Converting monsters from Second Edition Monstrous Compendiums

This large serpent appears to be covered in granite.

Stone snakes get their name from the hard outer body covering that resembles granite.

A stone snake scavenges mineral matter from subterranean areas with dense crystalline formations. However, it prefers to eat live prey it has petrified with its venom. Like many snakes, it drags prey off to its lair and then slowly swallows it whole, digesting the meal over the course of several days.

A stone snake is unable to digest certain types of gems, ranging in value from zircon and garnet to tanzanite and even diamonds. Such gemstones can often be found among the refuse in a stone snake's lair.

A female stone snake lays 1-6 eggs in the early fall, and then watches over them while the male scavenges for food. The eggs share the coloration of their paretns, and are about 1-1/2 feet long. When the young hatch, they are white in color, slowly developing camouflaging hues over the first six months, at which point they are driven from the nest to survive on their own.

A typical stone snake is 20 to 25 feet long and weighs 1200 to 1500 pounds. Its coloration ranges from eggshell to rosy pink, with striations of mauve to black.

The original description indicates its body is segmented: "its body is made up of segments of a stony mineral that resembles granite". I'd like that in the description.

The rest of it's good, although we might be able to trim the wording a bit.

I'm kind of curious how the females know its autumn when they live deep underground, but I think we can leave that in.

Hmm, if it gets its name due to its skin resembling granite, wouldn't it be a "Granite Snake"? I'd change that.

How's this...

A large serpent, the thick hide of its segmented body looks like granite.

Stone snakes get their name because their bodies are made up of a stony mineral, and because their bite can turn living creatures into stone.

A stone snake eats mineral matter, mostly by scavenging from crystalline formations underground. However, it prefers to eat prey it has petrified with its venom. The snake drags prey off to its lair and then slowly swallows it whole, digesting the meal over the course of several days. If a petrified victim is too big to swallow, the stone snake smashes it to pieces with blows from its snout. A stone snake is unable to digest certain types of gems, such gemstones can often be found among the refuse in a stone snake's lair.

Stone snakes are encountered individually or in mated pairs. Female stone snakes lay 1-6 eggs in early fall, and then guard their nest while the male provides food. The eggs share the parents' coloration and are about 1½ feet long. Newly hatched young are alabaster white; they slowly develop camouflaging hues over their first six months, then are driven from the nest to survive on their own.

A typical stone snake is 20 to 25 feet long and weighs 1200 to 1500 pounds. Coloration matches most kinds of granite, ranging from eggshell to rosy pink, with striations of mauve to black.

COMBAT

A stone snake usually hides and waits for potential prey to approach it, then attacks with a lightning-quick jab of its blunt, stony snout or a bite with its petrifying fangs. It adds 1½ times its Strength bonus to the damage of this slam attack.
 

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Varkha
Climate/Terrain: Subterranean (Underdark)
Frequency: Uncommon
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average (8-10)
Treasure: J,M (D)
Alignment: Lawful evil
No. Appearing: 5-50 (75-150)
Armor Class: 6
Movement: 12, Sw 9
Hit Dice: 1
THAC0: 19
No. of Attacks: 2 (or 1 weapon)
Damage/Attack: 1d6/1d6 or by weapon
Special Attacks: Nil
Special Defenses: Nil
Magic Resistance: Nil
Size: M (4-5’ tall)
Morale: Average (8-10)
XP Value: 35

Varkhas are a race of short, brutale aquatic lizard men that hunt in the caverns and waters of the Underdark. These creatures are smaller than their surface-dwelling cousins (standing only four to five feet tall) but possess many similar characteristics. Varkha scale color ranges from dark gray to deep green, and their average tail length is two to two three.

Unlike lizard men, the varkha have large, photosensitive eyes, set toward the sides of their head, much like those of a frog. In addition, they have a layer of webbing underneath their arms that connects with their torsos. When fully extended, this webbing facilitates their movement in the underground lakes and rivers that as their primary hunting grounds. They keep their sparse belongings in leather harnesses.

Varkhas have their own language, similar to that of surface lizard men, but more gurgling.

Combat: Like many subterranean creatures, varkhas fight at -1 in illumination as bright as sunlight. Though not particularly powerful, they have adapted their hunting strategies to make maximum use of their numbers. Hunting varkhaa often attempt to herd prey into a watery cavern. Once there, they use their superior numbers and swimming skills to kill their victims.

In combat, varkhas use their vicious claws to inflict 1d6 points of damage. In addition, some varkhas fashion crude weapons from bones and sharpened rocks. These are usually primitive spears or other missile weapons.

For every 15 varkhas encountered, there is also one sllith (hunt leader) with 2 Hit Dice, as well as a 35% chance for a shaman with 2 HD and the abilities of a 2nd-level priest. If 40 varkhas are encountered, there will be two slliths, a 2 Hit Die shaman, and a 3 Hit Die gsssrat (master of the hunt). Hunzing parties of 50 varkhas are always led by a 4 Hit Die gaakth (sub-chief) and a 3rd-level shaman.

Habitat/Society: The varkhas have a close-knit tribal society. Tribal lairs are found deep in the moist caverns of the Underdark, and usually are home to 75-150 varkhas. Responsibility for the varkha tribe falls squarely on the tssri (chief), a 5 Hit Die creature with high intelligence.

In tribal lairs, 25% of all varkhas are female. These females usually reside in breeding caverns adjacent to the hunters’ caverns. Though often brooding over eggs, varkha females share the responsibilities of the hunt with their male counterparts; eggless females often accompany a hunting party. Brooding varkhas defend the breeding caverns from invaders and other predators with incredible ferocity, adding +1 to their attack and damage rolls until they neutralize the danger.

Varkha lairs of 70 or more also keep 1-3 subterranean lizards as guardians. These large creatures are controlled by the chief and sub-chiefs of the lair. They often position the giant lizards outside the breeding caves (if space permits) in times of war.

Giant Subterranean Lizard: AC 5; MV 12; HD 6; THAC0 15; #AT 1; Dmg 2d6; SA Seize (attack roll 20 inflicts 2× damage, plus 2d6/round thereafter); AL N; Int Non-; SZ L; ML Ave (8-10); XP 650. Some tribes have albino lizards, which attack at a -1 penalty in sunlight brightness. Some tribes have lizards with tongues that shoot to 20 feet; man-sized or smaller prey are drawn into the mouth and bitten next round unless a bend bars roll is made. A tribe usually has lizards of the same type.

Ecology: Varkhas have many natural enemies – they are prey as well as predator in the depths of the Underdark. Troglodytes prey on them whenever they get the chance, unless deterred by greater numbers. Varkhas have a deep (and mutual) hatred for gibberlings, attacking them to the exclusion of all else when the opportunity presents itself. Drow despise the crude varkhas but occasionally use them as slaves in their large cities.

Originally appeared in Dragon Magazine Annual #1 (1996). This is the Monstrous Compendium Annual Volume Four version.
 


We do seem to be on a Lizard Kin roll at the moment. :)

So, it's significantly smaller than a regular Lizardfolk (4-5' versus 7') but is still within Medium.

Lower AC suggests NA +4.

Doesn't have a bite attack but its claws are a lot nastier.

Light Sensitivity.

The "swimming membrane" suggests an actual Swim speed rather than the SRD Lizardfolk's +4 racial bonus.

I suppose you're going to want to make it a 1st level warrior rather than a 1 HD Humanoid.

I think we have enough for a working draft, since they're pretty straightforward...
 

Varkha Working Draft

Lizardfolk, Varkha
Varkha, 1st level Warrior
Medium Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)
Full Attack: 2 claws +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., hold breath, light sensitivity
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Clim +3, Jump +8, Swim +9
Feats: Weapon Focus (claw)
Environment: Subterranean
Organization: Gang (5-15), hunting band (15-30 plus 1 warrior of 2nd-4th level and 1 adept of 2nd-4th level), or war band (30-50 plus 2-3 warriors of 2nd-4th level and 2-3 adepts of 2nd-4th level and 1 leader of 3rd-6th level), tribe (75-150 plus 50% noncombatants and 5-10 warriors of 2nd-4th and 5-10 adepts of 2nd-4th level and 1 shaman of 3rd-6th level and 1 chief of 5th-9th level and 1-3 giant subterranean lizards)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

This short, reptilian humanoid has large, froglike eyes on the sides of its head. A span of webbing connects the creature's arms to its torso. It wears a leather harness holding a sparse collection of crude items.

Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters prowl underground lakes and rivers for prey.

Varkhas have a close-knit tribal society, led by a chief called a tssri. Most hunting parties are led by a sllith (hunt leader), while larger groups follow a gsssrat (master of the hunt). The largest hunting parties or war bands, which can number 50 varkhas or more, are led by a gaakth (sub-chief) and always include a shaman.

Varkhas females make up about one-fourth of a tribe. When not brooding over eggs, females often join a hunting party. Larger varkha tribes keep subterranean lizards as guardians.

Varkhas have many natural enemies, including troglodytes and drow. Varkhas have a deep (and mutual) hatred for gibberlings and seize every opportunity to attack them.

A varkha lizardfolk is usually 4 to 5 feet tall with dark gray or deep green scales. Its tail is used for balance and is 2 to 3 feet long. A varkha can weigh from 60 to 125 pounds.

Varkhas speak Draconic with a heavy gurgling accent.

COMBAT

Varkhas mostly fight with their vicious claws. Some varkhas fashion crude weapons from bones and sharpened rocks, usually missile weapons they hurl at opponents before charging in to melee with their claws.

Varkha hunting parties and war bands fight in well-coordinated groups that make maximum use of their numbers to overwhelm their opponents, concentrating their efforts on their most dangerous foes. Varkhas often try to herd opponents into water, where their swimming ability helps them outmaneuver terrestrial creatures.

Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Light Sensitivity (Ex): Varkha are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Because of their tails, varkha lizardfolk have a +4 racial bonus on Jump and Balance checks. A varkha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Varkha As Characters
Varkha characters possess the following racial traits.

● +2 Strength, +2 Constitution, -2 Intelligence.
● Medium size.
● A varkha's base land speed is 30 feet and its base swim speed is 20 feet.
● +4 natural armor bonus.
● Natural Weapons: 2 claws (1d6).
● Special Qualities (see above): Darkvision 60 ft., hold breath, light sensitivity.
● Automatic Languages: Draconic. Bonus Languages: Aquan, Giant, Goblin, Orc and Undercommon.
● Favored Class: Fighter.
● Level adjustment +1.
 
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