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Converting First Edition monsters from DRAGON magazine

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BOZ

Creature Cataloguer
naw, these guys don't get a hybrid form. ;) but, they are immune to silver so that must count for something. :D
 

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Shade

Monster Junkie
Um, oh yeah. :eek:

In the Alternate Form ability, you have Alternate Form (Su) listed twice.

So, on to the next critter?
 


Shade

Monster Junkie
Take your pick from the following:

This bulky humanoid stands nearly 8 feet tall, and wears no armor. It has gray skin, a furry body, and a head like a hyena's with a reddish-gray mane. A savage intensity burns in its eyes.

or the "I've seen a gnoll before" version..

This bulky gnoll stands nearly 8 feet tall, and wears no armor. A savage intensity burns in its eyes.

Also, since the description states that ghuunas in humanoid form usually carry swords, should we change our sample to use a greatsword instead of a battleaxe?
 




BOZ

Creature Cataloguer
next, up:

ALCOR
FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 9" walking, 24" skiing
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: K,M
NO. OF ATTACKS: 1 tail strike; or, 2 claws and 1 bite
DAMAGE/ATTACK: 3-12 or 1-3/1-3/l-4
SPECIAL ATTACKS: Tail strike, possible missile fire
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to low
ALIGNMENT Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: II/65 +3/hp

The alcor is a distant relative of the lizard man that has adapted itself to life in a frigid climate. It has earned the nickname “the skier” because of the mode of travel it frequently uses. By balancing itself on its large, flat tail, the alcor can glide across snow and ice (downhill only; no self-propulsion is involved) at a 24” movement rate. It can also move fairly quickly on its legs, but generally only uses this form of locomotion for short distances or if traversing flat or rising terrain.
The alcor is carnivorous and primarily concerned with obtaining food. However, a few groups (10% chance for each small band encountered) are composed of relatively intelligent specimens that have learned to fashion crude weapons. These alcors carry small darts and javelins fashioned from sharp stones and wood (doing 1-3 and 1-6 hp damage respectively) for use as missile weapons. The more intelligent sorts will also carry spears for use in close combat. When charging to attack using its skiing movement, the alcor has a +2 bonus to hit and does double damage with the spear. When the charge is complete, the creature will usually drop its weapon and engage its opponent with its claws.
The alcor’s razor-sharp claws do 1-3 hp damage per hit, and it can bite for 1-4 hp damage. These attacks may be used against a single foe or divided between two targets in a round. The creature can also attack with its tail (when not skiing) at the rate of one tail-slap every two rounds. A strike by the tail does 3-12 hp damage, and a target hit by the tail must save versus petrification or be knocked down. Opponents of size S have a -4 penalty to this saving throw, and those of size L receive a bonus of +5. A target that is knocked down forfeits any attack(s) it would otherwise have been entitled to in the remainder of the current round, and also cannot attack during the following round while it regains its feet. All attacks against a target that has been knocked down are made at +4 to the attacker’s chance “to hit.”
If an alcor chooses to attack with its tail, it cannot use claw or bite attacks in the same round. If it knocks down an opponent, it will attack that foe in preference to any others during the following round.
The two types of alcors will never be found in the same group or in the same lair, but if weapon-users and the less intelligent variety are somehow brought together they will work in concert against a common enemy, thereafter going their separate ways again.


here's a 3.0 conversion of the Alcor by Cildarith: http://pub123.ezboard.com/fnecromancergamesfrm31.showMessageRange?topicID=295.topic&index=27




here are some preliminary stats for the alcor:

Alcor
Medium Humanoid (Reptilian)
HD: 3d8+X (X hp)
Initiative: +X
Speed: 25 ft (5 squares)
AC: 15 (+X size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +2/+X
Attack: Slam +X melee (1dX+X)
Full Attack: Tail slap +X melee (3d4+X); or 2 claws +X melee (1d3+X) and 1 bite +X melee (1d4+X)
Space/Reach: 5 ft/5 ft
Special Attacks: Knock down
Special Qualities: Skiing
Saves: Fort +X Ref +X Will +X
Abilities: Str X Dex X Con X Int 4 Wis X Chr X
Skills: ---
Feats: ---

Environment: Any cold land
Organization: 2-8
Challenge Rating: X
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +X



COMBAT

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Michael Persinger).
 
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Shade

Monster Junkie
Sweet! I dig the alcor. I used some of these guys and the amitoks in a cold adventure in my campaign.

For the skiing ability--According to the A&EG, skis allow full movement across snow and icy surfaces but cannot be used at all on any other terrain. Downhill speed can be as a run (x4) on slight grades or as a run (x5) on severe grades.

Is there a reason to state "50% coins; 50% goods; 50% items" instead of "Half standard"?
 


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