Converting Oriental Adventures creatures


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Shade

Monster Junkie
Fixed. Next!

Kala, Cave
FREQUENCY: Rare
NO. APPEARING: 1-10
ARMOR CLASS: -1
MOVE: 9'
HIT DICE: 8
% IN LAIR: 30%
TREASURE TYPE: O
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8
SPECIAL ATTACKS: Pain
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP VALUE: VI/825 + 10/hp

Kala, Earth
FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 6
% IN LAIR: 25%
TREASURE TYPE: P
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil Nil
LEVEL/XP VALUE: V 1275 + 6/hp

The kalau are an ancient and primitive spirit race of humanoids found in the cold wastelands. They appear similar to normal humans except for their pointed heads and large feet (which aid them in moving through the snow). They are inured to the cold and never wear more than a loincloth, regardless of the weather. They are quite ferocious and cannibalistic, raiding camps and villages for their food.

All types of kalau are expert trackers and hunters. They can follow a trail with a base 80% chance of success. They attack with their clawed hands or with primitive stone axes, one held in each hand.

The bite of a cave kala injects a terrible poison which causes wracking pains in the victim unless a successful saving throw vs. poison is made. These pains begin slowly and build in intensity. On the first round of effect, the victim notices discomfort similar to a strong headache. On the second round the pain spreads, causing the victim to be -1 to hit, damage, and + 1 on all saving throw rolls. By the third round the pains are quite strong, increasing the penalty to -2/ + 2; on the fourth round they are excruciating (-4/+4). On the fifth round, the pain is so great that the victim is incapacitated, unable to take any action. These pains last for 1-3 turns.

The breath of the earth kala causes disease in all who fail to make a saving throw vs. death. This breath has a range of five feet and a width of two feet. The disease slowly weakens the victim, causing the loss of 1d6 hit points per day. While so diseased, the victim cannot heal or benefit from the effects of magical healing.

Cave kalau make their lairs in hidden caves deep in the forest. Earth kalau live a nomadic life, moving their camps according to the season and the hunting. All speak the language of the northern tribes and that of their own kind.

Originally appeared in Oriental Adventures (1985).

Here's the Monstrous Compendium Kara-Tur Appendix versions...

Cave Kala
Climate/Terrain: Arctic hills, mountains, and plains
Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1-10
Armor Class: -1
Movement: 9
Hit Dice: 8
THAC0: 13
No. of Attacks: 2
Damage/Attack: 1-8/1-8 or by weapon
Special Attacks: Pain
Special Defenses: Nil
Magic Resistance: Nil
Size: M (6’ tall)
Morale: Steady (12)
XP Value: 1,400

Earth Kala
Climate/Terrain: Arctic hills, mountains, and plains
Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: P
Alignment: Neutral
No. Appearing: 1-12
Armor Class: 2
Movement: 6
Hit Dice: 6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 1-6/1-6 or by weapon
Special Attacks: Disease
Special Defenses: Nil
Magic Resistance: Nil
Size: M (6’ tall)
Morale: Steady (11)
XP Value: 650

The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.

Two varieties exist: the cave kala and the earth kala. The cave kala are slightly more common. Physically similar to humans, cave kala have elongated heads that narrow to points. They’re usually bald. Their skin is pale yellow and cold to the touch. They have dull black eyes, big ears, and long snouts that dangle over their upper lips. Razor-sharp talons grow from their fingers. Their feet are broad and flat, enabling them to move easily over snow and ice. Kala are inured to the cold; regardless of weather, they don no more than a loincloth of leather or fur.

Kala speak their own language as well as the language of human and humanoid tribes in the immediate area.

Combat: Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.

All kala are expert trackers and hunters. They can follow any trail that’s up to 48 hours old, with an 80% base chance of success. This chance drops 10% for each additional day the trail has grown cold. (For instance, if a trail was made 3 days–or 72 hours–ago, kala have a 70% base chance of following it.)

These vicious carnivores attack with their clawed hands or wield primitive stone axes. They hold one axe in each each hand, and each weapon inflicts 1-8 hit points of damage. Assume that half a kala band carries these axes.

The bite of a kala (make a normal attack roll) inflicts no damage, but it injects a terrible toxin. The venom causes progressive pain unless the victim makes a successful saving throw vs. poison. These pains begin slowly and build in intensity. On the first round of effect, the victim notices discomfort similar to a strong headache. On the second round, the pain spreads, causing the victim to suffer a -1 penalty on his attack and damage rolls, and a +1 penalty on all saving throw rolls. By round three, the pain is quite strong, increasing the penalties to -2/ +2. By round four, the pain is excruciating, and the penalties are -4/ +4. By round five, the pain is so great that it incapacites the victim; he cannot move, attack, or take any other actions. From the time of the initial bite, the pains last for 1-3 turns.

Kala are immune to all types of cold-based attacks.

Habitat/Society: Cave kala make their lairs in mountain caves in the most desolate reaches of frigid wastelands. They live in family groups of 2-8 (2d4) males, an equal number of females, and a number of immature kala equal to 25% of the adults. The largest male serves as the group’s leader.

During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.

Ecology: Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures’ heads (or similar evidence of their destruction).

Earth Kala
Earth kala are a smaller and slower species of kala who have no permanent lairs. They are nomads, moving their camps according to the season and the supply of game. Physically, they resemble cave kala, but the earth kala’s skin is rosy pink and they have blonde or dark brown hair.

Earth kala share the outlook and abilities of their cave-dwelling cousins. Like the cave kala, they can wield stone axes in each hand. Earth kala cannot inject poison with their bite. Instead, they can use their breath to cause disease to all who fail their saving throw vs. death. This breath has a range of 5 feet, a width of 2 feet, and can be used three times per day. The breath disease slowly weakens its victim, causing him to lose 1-6 hit points per day. While so diseased, the victim cannot heal or benefit from a potion of healing or from cure light wounds or similar spells. Only cure disease or a similar spell can negate the effects.
 



Cleon

Legend
Oh, I remember these fellows from 1st edition.

Do we do the two varieties as separate monsters, or make one a sub-entry of t'other?

Monstrous Humanoids I think, with Two-Weapon Fighting for the paired handaxes.

Add a note that the "Oriental Adventures" version has the Spirit subtype.

For ability scores, how about averaging a Goblin and an Ogre Mage and halving the resulting Int? That looks pretty good for the Earth Kala.

Goblin: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Ogre Mage: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Average: Str 16, Dex 11, Con 14, Int 12, Wis 11, Cha 11

=>

Earth Kala: Str 16, Dex 11, Con 14, Int 6, Wis 11, Cha 11, NA +8, hand axes 1d6+3/1d6+1

The Cave Kala does more damage (1-8) so it's either dual-wielding battleaxes or has higher Strength. Its 3 points better AC suggests higher Dex or natural armour. I prefer both for both:

Cave Kala: Str 18, Dex 13, Con 14, Int 6, Wis 11, Cha 11, NA +10, battle axes 1d8+4/1d8+2
 

Shade

Monster Junkie
Added earth kala to Homebrews.

Let's finish them up, then determine if cave kala should be an underbar or separate entry.

All types of kalau are expert trackers and hunters. They can follow a trail with a base 80% chance of success.

Track as bonus feat plus racial bonus on Survival checks?

The breath of the earth kala causes disease in all who fail to make a saving throw vs. death. This breath has a range of five feet and a width of two feet. The disease slowly weakens the victim, causing the loss of 1d6 hit points per day. While so diseased, the victim cannot heal or benefit from the effects of magical healing.

5-foot cone? Limited usage per day?
 

Cleon

Legend
Added earth kala to Homebrews.

Let's finish them up, then determine if cave kala should be an underbar or separate entry.

Track as bonus feat plus racial bonus on Survival checks?

5-foot cone? Limited usage per day?

All of that's fine by me, although I was wondering about buying Track normally.
 

Shade

Monster Junkie
All of that's fine by me, although I was wondering about buying Track normally.

That's probably fine. Let's see if we're forced between it and another "must have" feat before applying the (B) tag.

Does the disease breath sound like a normal or supernatural disease? I can read it both ways. :erm:
 

Cleon

Legend
That's probably fine. Let's see if we're forced between it and another "must have" feat before applying the (B) tag.

Does the disease breath sound like a normal or supernatural disease? I can read it both ways. :erm:

Looks supernatural to me, with its "while so diseased, the victim cannot heal or benefit from the effects of magical healing".
 

freyar

Extradimensional Explorer
I'd go with supernatural, too. The MC version also says "Only cure disease or a similar spell can negate the effects."

To be honest, it's pretty close to mummy rot, minus the Cha damage. And I'll modify it a bit since it has to be modified a little anyway... How about this?

Kala Wasting/Death/Breath? (Su): Supernatural disease - inhaled, Fortitude DC X, incubation period 1 day; damage 1d6 Con. The save DC is Constitution?-based.

Unlike normal diseases, kala XX continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala XX is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease spell can cure kala XX (the casting character must succeed at a DC X caster level check or the spell has no effect) to cure the disease.

EDIT: that said, I could see going with the break enchantment/remove curse route like mummy rot, too.
 

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