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<blockquote data-quote="CleverNickName" data-source="post: 4917782" data-attributes="member: 50987"><p>Okay, so my first conversion wasn't an Isle of Dread monster. One of my players wanted to have a flying monkey familiar, so I brought this one over from the Master of the Desert Nomads. </p><p></p><p>-----</p><p></p><p><strong><span style="font-size: 15px">TABI</span></strong></p><p>CR 1/2; XP 200</p><p></p><p>N TINY MONSTROUS HUMANOID</p><p><strong>Init:</strong> +3; <strong>Senses:</strong> Darkvision 60 ft.; <strong>Perception</strong>: +5</p><p></p><p>DEFENSE</p><p><strong>AC:</strong> 15; touch 13, flat-footed 12 (+3 Dex, +2 size)</p><p><strong>hp:</strong> 27 (5d10)</p><p><strong>Fort</strong> +1, <strong>Ref </strong>+7, <strong>Will </strong>+6</p><p></p><p>OFFENSE</p><p><strong>Speed </strong>30 ft. Fly 30 ft. (clumsy)</p><p><strong>Melee </strong>Claw +10 (1d4)</p><p><strong>Space </strong>2 ½ ft.; <strong>Reach </strong>0 ft.</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 6, <strong>Dex</strong> 17, <strong>Con</strong> 10, <strong>Int </strong>13, <strong>Wis </strong>14, <strong>Cha </strong>10</p><p><strong>Base Atk</strong> +5; CMB +1; CMD 14</p><p><strong>Feats: </strong> Ability Focus (venom), Flyby Attack, Weapon Finesse</p><p><strong>Skills:</strong> Fly +6, Knowledge (History) +4, Perception +5, Sleight of Hand +10, Stealth +14</p><p><strong>Languages:</strong> Tabi</p><p></p><p>ECOLOGY</p><p><strong>Environment:</strong> Warm forests and deserts</p><p><strong>Organization:</strong> Solitary or clutch (2-4)</p><p><strong>Treasure:</strong> None</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Venom (Ex):</strong> A living creature struck by a tabi's claw must make a Fortitude save against DC 14 (the save DC is Constitution-based.) Creatures who fail to save will be deluded, attacking any creature or character adjacent to him. A deluded character may only fight with weapons, natural attacks, or bare hands, but will do so to the best of his ability. The delusion will last for 2d6 minutes or until a neutralize poison spell is cast on the victim.</p><p></p><p>-----</p><p></p><p>The tabi are small, winged, ape-like creatures about the size of a large housecat. Their bodies are covered with a long golden fur while their wings are leathery membranes, like a bat's. They give off a stench of rot that can be smelled at up to 100'. They are intelligent and clever. Tabi have very long lifetimes, during which they gather much information about ancient legends and forgotten lore. [SUP]1[/SUP]</p><p></p><p>-----</p><p></p><p>TABI CHARACTERS</p><p>Tabi characters begin with 5d10 racial Hit Dice. These give the character a Base Attack Bonus of +5, and base save throws of Fort +4, Ref +4, and Will +1. All tabi have the following racial traits:</p><p><strong>-2 Strength, +4 Dexterity, -2 Charisma</strong></p><p><strong>Tiny:</strong> Tabi are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks.</p><p><strong>Darkvision:</strong> Tabi can see in the dark up to 60 feet.</p><p><strong>Skilled:</strong> +4 racial bonus on Sleight of Hand checks.</p><p><strong>Languages:</strong> Tabi begin play speaking Tabi. Tabi with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Goblin, and Orc.</p><p></p><p>The tabi described above had the following ability scores before racial adjustments: Str 10, Dex 15, Con 10, Int 13, Wis 14, Cha 12.</p><p></p><p>TABI FAMILIARS</p><p>An arcane spellcaster with the Improved Familiar feat may select a tabi as a familiar. The master of a tabi familiar gains a +3 bonus to Sleight of Hand checks.</p><p></p><p>-----</p><p></p><p>1. Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4917782, member: 50987"] Okay, so my first conversion wasn't an Isle of Dread monster. One of my players wanted to have a flying monkey familiar, so I brought this one over from the Master of the Desert Nomads. ----- [B][SIZE="4"]TABI[/SIZE][/B] CR 1/2; XP 200 N TINY MONSTROUS HUMANOID [B]Init:[/B] +3; [B]Senses:[/B] Darkvision 60 ft.; [B]Perception[/B]: +5 DEFENSE [B]AC:[/B] 15; touch 13, flat-footed 12 (+3 Dex, +2 size) [B]hp:[/B] 27 (5d10) [B]Fort[/B] +1, [B]Ref [/B]+7, [B]Will [/B]+6 OFFENSE [B]Speed [/B]30 ft. Fly 30 ft. (clumsy) [B]Melee [/B]Claw +10 (1d4) [B]Space [/B]2 ½ ft.; [B]Reach [/B]0 ft. STATISTICS [B]Str[/B] 6, [B]Dex[/B] 17, [B]Con[/B] 10, [B]Int [/B]13, [B]Wis [/B]14, [B]Cha [/B]10 [B]Base Atk[/B] +5; CMB +1; CMD 14 [B]Feats: [/B] Ability Focus (venom), Flyby Attack, Weapon Finesse [B]Skills:[/B] Fly +6, Knowledge (History) +4, Perception +5, Sleight of Hand +10, Stealth +14 [B]Languages:[/B] Tabi ECOLOGY [B]Environment:[/B] Warm forests and deserts [B]Organization:[/B] Solitary or clutch (2-4) [B]Treasure:[/B] None SPECIAL ABILITIES [B]Venom (Ex):[/B] A living creature struck by a tabi's claw must make a Fortitude save against DC 14 (the save DC is Constitution-based.) Creatures who fail to save will be deluded, attacking any creature or character adjacent to him. A deluded character may only fight with weapons, natural attacks, or bare hands, but will do so to the best of his ability. The delusion will last for 2d6 minutes or until a neutralize poison spell is cast on the victim. ----- The tabi are small, winged, ape-like creatures about the size of a large housecat. Their bodies are covered with a long golden fur while their wings are leathery membranes, like a bat's. They give off a stench of rot that can be smelled at up to 100'. They are intelligent and clever. Tabi have very long lifetimes, during which they gather much information about ancient legends and forgotten lore. [SUP]1[/SUP] ----- TABI CHARACTERS Tabi characters begin with 5d10 racial Hit Dice. These give the character a Base Attack Bonus of +5, and base save throws of Fort +4, Ref +4, and Will +1. All tabi have the following racial traits: [B]-2 Strength, +4 Dexterity, -2 Charisma[/B] [B]Tiny:[/B] Tabi are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks. [B]Darkvision:[/B] Tabi can see in the dark up to 60 feet. [B]Skilled:[/B] +4 racial bonus on Sleight of Hand checks. [B]Languages:[/B] Tabi begin play speaking Tabi. Tabi with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Goblin, and Orc. The tabi described above had the following ability scores before racial adjustments: Str 10, Dex 15, Con 10, Int 13, Wis 14, Cha 12. TABI FAMILIARS An arcane spellcaster with the Improved Familiar feat may select a tabi as a familiar. The master of a tabi familiar gains a +3 bonus to Sleight of Hand checks. ----- 1. Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc. [/QUOTE]
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