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Converting Maztica and Horde monsters

Shade

Monster Junkie
Added to Homebrews.

Shade said:
Kamatlan prowl the uncivilized parts of Maztica, and may be found in jungle, desert, or mountains. They climb and swim superbly, and spend a great deal of time in tree tops when in a forested area. They often stalk their prey for hours before pouncing.

Environment: Warm forests, deserts, or mountains?

For the climb and swim bit, and the fact that they are modeled after jaguars, should we borrow the following from the leopard entry?

Climb 20 ft.

Improved Grab (Ex): To use this ability, a leopard 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 rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Shade said:
Kamatlan are solitary and territorial, and they come together only rarely and briefly to mate. Mating may take place at any time of year. Two months after mating, the female lays 1-4 large, leathery eggs, which she buries in a shallow hole. The eggs hatch two months later, producing half-sized young with only 2+2 Hit Dice but all the attack abilities of an adult. The young mature in about six months.

Organization: Solitary or pair?
 

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freyar

Extradimensional Explorer
Shade said:
Environment: Warm forests, deserts, or mountains?

All of the above. ;)
For the climb and swim bit, and the fact that they are modeled after jaguars, should we borrow the following from the leopard entry?

Climb 20 ft.
...
Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Climb speed looks good, as does the accompanying Climb bonus. I think I'd drop the Jump bonus, though, and add a +4 or +8 to swim (to account for the "excellent swimmer" bit).

Improved Grab (Ex): To use this ability, a leopard 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 rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Hmmm. Not too sure about this, largely since the kamadan doesn't have it. However, adding this would make the kamatlan a much more solid CR5.

Organization: Solitary or pair?

Sounds good.

Scott Greene, if you read this, could you tell me if my suspicion is correct -- that you made the poisonous kamadan variant as a sort-of replacement for the kamatlan?
 

Shade

Monster Junkie
Weight? A displacer beast is 2 feet longer and weighs 500 pounds.

Anyone else have opinions on the improved grab/pounce/rake?
 






Shade

Monster Junkie
Next!

Dowagu
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Small group
ACTIVE CYCLE: Night
DIET: Strength Points
INTELLIGENCE: Exceptional (16)
TREASURE: None
ALIGNMENT: Lawful Evil
NO. APPEARING: Up to 6, but usually 1
ARMOR CLASS: 3 (torso), 0 (tail), -2 (head)
MOVEMENT: 18, Fl 36 (B)
HIT DICE: 12 (75 hp)
THAC0: 9
NO. OF ATTACKS: 5
DAMAGE/ATTACK: by weapon (x4), 1d10 (tail)
SPECIAL ATTACKS: touch, fear aura, spells
SPECIAL DEFENSES: silence, dark, hit only in light
MAGIC RESISTANCE: 20%
SIZE: H (12’ long)
MORALE: Fanatic (18)
XP VALUE: 14,000

The dowagu are the creations of the Raja Ambuchar Devayam. They have the lower bodies and tails of giant snakes, except that their tails are covered with a thick, layered hide. They have man-like torsos with four arms and huge leathery wings. Their faces are gaunt and grotesque, with long, curved horns rising from their foreheads and equally long, wicked tusks protruding from their upper jaws. The dowagu are completely black, with beady blue eyes resembling stars. Unless caught in the full light of the moon or a magical light source, they are rarely visible as more than a shadow.

Combat: Dowagu rarely fight, for they are usually working under strict orders from the Raja. When they do fight, however, they are true terrors, attacking simultaneously with four weapons (usually a scimitar, flail, axe and spear) and their powerful tail. Any being unfortunate enough to see a dowagu in full light must save vs. paralyzation or flee in fear for 1d12 rounds.

Creatures hit by the tail, or touching the dowagu with bare hands, must save vs. spells or take an Additional 1d4 points of chilling touch damage and lose a point of Strength. If the victim fails a second save, this one vs. poison, the Strength loss is permanent. In addition, on a natural to-hit roll of 20, the dowagu entwines its tail about the victim. Entwined victims suffer no additional damage, but must save as if hit by the tail each round, or suffer the consequences as outlined above.

Defensively, the dowagu are always surrounded by a 5’ sphere of silence. In addition, they can cause darkness (10’) at will. If this is done at night and there is no direct source of light on the dowagu, treat the result as if it were invisible. Finally, the dowagu can be hit only if illuminated in the full effect of a magical light source, such as a light or continual light spell. Note that such spells cause no direct damage to the dowagu; they merely allow other weapons to inflict damage. If the dowagu is not illuminated, any attack directed against it simply passes through its body as if it were a shadow. They are subject to the full effects of the prism of Kushk, however, for it simultaneously provides a magical light source and makes an attack.

Each day, a dowagu is able to cast up to four 1st level Wizard spells from the Illusion/Phantasm school as if it were a 10th-level Wizard.

Habitat/Society: The dowagu are generally solitary creatures, answering solely to their master and creator, the Raja Ambuchar Devayam. Although they prefer to dwell in desolate, arid locations, they are at home in any environment.

They can mark any creature with the Stamp of Tan Chin. One of their major duties is to wander the world searching out victims upon which to place the dark tattoo. This stamp cannot be removed, even by a wish spell, and always shows through any attempt to cover it up. (Makeup wears off, scarves or hats fall off, spells fail inexplicably, etc.) Upon dying, persons marked with the stamp become undead and march to Solon to join the Raja’s army. Usually, such victims become zombies, but especially powerful characters (9th level and above) become a more advanced form of undead, such as a vampire, wight, groaning spirit, etc. The only way to escape this fate is to avoid death or to destroy the Raja.

Ecology: The dowagu are magical constructs created by the Raja Ambuchar Devayam. There are only six of them, though the Raja will create a replacement if one is destroyed. To feed, the dowagu entwine a victim within the coils of their chilling tail and draw away his strength. They rarely stop until the victim is an empty husk.

From FRA3 Blood Charge (1990).
 

freyar

Extradimensional Explorer
Wow, strange. I guess these should be constructs, though we don't have any clue about their creation. The rest of the description really sounds like an aberration, though.
 

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