Converting Monsters from Polyhedron Magazine

150-200 pounds appeals.

Living disguise is a great idea. Do we need to change anything other than the "amiq rasol" references and the DC?

A name and DC update will do.


There are a few "rusalki" left in the combat entry that need changing to "bereginya":
If a greater bereginya is present, she lures victims into the water, where the lesser rusalki surface behind the victim and attack. As their first attack, both variety of rusalki will attempt to overbear the closest victims and hold them underwater until they drown. If this fails, they will use their gaze attacks and engage in regular melee.
I also wondered about adding "cold aquatic" to "temperate aquatic" for the Environment, since parts of Russia get awfully cold. Also "aquatic" might mislead the reader to think they can be found in the sea, when they live in rivers or lakes.
Environment: Cold or temperate freshwater?
 

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Environment: Cold or temperate freshwater?

I'd rather stick to the standard of simply referring to water as "aquatic" rather than "freshwater" or "saltwater" on the Environment line. I'll make sure to note that they dwell in freshwater in the flavor text.

Updated. Finished?
 

I'd rather stick to the standard of simply referring to water as "aquatic" rather than "freshwater" or "saltwater" on the Environment line. I'll make sure to note that they dwell in freshwater in the flavor text.

Updated. Finished?

We could get rid of the "in temperate regions" from "Bereginya are aquatic undead who haunt bodies of freshwater in temperate regions". It seems superfluous and doesn't allow for the cold we've added to the environment.

How's this?

Bereginya are aquatic undead who haunt bodies of freshwater. They prefer regions where the surface of water freezes in winter and are not found in tropical climates.
 


Updated. Any last thoughts on the Strength score before moving on, freyar?

Just remembered a typo in the ghostly potoplenytsia version of the Rusalki - we're either missing an "n" or have gained an "e".

Various coins and items of jewelry can often be found submerged in the shallows or covered with a layer of sediment near places where drowned maides are known to appear. These items are all that is left of the maiden's victims, and as such, increase with the passing of the years.
 



Geran
CLIMATE/TERRAIN: Deserts
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivorous
INTELLIGENCE: Exceptional
TREASURE: A
ALIGNMENT: Lawful Neutral
NO. APPEARING: 40-160
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 4 + 1
THAC0: 17
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: by weapon or 1-8/1-8
SPECIAL ATTACKS: +3 To Hit with Geran Impaler
SPECIAL DEFENSES: Invisibility, +2 bonus on all saves
MAGIC RESISTANCE: 10%
SIZE: M (6')
MORALE: Elite (13-14)
X.P. Value: 420, Precept 420, Thane 650, Jarl 975, Chieftain 1,400

Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/4/10
Attack/Defense: EW,II/IF,M-,MB,TW
Score: 15
PSPs: 95
Psychokinesis: Sciences-telekinesis, detonate; Devotions-ballistic attack, inertial barrier, molecular agitation, molecular manipulation
Telepathy: Sciences-mind link, tower of iron will; Devotions-ego whip, contact, id insinuation, intellect fortress, mind bar, mind blank

Geran are found primarily in the rocky badlands of Athas. Most are hardworking, peaceful beings who strive to overcome the harsh climate of their homeland. Their communities are orderly and law-abiding. Outsiders are viewed with suspicion.

Because of the intense heat, geran wear little clothing, usually just a loin cloth, and upon rare occasions, ornamental jewelry. When preparing for battle, a geran also adorns himself with a belt decorated with the skulls of those he has killed. The skulls are intended to warn away opponents. Geran speak their own tongue in addition to the language of the Gith and Belgoi. There is a 10% chance a geran will be able to speak the local Common dialect.

Combat: Geran prefer to use their psionic talents to frighten intruders from their domain. However, if the enemy cannot be scared, the geran resort to a harmful exhibition of their psionic powers.

When forced into melee, geran typically attack with a weapon called an impaler. This is a polearm that looks like a javelin on one end; the other end is capped with a large, curved, razor-sharp blade. The blade is used to sever victims' heads to be added to the geran's collection.

If a geran is disarmed, he can attack twice a round with clawed hands. Each attack delivers 1-8 points of damage. The geran view such battle tactics as barbaric, resorting to them only in extreme situations.

While in their home terrain geran blend in with their surroundings so that they are effectively invisible.

Habitat/Society: Geran live in hillside abodes carved out of the badlands rock. The homes are simple and usually house one family consisting of 1-2 adult males, 1-3 adult females, and 2-8 young.

For every 20 geran encountered, there will be a thane of 5+2 HD and 100 PSPs. The thane acts as the leader of the geran war units.

If 50 or more geran are encountered, they will be led by a jarl of 6+3 HD, 120 PSPs, and a psionic score of 16, plus one additional psionic discipline. The jarl is held in high esteem in geran society and is always guarded by a force of five geran and one thane.

When 120 or more geran are encountered, they will be led by a high chieftain. The high chieftain has 8+2 HD, has 150 PSPs, and is psionic level 8. He has a base score of 17 for all psionic checks. In addition to the normal psionic powers held by the gerans, the high chieftain also has the sciences of disintegrate and project force and the devotions of animate object and soften. The high chieftain is guarded by a jarl, three thanes, and 15 other gerans. The high chieftain is also assisted by a precept that is treated as a normal geran with the additional psionic talent of cell adjustment. The precept serves as the tribal healer and advisor to the chieftain.

Ecology: Geran are miners and hunters relying on themselves for survival.

Geran mines usually are well guarded operations that seldom delve below 50' into the ground. Geran are especially successful in mining various forms of gems. Gerans are frequently sought by traders and treasure hunters.

Originally appeared in Polyhedron #74 (1992).
 

For some reason, I have a mental picture of these as reptilian. Am I right, or are they more insectoid? Anyway, I guess I'd say humanoid, though there's no reason to suppose they couldn't be monstrous humanoids.

Should the various leaders just be advanced by character class?

And do the psionics look more like PLAs or innate manifestation?
 

Humanoid (Psionic) or Monstrous Humanoid (Psionic) I guess.

What do these chaps actually look like? That would help us select a type.
 

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