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Converting First Edition monsters from DRAGON magazine

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Mortis

First Post
Shade said:
This post should help with the psionic conversions:
Not with me. I'm afraid I'm utterly clueless when it comes to psionics - but then again it was never part of Mystara anyway. :)

Good luck with Magenta's Cat and expect more input from me on the next conversion - unless it's another psionic ;)

Regards
Mortis
 

Shade

Monster Junkie
Since you are about 1/4th of the conversion crew at this point, and no one else has responded to this critter, I'm going to move it out of the Dragon thread and start a Converting Psionic Creatures thread. That way, the psionic creatures, which always seem to take awhile, won't derail this thread. Look for a replacement creature soon.
 

Shade

Monster Junkie
Here's the replacement...

Amphitere
CLIMATE/TERRAIN: Any temperate or tropical land
FREQUENCY: Rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: E
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVEMENT: 15, Fly 25 (B)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1-4 or 1-4/1-6
SPECIAL ATTACKS: Constriction, poison
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L (12' long)
MORALE: Unsteady (7)
XP VALUE: 975

The amphitere is a long, winged serpent thicker than a boa constrictor. Its scales are heavy and noticeable, while its eyes are surprisingly large, and all the more noticeable due to the wattled rings around them. The wings, on the other hand, are quite small in proportion to the rest of the creature, suggesting that it relies on an innate magical power to become airborne. It has two tongues, one a normal forked snake tongue, the other ending in a poisonous tip like the head of an arrow. Some amphiteres also have an arrowhead-shaped stinger at the end of the tail. The amphitere's color varies around the world, generally resembling that of the local snakes. The wings are either membranous or feathered.

Combat: The amphitere can attack with either a bite or a thrust of the pointed tongue. Both attacks inflict 1-4 hp damage. In addition, victims struck with the venomous tongue must save vs. poison (Type E). Those amphiteres who have a tail spike can lash out for another 1-6 hp damage; both mouth and tail attacks can be used simultaneously Finally, the amphitere can attack as an ordinary constrictor snake, inflicting 1-3 hp damage per round. Note that the amphitere cannot bite while constricting.

The flying snake has only to make a successful attack to coil around the victim initially; afterward, each attack is an automatic hit until the victim is freed. Aside from simply
killing the amphitere, a victim may unwind the creature's coils with a successful Open Doors roll at a -1 penalty.

Habitat/Society: Amphiteres are solitary coming together briefly in the mating season. The female raises the young alone, driving them out of the lair when they are old enough to take
care of themselves (in about 6 weeks). Thus, any young amphiteres the PCs find in a lair are unable to help their mother defend against intruders.

Ecology: Amphiteres are predators, though cowardly ones, typically picking off lone wayfarers, sentries, and stray animals from a herd. Children are their favored human prey, as adults are simply too big to be swallowed whole. Despite their poison, amphiteres have natural enemies in plenty who are willing to make an initial strike in an attempt to kill the amphitere before it can fight back. Griffins, hippogriffs, and giant birds of prey are frequent foes, and if an amphitere nest is built too low to the ground, wild pigs will raid it.

Although generally rare, amphiteres may undergo a periodic population explosion during a good season when prey is plentiful. When game is scarce, the weaker youngsters tend to
starve to death, with what food there is going solely to the stronger hatchlings. When there is food for everyone, the population doubles, meaning starvation in the future unless something is done. The solution is usually a mass migration, in which many of the creatures fly off en masse to new territories, after which they scatter far and wide, resuming their solitary lifestyle. Although amphiteres are unwelcome neighbors, attacking a massed swarm (which can contain up to 200 individuals) is an extraordinarily bad idea for anyone not plentifully equipped with heavy-damage versions of spells such as fireball. Still, because it is quicker to tackle them all together than to hunt down each individual once they scatter, few local rulers can resist the temptation.

If an amphitere is captured young, it may be trained as a guard beast or pet, and the young typically sell for 500 gp each. Because of its cowardice, however, it is best placed in ambush positions around the owner's property, rather than being kept out in the open like a guard dog. They tend to lurk among building rafters and upper stories when kept indoors.

From Dragon #248, 1998.
 

GrayLinnorm

Explorer
I was wondering when you would get to this one!

The amphitere is a large creature; the medium constrictor snake has Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2; the giant constrictor snake, which is Huge, has Str 25, and the other abilities are the same.

Treasure: Standard

Should this be a dragon or a magical beast? It was listed as a dragon-kin, but it's basically a flying snake.
 

Shade

Monster Junkie
GrayLinnorm said:
Should this be a dragon or a magical beast? It was listed as a dragon-kin, but it's basically a flying snake.

That's the million dollar question.

Per the MM: "A dragon is a reptilelike creature, usually winged, with magical or unusual abilities. This type is exceptionally powerful, combining good combat ability, hit points, and saving throws. Use the dragon type for variations on the basic dragon design (a flying reptile with supernatural abilities). If your creature is essentially just a flying reptile (such as a pterodactyl), the animal or magical beast type may be more suitable."

I'm thinking that magical beast looks more likely, as none of its abilities sound supernatural.
 

Mortis

First Post
Shade said:
I'm thinking that magical beast looks more likely, as none of its abilities sound supernatural.
I agree that magical beast makes more sense.

Looking at the constrictor snakes is the SRD, we have two:-

Constrictor 3HD Str 17 Dex 17 Con 13 Int 1 Wis 12 Cha 2
Giant Constrictor 11 HD Str 25 Dex 17 Con 13 Int 1 Wis 12 Cha 2

So the only ability that changes is Str. As the amphitere is closer to the normal constrictor than the giant constrictor how about these ability scores

Str 19 Dex 17 Con 13 Int 1 Wis 12 Cha 2
<edit> just spotted GrayLinnorm's post. :eek:

It actually fits quite nicely.

HD Str
3 17
4 18
5 19
6 20
7 21
8 22
9 23
10 24
11 25

:D

Skills:
Again borrowing from the constrictors we have these skills
Balance, Climb, Hide, Listen, Spot, Swim

Although I doubt we need Swim.

Feats:
Same as the standard constrictor?

Special Attacks:

Constrict (Ex)
On a successful grapple check, an amphitere deals 1d4+6 points of damage.

Improved Grab (Ex)
To use this ability, an amphitere must hit with its bite 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.

Poison (Ex)
What does Type E poison do?

Special Abilities
Scent

Plus a note/sidebar on the variant with the tail stinger?

Regards
Mortis
 
Last edited:

Mortis

First Post
@*&^@*!!!!
I edited the post instead of quoting. :eek:

Amphitere
Hit Dice: 5d10+8 (35 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly X ft. (X), (climb 20 ft., swim 20 ft. do we keep either/both?)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d4+4) or tongue +x melee (1d4+2 plus poison)
Full Attack: Bite +8 melee (1d4+4) or tongue +X melee (1d4+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d4+6, improved grab, poison
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 19, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +4, Climb +5(+13), Hide +1, Listen +5, Spot +5
Feats: Alertness, Improved Initiative, Toughness?
Environment: Any temperate or warm land?
Organization: Solitary
Challenge Rating: X
Treasure: Standard?
Alignment: Always? neutral?
Advancement: X
Level Adjustment: -

Desc.

Flavor text.

COMBAT

Tactics.

Constrict (Ex): On a successful grapple check, an amphitere deals 1d4+6 points of damage.

Improved Grab (Ex): To use this ability, an amphitere must hit with its bite 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.

Poison (Ex): Injury, tongue thrust, Fort DC X negates, initial damage 1d6 Con, secondary damage 2d4 Con. The save DC is Constitution-based.

Skills: (if we keep the climb movement rate) An amphitere has a +8 racial bonus on all Climb checks. The amphitere must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing.

Regards
Mortis
 
Last edited:

GrayLinnorm

Explorer
From 2e Dungeon Master's Guide, p.73:

Class E
Method: Injected
Onset: Immediate
Strength: Death/20

It sounds like Constitution damage would be the best option.

I would say yes to Always neutral.

Is CR 4 too much?
 

Mortis

First Post
GrayLinnorm said:
From 2e Dungeon Master's Guide, p.73:

Class E
Method: Injected
Onset: Immediate
Strength: Death/20

It sounds like Constitution damage would be the best option.

Looks like :)

How about initial damage of 1d6 and secondary damage of 2d4? Too much for CR 3?

Is CR 4 too much?
I'd say so - it's pretty much the same as the standard constrictor which is CR 2 except for its fly speed. So let's split the difference and call it CR 3?

Regards
Mortis
 

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