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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 8916173" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Amiraspian</span></strong></p><p><em>Medium humanoid, any non-lawful alignment</em></p><p><strong>Armor Class</strong> 16 (chain mail)</p><p><strong>Hit Points</strong> 22 (4d8 + 4)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">13 (+1)</p> </td><td><p style="text-align: center">13 (+1)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">10 (+0)</p> </td></tr></table><p></p><p><strong>Skills</strong> Perception +2</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> Common and either Giant, Gnoll or Goblin</p><p><strong>Challenge</strong> 1/2 (100 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><em><strong>Monocular Illusion Resistance.</strong></em> The amiraspian has advantage on saving throws against illusions that include visual elements it can see.</p><p></p><p><em><strong>Poor Depth Perception.</strong></em> The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Battleaxe.</strong> Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</p><p></p><p><em><strong>Longbow.</strong> Ranged Weapon Attack:</em> +3 to hit, range 150/600 ft., one target. <em>Hit:</em> 5 (1d8 + 1) piercing damage.</p><p></p><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p></p><p> Amiraspians are a mysterious humanoid race known to common folk as Griffon Riders. The game mechanics presented above represents an amiraspian militia member or guard.</p><p> An amiraspian appears to be a powerfully built human apart from one obvious difference: it has a single eye set in the centre of its face. This eyeball and its socket are a good half again wider than a regular humanoid of its size, but otherwise look extremely human. A typical amiraspian has tan skin, a sea green eye, and jet black hair with a green sheen resembling a raven's wing. Amiraspians can have any skin tone or hair color possible for a human, plus their hair may have an inhuman green tint or be outright green. Any shade of green found in Nature seems possible: the color of a leaf, frog, treesnake or tropical bird, or even the dark metallic green of a beetle.</p><p> <em><strong>Descendants of a Cursed Lineage.</strong></em> The origins of this race is tied to the <strong><a href="https://www.enworld.org/posts/8890557" target="_blank">Amiraspi Cyclops</a></strong>, a monstrous man-eating fey that can only produce more of its kind by cursing a pregnant human woman so they give birth to a cyclops baby. Sometimes these births result in a one-eyed humanoid instead of a fey monstrosity, and these hybrid human-cyclops children became the first amiraspians. Very few modern amiraspians are escapees from a Cyclops Lair, most are descended from amiraspian parents. While amiraspi cyclopes are always male, amiraspians can be female as well. Amiraspian women appear to be rarer than the menfolk, but the one-eyed ladies could just be more reclusive. An amiraspian who marries a human can have offspring who are either fully human or normal amiraspians (equal chance of either), while two amiraspians always have amiraspian children.</p><p> As far as is known, amiraspians cannot have amiraspi cyclops offspring. However, they do have a cautionary tale about a nameless Griffon Rider so wicked and evil his son was born with the Amiraspian Curse. Seemingly normal at first, the child transformed into a <strong><a href="https://www.enworld.org/posts/8915000" target="_blank">Young Amiraspi Cyclops</a></strong> on his thirteenth birthday and devoured his sinful father.</p><p> <em><strong>Mountain Fastnesses.</strong></em> Amiraspians live in fortified settlements hidden among the mountains. Each community is largely self-sufficient, meeting most of their needs from nearby mines, alpine meadows and terraced fields. The rocky trails between these villages and towns can be very difficult and hazardous, so the cyclops folk rely on signalling devices and messenger birds for routine communications.</p><p> <em><strong>The Griffon Riders.</strong></em> Every settlement of note includes a giant mews that can house two or more griffons. These are ridden by elite champions who play several vital roles in the cyclops folk's society, including dealing with strangers. Intruders to Amiraspian territory may spot flying patrols watching them from griffon back. Many visitors only ever interact with these riders and never meet civilian amiraspians or see their homes. This led outsiders to use "Griffon Rider" as a generic term for Amiraspian, although only a select few amiraspians properly deserve the title. See <strong><a href="https://www.enworld.org/posts/8916175" target="_blank">Amiraspian Griffon Rider</a></strong> for additional information.</p><p></p><p><strong><span style="font-size: 22px">Amiraspian Traits</span></strong></p><p></p><p>Your amiraspian character has certain traits deriving from your cyclops ancestry.</p><p> <em><strong>Ability Score Increase.</strong></em> Your Strength score increases by 2, and your Constitution score increases by 1.</p><p> <em><strong>Age.</strong></em> Amiraspians mature noticeably faster than humans, becoming full sized adults in their early teens. They have similar lifespans to a human and live less than a century.</p><p> <em><strong>Alignment.</strong></em> Like humans, amiraspians can be any alignment and the best and the worst are found among them. They inherit a tendency toward chaos from their cyclopean ancestry but a few reject this in favor of law. Amiraspians embrace extreme alignments more often than humans, so are more likely to be chaotic good or lawful evil than neutral. Those amiraspians that favor neutrality favor radical neutral philosophies like those of a druid or anarchist.</p><p> <em><strong>Size.</strong></em> Amiraspians are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.</p><p> <em><strong>Speed.</strong></em> Your base walking speed is 30 feet.</p><p> <em><strong>Darkvision.</strong></em> Thanks to your cyclops blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><p> <em><strong>Keen Sight.</strong></em> You have proficiency in the Perception skill.</p><p> <em><strong>Monocular Illusion Resistance.</strong></em> You have advantage on saving throws against illusions that include visual elements you can see.</p><p> <em><strong>Poor Depth Perception.</strong></em> You have disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.</p><p> <em><strong>Languages.</strong></em> You can speak, read, and write Common and either Giant, Gnoll, or Goblin (choose one of these languages).</p><p></p><p>(Originally created by Albie Fiore; appeared in <em>White Dwarf Magazine #21</em> (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8916173, member: 57383"] [B][SIZE=7]Amiraspian[/SIZE][/B] [I]Medium humanoid, any non-lawful alignment[/I] [B]Armor Class[/B] 16 (chain mail) [B]Hit Points[/B] 22 (4d8 + 4) [B]Speed[/B] 30 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]15 (+2)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [/TR] [/TABLE] [B]Skills[/B] Perception +2 [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] Common and either Giant, Gnoll or Goblin [B]Challenge[/B] 1/2 (100 XP) [B]Proficiency Bonus[/B] +2 [I][B]Monocular Illusion Resistance.[/B][/I] The amiraspian has advantage on saving throws against illusions that include visual elements it can see. [I][B]Poor Depth Perception.[/B][/I] The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away. [SIZE=6]Actions[/SIZE] [I][B]Battleaxe.[/B] Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. [I][B]Longbow.[/B] Ranged Weapon Attack:[/I] +3 to hit, range 150/600 ft., one target. [I]Hit:[/I] 5 (1d8 + 1) piercing damage. [B][SIZE=6]Description[/SIZE][/B] Amiraspians are a mysterious humanoid race known to common folk as Griffon Riders. The game mechanics presented above represents an amiraspian militia member or guard. An amiraspian appears to be a powerfully built human apart from one obvious difference: it has a single eye set in the centre of its face. This eyeball and its socket are a good half again wider than a regular humanoid of its size, but otherwise look extremely human. A typical amiraspian has tan skin, a sea green eye, and jet black hair with a green sheen resembling a raven's wing. Amiraspians can have any skin tone or hair color possible for a human, plus their hair may have an inhuman green tint or be outright green. Any shade of green found in Nature seems possible: the color of a leaf, frog, treesnake or tropical bird, or even the dark metallic green of a beetle. [I][B]Descendants of a Cursed Lineage.[/B][/I] The origins of this race is tied to the [B][URL='https://www.enworld.org/posts/8890557']Amiraspi Cyclops[/URL][/B], a monstrous man-eating fey that can only produce more of its kind by cursing a pregnant human woman so they give birth to a cyclops baby. Sometimes these births result in a one-eyed humanoid instead of a fey monstrosity, and these hybrid human-cyclops children became the first amiraspians. Very few modern amiraspians are escapees from a Cyclops Lair, most are descended from amiraspian parents. While amiraspi cyclopes are always male, amiraspians can be female as well. Amiraspian women appear to be rarer than the menfolk, but the one-eyed ladies could just be more reclusive. An amiraspian who marries a human can have offspring who are either fully human or normal amiraspians (equal chance of either), while two amiraspians always have amiraspian children. As far as is known, amiraspians cannot have amiraspi cyclops offspring. However, they do have a cautionary tale about a nameless Griffon Rider so wicked and evil his son was born with the Amiraspian Curse. Seemingly normal at first, the child transformed into a [B][URL='https://www.enworld.org/posts/8915000']Young Amiraspi Cyclops[/URL][/B] on his thirteenth birthday and devoured his sinful father. [I][B]Mountain Fastnesses.[/B][/I] Amiraspians live in fortified settlements hidden among the mountains. Each community is largely self-sufficient, meeting most of their needs from nearby mines, alpine meadows and terraced fields. The rocky trails between these villages and towns can be very difficult and hazardous, so the cyclops folk rely on signalling devices and messenger birds for routine communications. [I][B]The Griffon Riders.[/B][/I] Every settlement of note includes a giant mews that can house two or more griffons. These are ridden by elite champions who play several vital roles in the cyclops folk's society, including dealing with strangers. Intruders to Amiraspian territory may spot flying patrols watching them from griffon back. Many visitors only ever interact with these riders and never meet civilian amiraspians or see their homes. This led outsiders to use "Griffon Rider" as a generic term for Amiraspian, although only a select few amiraspians properly deserve the title. See [B][URL='https://www.enworld.org/posts/8916175']Amiraspian Griffon Rider[/URL][/B] for additional information. [B][SIZE=6]Amiraspian Traits[/SIZE][/B] Your amiraspian character has certain traits deriving from your cyclops ancestry. [I][B]Ability Score Increase.[/B][/I] Your Strength score increases by 2, and your Constitution score increases by 1. [I][B]Age.[/B][/I] Amiraspians mature noticeably faster than humans, becoming full sized adults in their early teens. They have similar lifespans to a human and live less than a century. [I][B]Alignment.[/B][/I] Like humans, amiraspians can be any alignment and the best and the worst are found among them. They inherit a tendency toward chaos from their cyclopean ancestry but a few reject this in favor of law. Amiraspians embrace extreme alignments more often than humans, so are more likely to be chaotic good or lawful evil than neutral. Those amiraspians that favor neutrality favor radical neutral philosophies like those of a druid or anarchist. [I][B]Size.[/B][/I] Amiraspians are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. [I][B]Speed.[/B][/I] Your base walking speed is 30 feet. [I][B]Darkvision.[/B][/I] Thanks to your cyclops blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. [I][B]Keen Sight.[/B][/I] You have proficiency in the Perception skill. [I][B]Monocular Illusion Resistance.[/B][/I] You have advantage on saving throws against illusions that include visual elements you can see. [I][B]Poor Depth Perception.[/B][/I] You have disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away. [I][B]Languages.[/B][/I] You can speak, read, and write Common and either Giant, Gnoll, or Goblin (choose one of these languages). (Originally created by Albie Fiore; appeared in [I]White Dwarf Magazine #21[/I] (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.) [/QUOTE]
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