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3.5 Far Realms creature conversions
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<blockquote data-quote="Psychotic Jim" data-source="post: 1372088" data-attributes="member: 547"><p>Troll Mutate</p><p> Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present. </p><p>Sample troll mutate</p><p>Large Aberration (Augmented Giant)</p><p>Hit Dice: 3d8+18 (31 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft (6 squares)</p><p>Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +2/+10</p><p>Attack: Claw +5 melee (1d6+4)</p><p>Full Attack: 3 claws +5 melee (1d6+4), bite +0 melee (1d6+2)</p><p>Space/Reach: 10 ft/10 ft</p><p>Special Attacks: --</p><p>Special Qualities: Darkvision 90 ft, low-light vision regeneration 5, scent, spontaneous mutation</p><p>Saves: Fort +9, Ref +3, Will +2</p><p>Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4</p><p>Skills: Listen +4, Spot +5</p><p>Feats: Alertness, Iron Will</p><p>Climate/Terrain: Any land, aquatic, and underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always Chaotic Evil</p><p>Advancement: By character class</p><p><em>This ugly, wretched giant has a gaunt, gnarled, and haggard appearance. It boasts three protruding arms. Although much taller than a normal man, the creature’s lengthy arms and legs droop with a sluggishness unusual to this breed of creature. Its filthy hair seems to be falling out, and its rubbery hide seems to be flaking off.</em></p><p></p><p>This example uses a standard troll as the base creature</p><p> </p><p>Combat</p><p> Troll mutates are considerably weaker than normal trolls, but they still retain the bellicose temperament and violent mentality of their ancestors.</p><p></p><p>Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p>Creating A Troll Mutate</p><p>“Troll Mutate” is an inherited template that can be added to any troll (referred to hereafter as the “base creature”.) The troll’s type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below.</p><p> Hit Dice: Half the number of base Hit Dice of the base creature, not including those gotten by class levels (if any). These will now be the number of Hit Dice for the troll mutate.</p><p> Speed: Same as the base creature.</p><p> AC: Same as the base creature.</p><p> Attacks: The troll mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The troll mutate may have additional attacks as well.</p><p> Damage: Same as base creature.</p><p> Special Attacks: A troll mutate retains all of the base creature’s special attacks except for the Rend ability.</p><p> Special Qualities: A troll mutate has all of the base creature’s special qualities. It also gains the special quality below.</p><p> Spontaneous Mutation (Ex): If a spectral troll loses a limb or body part and grows back a new one (not reattaching the original part), it has a 20% chance to grow an extra vestigial body part of random variety (roll on the table below) at the same time. Twenty-four hours later, this new limb or body part has a 50% of becoming a fully functioning body part.</p><p> Roll 1d10</p><p>1. Arm (with claw attack)</p><p>2. Arm (with claw attack).</p><p>3. Leg.</p><p>4. Tail (which can be whipped at opponents for 1d6 damage)</p><p>5. Eye</p><p>6. Eye</p><p>7. Tentacle (Which can be used to slap for 1d4 damage)</p><p>8. Internal organ</p><p>9. Head (With an additional bite attack)</p><p>10. Wings (Giving a fly speed of 20 ft, clumsy maneuverability)</p><p>Saves: Recalculated for the troll mutate’s new number of hit dice</p><p>Abilities: Same as the base creature except that the troll mutate’s Strength score</p><p>is decreased by -4 and its Charisma score is decreased by -2.</p><p> Skills: Recalculated for the troll mutate’s new Hit Dice.</p><p> Feats: The number of feats is recalculated for the troll mutate’s new Hit Dice.</p><p> Climate/Terrain: Same as base creature.</p><p> Organization: Same as base creature.</p><p> Challenge Rating: Same as base creature –2 (for a basic troll mutate.)</p><p> Treasure: Same as base creature.</p><p> Alignment: Same as base creature.</p><p> Advancement: Same as base creature.</p><p> Level Adjustment: ?</p><p></p><p>Wyste</p><p>Huge Magical Beast (Extraplanar)</p><p>Hit Dice: 5d10+25 (52 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 10 ft (2 squares), Sw 40 ft.</p><p>Armor Class: 18 (+1 Dex, -2 size, +8 natural), touch 9, flat-footed 17</p><p>Base Attack/Grapple: +5/+22</p><p>Attack: Cilia claw +12 melee (2d4+9)</p><p>Full Attack: 4 cilia claws +12 melee (2d4+9)</p><p>Space/Reach: 20 ft/15 ft</p><p>Special Attacks: Improved Grab</p><p>Special Qualities: Immunities, blind-sight 80 ft, amphibious</p><p>Saves: Fort +9, Ref +5, Will +0</p><p>Abilities: Str 29, Dex 13, Con 21, Int -, Wis 8, Cha 2</p><p>Skills: Hide –7*</p><p>Feats: Power Attack (B)</p><p>Climate/Terrain: Any Aquatic and underground (At Far Realms Gate)</p><p>Organization: Brood (2-8)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 6d8-15d8 (Huge)</p><p>Level Adjustment: --</p><p><em>A giant worm creature lies in the cesspool of much. You can see its internal organs beating beneath its transparent skin. Several tendrils tipped with sharp claws reach out from its huge, round maw.</em> </p><p> Wystes appear as gross, bloated worms with translucent skin, revealing its beating internal organs beneath. Instead of eyes and a mouth, a wyste has a hole surrounded by long cilia ending in claws, somewhat reminiscent of a lamprey’s mouth. The wyste uses the cilia both for attacking and sensing the environment around it. Wystes lair in noxious, vile pools of ooze created by the Far Realm interacting with the Material Plane </p><p></p><p>Combat</p><p> A wyste lies in wait in its pool of slime for victims to pass by, and then it lashes out with its tentacle like cilia, trying to grab an unfortunate bystander and drag him or her to a watery death.</p><p> Improved Grab (Ex): To use this ability, the Wyste must hit a creature of up to Large-size with one of its cilia claw attacks. If it gets a hold, it will pull the victim into the pool where the wyste will try to drown the foe.</p><p>Immunities (Ex): Immune to all mind-influencing effects.</p><p> Amphibious (Ex): A wyste can breathe in both air and water.</p><p> Skills: A wyste gets a +14 circumstance bonus to Hide checks while hiding in its pool of slime.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 1372088, member: 547"] Troll Mutate Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present. Sample troll mutate Large Aberration (Augmented Giant) Hit Dice: 3d8+18 (31 hp) Initiative: +2 Speed: 30 ft (6 squares) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+10 Attack: Claw +5 melee (1d6+4) Full Attack: 3 claws +5 melee (1d6+4), bite +0 melee (1d6+2) Space/Reach: 10 ft/10 ft Special Attacks: -- Special Qualities: Darkvision 90 ft, low-light vision regeneration 5, scent, spontaneous mutation Saves: Fort +9, Ref +3, Will +2 Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4 Skills: Listen +4, Spot +5 Feats: Alertness, Iron Will Climate/Terrain: Any land, aquatic, and underground Organization: Solitary or gang (2-4) Challenge Rating: 3 Treasure: Standard Alignment: Always Chaotic Evil Advancement: By character class [I]This ugly, wretched giant has a gaunt, gnarled, and haggard appearance. It boasts three protruding arms. Although much taller than a normal man, the creature’s lengthy arms and legs droop with a sluggishness unusual to this breed of creature. Its filthy hair seems to be falling out, and its rubbery hide seems to be flaking off.[/I] This example uses a standard troll as the base creature Combat Troll mutates are considerably weaker than normal trolls, but they still retain the bellicose temperament and violent mentality of their ancestors. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Creating A Troll Mutate “Troll Mutate” is an inherited template that can be added to any troll (referred to hereafter as the “base creature”.) The troll’s type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below. Hit Dice: Half the number of base Hit Dice of the base creature, not including those gotten by class levels (if any). These will now be the number of Hit Dice for the troll mutate. Speed: Same as the base creature. AC: Same as the base creature. Attacks: The troll mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The troll mutate may have additional attacks as well. Damage: Same as base creature. Special Attacks: A troll mutate retains all of the base creature’s special attacks except for the Rend ability. Special Qualities: A troll mutate has all of the base creature’s special qualities. It also gains the special quality below. Spontaneous Mutation (Ex): If a spectral troll loses a limb or body part and grows back a new one (not reattaching the original part), it has a 20% chance to grow an extra vestigial body part of random variety (roll on the table below) at the same time. Twenty-four hours later, this new limb or body part has a 50% of becoming a fully functioning body part. Roll 1d10 1. Arm (with claw attack) 2. Arm (with claw attack). 3. Leg. 4. Tail (which can be whipped at opponents for 1d6 damage) 5. Eye 6. Eye 7. Tentacle (Which can be used to slap for 1d4 damage) 8. Internal organ 9. Head (With an additional bite attack) 10. Wings (Giving a fly speed of 20 ft, clumsy maneuverability) Saves: Recalculated for the troll mutate’s new number of hit dice Abilities: Same as the base creature except that the troll mutate’s Strength score is decreased by -4 and its Charisma score is decreased by -2. Skills: Recalculated for the troll mutate’s new Hit Dice. Feats: The number of feats is recalculated for the troll mutate’s new Hit Dice. Climate/Terrain: Same as base creature. Organization: Same as base creature. Challenge Rating: Same as base creature –2 (for a basic troll mutate.) Treasure: Same as base creature. Alignment: Same as base creature. Advancement: Same as base creature. Level Adjustment: ? Wyste Huge Magical Beast (Extraplanar) Hit Dice: 5d10+25 (52 hp) Initiative: +1 (Dex) Speed: 10 ft (2 squares), Sw 40 ft. Armor Class: 18 (+1 Dex, -2 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +5/+22 Attack: Cilia claw +12 melee (2d4+9) Full Attack: 4 cilia claws +12 melee (2d4+9) Space/Reach: 20 ft/15 ft Special Attacks: Improved Grab Special Qualities: Immunities, blind-sight 80 ft, amphibious Saves: Fort +9, Ref +5, Will +0 Abilities: Str 29, Dex 13, Con 21, Int -, Wis 8, Cha 2 Skills: Hide –7* Feats: Power Attack (B) Climate/Terrain: Any Aquatic and underground (At Far Realms Gate) Organization: Brood (2-8) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Evil Advancement: 6d8-15d8 (Huge) Level Adjustment: -- [I]A giant worm creature lies in the cesspool of much. You can see its internal organs beating beneath its transparent skin. Several tendrils tipped with sharp claws reach out from its huge, round maw.[/I] Wystes appear as gross, bloated worms with translucent skin, revealing its beating internal organs beneath. Instead of eyes and a mouth, a wyste has a hole surrounded by long cilia ending in claws, somewhat reminiscent of a lamprey’s mouth. The wyste uses the cilia both for attacking and sensing the environment around it. Wystes lair in noxious, vile pools of ooze created by the Far Realm interacting with the Material Plane Combat A wyste lies in wait in its pool of slime for victims to pass by, and then it lashes out with its tentacle like cilia, trying to grab an unfortunate bystander and drag him or her to a watery death. Improved Grab (Ex): To use this ability, the Wyste must hit a creature of up to Large-size with one of its cilia claw attacks. If it gets a hold, it will pull the victim into the pool where the wyste will try to drown the foe. Immunities (Ex): Immune to all mind-influencing effects. Amphibious (Ex): A wyste can breathe in both air and water. Skills: A wyste gets a +14 circumstance bonus to Hide checks while hiding in its pool of slime. [/QUOTE]
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