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Paging Echohawk...

freyar

Extradimensional Explorer
Echohawk said:
I see that there are also stats for "The Snow Dwarf", "The Turkey", "The Yeti" and "Santa Claus" in that adventure, plus a "Lurker Between" which hides in sandwiches pretending to be luncheon meat (I kid not). I didn't count these as creatures needing converting, but I can post the (minimalist) stats if you are in the mood for some parody conversions :).
It will be April soon! :p
 

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Shade

Monster Junkie
freyar said:
It will be April soon! :p

Well it is about that time. ;)

How about the Death Ox (Polyhedron #67, p15)? That might be a nice follow-up for the death sheep we've got going in the Oddballs thread.

Also, the turtledoves (Polyhedron #56, p9), assuming they're some goofy turtle/dove hybrid would be appreciated.
 

Echohawk

Shirokinukatsukami fan
The turtledoves are from Winter Holiday, for which the opening line is: "Dragon (an evil elven wizard) has formed GRINCH (GRoup Intent on Crushing Holidays) with the purpose of disrupting the joys of Winter Holiday." And, as you surmised, they are indeed goofy dove/turtle hybrids.

"[...] ahead are two large shapes moving to intersect the trail. As you close rapidly, the shapes resolve themselves into huge turtles with white-feathered wings. One of the creatures is equipped with a large leather case. [...]

The turtledoves are aggressive and fight until destroyed, but the party may simply choose to fly past the hapless turtledoves, which cannot catch up. [Note: This is because the adventurers have recently ingested magical eggnog with gives them a flight speed of 1024!] The doves will, however, get one attack at -4 as the party flies past.

Turtledoves (2): Int Low; AL N; AC 2 (top), 5 (head, wings, and underside); MV 6, Fl 15 (C); HD 7+7; hp 31 each; THAC0 12; #AT 1; Dmg 2-8; SA bite inflicts serenity, victim must save vs. paralyzation or refrain from hostile actions for 1d4+1 melee rounds; SZ H (6' Diameter); ML 11; XP 1400 each.

Turtledoves are known to fill their lairs with gaudy, hollow glass balls, Dead turtledoves continue to float, thus the shells of these creatures are highly prized as components for potions of flying and other similar magics. One of the turtledoves carries a large leather case, which contains three musical horns made of shiny brass tubing formed into a circular coil."

Also appearing in this adventure are four colliebirddogs (named Spot, Blotch, Stain and Spill), six platemail wearing geese, seven Swimming Swamis (these are NPCs, not monsters), eight Chocolate Milkshades (milking "udderly too many" Holsteins) and a lizardman named "R. S. Claws".

Let me know if you'd like stats for any of these oddballs.
 

Echohawk

Shirokinukatsukami fan
The Death Ox isn't a joke creature, but here it is anyway...

Death Ox (by Gregory W. Detwiler)

CLIMATE/TERRAIN: Any temperate
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 2-4
ARMOR CLASS: 2
MOVEMENT: 12
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Death gaze
SPECIAL DEFENSES: Immune to death magic
MAGIC RESISTANCE: Nil
SIZE: L (8' tall at shoulder)
MORALE: Average (8)
XP VALUE: 975

The death ox is a less aggressive relative of the gorgon that lives in small family groups. A rich mahogany in color, a death ox resembles a huge, scaly bull. The scales are not metal, like the gorgon's, but they are just as hard and are made out of a natural carapace. All death oxen have a patch of heavy black hair over their eyes. People who have seen the color of a death ox's eyes have not lived to reveal that information.

Combat: The death ox has one physical attack -- a charge ending with a massive goring attack with both horns. More fearsome, however, is the death ox's gaze, which acts as a death ray to any who view the creature (range 50'). The death ox uses its gaze attack at will. The creature is not malicious, and typically uses the gaze in self-defense or when it is hunting for food. Because of its affinity to death magic, it is naturally immune to death spells, power word kill, and all other types of death magic.
If a death ox surprises a party, there is a 1 in 6 chance that at least once character met the creature's gaze. There is no saving throw versus the death ray. However, anyone in gaze range who closes or averts his eyes gets a saving throw versus death magic. Those who save were able to look away in time. Those who fight the death ox must make such a saving throw each round to avoid the gaze unless they have protective eye covering.

Habitat/Society: The death ox has no lair, simply living by moving from place to place in search of food and water. A death ox family typically consists of one male, three females, and calves. The calves are raised by all the females in the group until they are old enough to fend for themselves. The young oxen which leave their family quickly find others of their kind to join with.
It is rare to find a single death ox. Such an encounter is almost certainly with a male, a young bull in search of females. When more than one bull is in a group of death ox, there will be battles for dominance over the group. The losing bull either leaves or becomes subservient to the dominant bull.

Ecology: The death ox usually eats plants, supplementing its diet with flesh when animals or hapless individuals wander into its gaze. The ox can sometimes be spotted grazing with other herd animals. When grazing with others, the ox keeps its head low and hair over its eyes so it does not randomly kill the other grazers. Those grazers are usually only in jeopardy in times of drought. Man is the death ox's only known predator. It is sometimes hunted for its skin. The hide of a death ox is often sought by armorers, as it has the thickness of scale mail, yet the protection of banded or plate depending on how it is cured. The ox's blood is used as a component in death spells.
 


Shade

Monster Junkie
Just a head's up: Steve Jung pointed out that a skelter and zombire appear in L1: The Secret of Bone Hill. I didn't see them in the February index. Check out the Dungeon conversion thread for details.
 


Shade

Monster Junkie
We're working on the cryptknights from Lost Tomb of Martek now, and were wondering if there is more information on them elsewhere in the module. The entry mentions a section on "time-trapped". Any info you can provide would be great. Thanks!
 

Echohawk

Shirokinukatsukami fan
There doesn't seem to be very much else, but here's the note on time-trapped from earlier in the module:

SPECIAL NOTE: The Mobius Tower is time-trapped. Most of the people and things in the Mobius Tower are in a different time-frame than the PCs. This does not affect the PCs in any way. Everything in the Mobius Tower (except the listed monsters) is moving VERY SLOWLY. A thousand years could pass before the PCs could see any of the people or things in the Tower move. These objects will seem to the PCs to be “frozen” in both time and space. Time-trapped people and things cannot be moved or damaged unless their time-frame is changed to the PCs' time-frame. There are only two ways of doing that:
1. Teleport the object into room L4a.
2. Change the object's time-frame with the Medallion of
Time found in room L3f.
 

Shade

Monster Junkie
A few more requests for stats:

Bosk giant (Krynnspace)
Giant Werebear (Polarwere)
Horag (Against the Giants: The Liberation of Geoff)
Stonecrown Ogre (Warlock of the Stonecrowns)
Swamp giant (Krynnspace)

Notice a trend? ;)
 

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