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BOZ

Creature Cataloguer
as far as the creature type goes, i used the following as determining factors: it's basically an invertebrate animal, like a worm or slug (MM specifically states that worms are vermin), with animal intelligence. it has no supernatural powers or spell-like abilities, so i don't think it rates as an aberration.
this question on the lock lurker was a lot more difficult, and in the end (because of its supernatural powers and higher intelligence) i made that one an aberration instead.

for the heat/fire question: well, the original text made a big differentiation between heat and actual fire. so long as it wasn't hot enough to flame, the creature was unharmed. but, the acid in it was flammable, so if exposed to open flame it also bursts into flame. if this is too confusing or contradictory, i will remove the heat immunity.
 

qstor

Adventurer
Actually Boz it was me that did the lock lurker. Rich baker said to me it would never appear in a 3e publication. I"m glad that scott will post a version to the CC.

Mike
 

BOZ

Creature Cataloguer
sorry bout that qstor. ;) i remember having seen it done, but it was some time ago and i didn't remember who. anything about mine that you would recommend changing?
 

BOZ

Creature Cataloguer
THYLACINE

THYLACINE
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +3 (Dex)
Speed: 40 ft
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +10 melee, bite +5 melee
Damage: Claw 1d4+7, bite 2d4+3
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Pounce, improved grab, rake 1d4+3, change self
Special Qualities: Immunities, darkvision 120 ft, low-light vision, scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 24, Dex 16, Con 17, Int 10, Wis 14, Cha 13
Skills: Balance +13, Hide +13, Jump +16, Listen +10, Move Silently +12, Spot +10
Feats: Alertness, Track

Climate/Terrain: Any mountains, hills, and forest
Organization: Solitary or pack (10-40)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

The thylacine is a fearless feline predator that hunts humans and other humanoids. This solitary hunter is fearless and bold by nature, but as patient and intelligent as a human and skillfully cunning. This beast is also known as the jumping tiger, or the mantiger for its illusion ability.
The thylacine inhabits rocky areas and deep wooded country, where it stakes out its territory, a roughly circular region about 30 miles in diameter. It has no specific lair but favors certain rest spots such as rock ledges and small concealed caverns, or somewhat less preferably, tangled thickets and ruins. Thylacines are intelligent enough to conceal the remains of its prey, and scatter treasure on trails to serve as bait. They sometimes make alliances with other intelligent feline monsters, such as weretigers and sphinxes, but they detest creatures with canine or lupine forms.
A thylacine appears as a normal tiger, but is a smudgy, smoky-gray in color, with its coat varying slightly in uneven patches. Its black eyes allow it to see very well in all lighting conditions. Careful thylacines have a lifespan of 70 years, though violent death takes most of them long before that. Thylacine fur is prized for its value in making camouflaged coats.
Thylacines are always solitary except during mating season, where they will gather in large packs. This only occurs once about every dozen years, but lasts for months. They move en masse to isolated regions, hunting everything they see and howling loudly all the while. When the young are born and reared, the pack breaks up.

COMBAT
This clever hunter avoids large groups, preferring to pick targets off one by one, or attacking small, weak groups. The thylacine favors its pounce attack to bite and rend, and it is intelligent enough to recognize spellcasters and potential magic items or spell components for what they are on sight, targeting them first. It knows about all natural traps and concealment in its hunting territory, and makes full use of them against opponents.
A lybbarde can jump up to 50 feet away (or a running leap or 60 feet), and up to 20 feet in the air. Its pounce is nearly silent, taking the advantage of attacking by surprise, and it lands effortlessly safe.
Pounce (Ex): If a thylacine leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the thylacine must hit with both claw attacks. If it gets a hold, it can rake.
Rake (Ex): A thylacine that gets a hold can make two rake attacks (+10 melee) with its hind legs for 1d4+3 damage each. If the thylacine pounces on an opponent, it can also rake.
Change Self (Sp): One out of five thylacines has the ability to make itself appear as a humanoid once per day. This illusion lasts for 1-3 rounds and is usually only used to escape pursuit or approach prey.
Immunities (Ex): A thylacine is immune to all mind-influencing spells and effects, and cannot be mentally sensed or magically summoned.
Skills: Thylacines receive a +4 racial bonus to Balance, Hide, Jump, and Move Silently checks. *In rocky or wooded areas, the Hide bonus increases to +8.

The thylacine first appeared in DRAGON Magazine #139 (November 1988, Ed Greenwood). It later appeared in Forgotten Realms Monstrous Compendium MC3 (1989).
 

qstor

Adventurer
Nope Boz your lock lurker looks great. :)

Do you have the Dragon Annual with the gazneth stats in it? I order it from a dealer online. I was thinking of tackling that next.

I haven't done any conversions in a while, RL interfers!

Mike
 

BOZ

Creature Cataloguer
MAGEBANE

MAGEBANE
Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +4 (Dex)
Speed: 15 ft, fly 30 ft (perfect)
AC: 15 (+1 size, +4 Dex)
Attacks: Claw +1 melee, tail whip +1 melee
Damage: Claw 1d4-1, tail whip 1d2-1 and sting
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sting, drain spells, explode
Special Qualities: Darkvision 60 ft, SR 26, detect magic, improved invisibility, parasite, immune to psionics
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 8, Dex 19, Con 15, Int 5, Wis 14, Cha 18
Skills: Hide +14, Move Silently +10, Spot +9

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-Size)

The magebane is a mysterious, batlike parasite that feeds on the magical energy of arcane spellcasters. This creature usually inhabits dark places like tombs, ruins, wilderness caverns, and many subterranean places. It is also somewhat common on Pandemonium, and perhaps other planes. They usually lie in wait for a source of magic to present itself, seeking out a spellcaster to make its chosen one.
The magebane has an amorphous shadowy black body that tapers into a needle-like barbed tail, and it has 10 or more long, spidery claws on its underside, and eyes that glow a cold blue. The magebane is always invisible however, but when actually seen it seems to blend in with shadows. These silent creatures will not unnecessarily reveal themselves to their chosen spellcaster, as that being can see and slay them more easily than most other beings. Normally, a caster will not even be aware of the magebane until a few of his spells have failed.
This creature’s physiology is alien, and magical energy appears to be its main source of sustenance. They do not have a mouth, but they appear to absorb moisture, light, and heat through their bodies. The magic it drains gives it life and allows it to grow.

COMBAT
When a magebane encounters an arcane spellcaster it will choose the most powerful one available, preferring wizards and sorcerers to other types, and make that character its chosen one. It never attacks this chosen spellcaster, and in fact even takes an interest in her safety, going so far as to attack anything menacing her. It will defend her against opponents using melee and ranged weapons, but does not seem to be able to anticipate or respond to spells and psionics.
To its chosen one, the magebane is never more than a detrimental nuisance. Against hostile opponents, the magebane will swoop down and attack with its claws or tail attack. When it attacks, it becomes visible for a brief moment before disappearing again. The magebane will only attack its chosen one in self-defense but will cease combat if the spellcaster stops attacking.
Sting (Sp): The sting of a magebane’s tail delivers a shock that is similar to a magic missile, which deals 1d4 points of damage.
Drain Spells (Su): A magebane derives most of its sustenance from draining the energy from spells cast by its chosen spellcaster. Every time the character casts a spell, he must roll a Will save (DC = 15 –1 per level of the spell) or the magebane will be able to drain the spell. If the character fails the first Will save, he must roll another Will save (DC 15) or the magebane will absorb the spell entirely, causing the spell to have no effect at all. If the character succeeds at this second Will save, the magebane is only able to drain some of the spell energy and the spell takes effect with one or more of the following modifications (as applicable): the spell has minimum duration; the spell deals minimum damage; the spell’s DC is decreased by 2; the spell’s target, effect, or area is halved.
Explode (Su): When a magebane is killed it explodes, releasing its stored magical energy in a powerful blast. All creatures within melee range of the magebane suffer 2d6 points of damage, and all spellcasters in melee range must also make a successful Will save (DC 13) or be affected as if by the feeblemind spell..
Detect Magic (Sp): A magebane can detect magic continuously, at a range of 160 feet.
Improved Invisibility (Su): A magebane is invisible at all times to all creatures, except for its chosen spellcaster.
Parasite (Su): When a magebane finds a suitable target to become its new chosen spellcaster, it will glom onto that being to use it as a food source. All spells cast by that being and only that being are subject to the magebane’s drain spells ability. The magebane can and will switch to another being if it encounters a more powerful spellcaster, or to a lesser one if its current chosen one is killed. It shuns former chosen ones, and the only known way to get rid of a magebane is to kill it.
Despite its innate invisibility, the magebane is always visible to its chosen spellcaster, who can see a magebane on a regular Spot check if it is hiding. The magebane is immune to all spells cast by its chosen spellcaster.
Skills: A magebane receives a +4 racial bonus to Hide, Move Silently, and Spot checks.

The magebane appeared in DRAGON Magazine #140 (December 1988, Ed Greenwood). It later appeared in Ruins of Myth Drannor (1993), and Monstrous Compendium Annual One (1994).
 

BOZ

Creature Cataloguer
QUEZZER

QUEZZER
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +5 (Dex)
Speed: Fly 80 ft (perfect), swim 20 ft
AC: 18 (+1 size, +5 Dex, +2 natural)
Attacks: 4 claws +7 melee
Damage: Claw 1d4+1 and push
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Acid spit, push
Special Qualities: Levitation, darkvision 60 ft, low-light vision
Saves: Fort +3, Ref +7, Will +0
Abilities: Str 13, Dex 20, Con 13, Int 6, Wis 10, Cha 8
Skills: Hide +7, Listen +5, Spot +5
Feats: Weapon Finesse (claws)

Climate/Terrain: Any land
Organization: Swarm (1-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The quezzer is a speedy little beast that hunts larger creatures. This creature hunts in swarms, wandering from place to place in search of prey. This creature is also called the “lightning beast” for its ability to flit about and strike with lightning swiftness. The quezzer’s body naturally generates a strong levitation field, allowing it to fly continually.
A quezzer looks like the insect known as the walking stick, and is slate-gray in color. They are 2-4 feet in length, and have yellow-green eyes that allow them to see in all varieties of the visible spectrum. Quezzers and stirges are mortal enemies and attack each other on sight.

COMBAT
Quezzers attack their opponents in swarms, slashing with their four razor-sharp body spines and pushing their opponents around. They are not afraid to attack large prey, slashing them into immobility with sudden swiftness, or goading them into fatal falls.
When it kills its prey, the quezzer will fasten on to it with its sucker-like mouth and exude an acid that dissolves the prey’s tissues and blood, thereby taking in the nutrients from it. If a target is hard to kill in melee combat, the quezzer may spit a glob of this acid once per round, in place of a claw attack.
Acid Spit (Ex): A quezzer can spit a glob of tissue-dissolving acid at a range of 5 feet, up to 12 times per day. Creatures may attempt a Reflex save (DC 16) to avoid being hit. This acid does 1-3 points of damage in the first round, and 1-2 points of damage for the next three rounds if it remains on a creature’s flesh. The acid can easily be shaken or wiped off of a creature that remains mobile.
Push (Sp): The field generated by a quezzer’s body can deliver a telekinetic push to creatures in contact with it. Any creature hit by a quezzer’s claw attack must roll a Reflex save (DC 16) or lose its balance for that round and be unable to attack (quadrupeds add a +4 to their roll). This may also allow other creatures to have attacks of opportunity against the victim. If a pushed creature is standing near a ledge, body of water, pit trap, or other dangerous situation, it will need to roll a Balance check (DC 12) or fall in.
Levitation (Su): Quezzers continually generate a field of invisible force around their body that pushes them in whatever direction they wish to go. Quezzers have near-perfect mobility in the air, and this field protects them from crashing into anything. This creature is capable of complex acrobatics and awesome speed, and never loses its equilibrium. It can change direction at will, regardless of speed.

The quezzer appeared in DRAGON Magazine #140 (December 1988, Ed Greenwood).
 

BOZ

Creature Cataloguer
SCYTHETAIL

SCYTHETAIL
Medium-Size Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 15 (+1 Dex, +4 natural)
Attacks: Tail +5 melee, bite +3 melee
Damage: Tail 2d4+3, bite 1d4+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Tail, Improved grab, rake 1d4+1, trip
Special Qualities: Barbs, poison resistance
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Skills: Hide +6, Listen +5, Spot +5
Feats: Multiattack

Climate/Terrain: Cold mountains, hills, and plains
Organization: Solitary or band (1-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Medium-Size); 5-6 HD (Large)

The scythetail is a mammalian predator with a lizard-like appearance. This solitary hunter can live on berries and lichens, but it is a carnivore by nature, and will sometimes hunt in bands to attack formidable prey. The scythetail will wander far in search of food, never keeping a set lair for long. They stalk prey carefully, learning its habits very quickly. Females raise the scythetail young in an insolated cavern, though most die in their early stages.
The scythetail gains its name from its bony tail that looks and moves like a scythe. This tail has a barbed end to its shaft that can impale a victim. The jaws of a scythetail are as strong as a snapping turtle. Its hide is gray, and covered in studded horns, and a row of spikes run down its back. The scythetail is a quadruped, but it capable of walking on its hind legs.

COMBAT
Scythetails are quick in combat, and prefer to dart about and slash with its tail rather than close ranks. If its prey is helpless or weakened, it will try to stab with its tail to finish them off with its rake attack.
Scythetails are daring creatures, capable of great cunning, and will follow prey tirelessly for days while waiting for an advantage with which to strike. They like to use hit and run tactics, attacking repeatedly to disorient prey and prevent them from returning the attack.
Tail (Ex): The sharp tail of the scythetail can be used to slash (as above) or to stab, for 1d4+1 points of piercing damage. This tail has an AC of 17, and takes 9 hit points of damage to sever. It will regrow at a rate of 1 hit point per day of rest, in addition to normal healing on the rest of its body. A severed tail can be used as a weapon, but not a farming implement.
Improved Grab (Ex): To use this ability, the scythetail must hit with its tail stab attack. If it gets a hold, it can rake.
Rake (Ex): A scythetail that gets a hold can make four rake attacks (+5 melee) with its claws for 1d4+1 damage each.
Trip (Sp): When a scythetail touches a long object (such as a rope, vine, or tree branch), it imbues that object with the ability to trip opponents for that day. At will, the scythetail may cause this object to rise slightly off the ground to trip any creatures passing by once per round, up to three times per day. Any creatures moving past this object will be subject a normal trip attack. Running creatures are also subject to a trip attack, and suffer 1d6 points of damage in addition to being stunned for 1d4 rounds. Creatures of Huge size or larger are immune to this attack.
Barbs (Ex): The razor-sharp barbs on a scythetail’s back cause 1d4 points of damage per round to any creature grappling it or attacking it from behind.
Poison Resistance (Ex): Scythetails receive a +2 bonus to all saving throws versus poison.

The scythetail appeared in DRAGON Magazine #140 (December 1988, Ed Greenwood).
 

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