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
  • Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.

Change Shape
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A true seeing spell or ability reveals the creature’s natural form. A creature using change shape reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use change shape to take the form of a creature with a template. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
  • Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
 

talinthalas

First Post
From the way I read the original creature description I would go with Alternate form as there doesn't seem to be a limit on what creature they can become. Other then their feet stay normal.
 

Status
Not open for further replies.
Remove ads

Top