A few conversions (added hide and gulper)

I've given my reasons for the SR conversions above. The guidelines from the conversion manual seem a bit too static. But ok, I will increase the bichirs CR. :D

A few translation issues: The beguiler is a rodent-like creature? The simpathetic is an evil bird that tries to corrupt paladins?
 

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yes, on both counts.

oh, and after looking at it i realized; the ascallid is called the ascallion (or scallion) in the books i have. from what you've posted here, you must be going through what i know as Monstrous Compedium 11.
 

I'll edit that. :)

Hmm. According to the What's Left list that I'm now using, the book seems to be composed of both FR monster books on that list, with a few bits from other books (such as the oriental dragons). A bit warped, isn't it? ;)


Speaking of warped...

Dimensional Warper
Medium-Size Outsider
Hit Dice:
8d8+8 (44 hp)
Initiative: +5
Speed: 30 ft.
AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Attacks: 2 hooks +9 melee and tail slap +7 melee
Damage: Hook 1d3+1, tail slap 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., dimensional warp, polyglot
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 12, Dex 13, Con 12, Int 21, Wis 20, Cha 21
Skills: Bluff +16, Diplomacy +18, Gather Information +16, Hide +9, Knowledge (arcana) +16, Knowledge (the planes) +16, Move Silently +9, Listen +16, Search +16, Spot +16
Feats: Improved Initiative, Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Dimensional warpers are lizard-like outsiders that show an intense curiosity, studying the creatures of other planes.
They have slender, serpentine bodies with two long, thin legs. Its long, flexible arms end in a hooked claw. A thin, winglike membrane grows between the legs and arms, ending at the hooks or feet, respectively. These wings are not fit for flight. The head is hair- and earless. It sports large, round eyes with cat-like pupils. A lizard-like tail completes the serpentine look. The creature is about 6 feet tall and has a „wing“ span of about 5 feet.
Occasionally, a dimensional warper contacts an adventuring party to gain more knowledge about the home plane of the adventuring party and the creatures that live there. At other times, dimensional warpers have been known to attack adventurers to learn their tactics first hand. Yet, they do not fight to kill. Indeed, most would rather not fight.
Combat
Most dimensional warpers tend to be satisfied with normal observation of creatures. If they fight, they do so to learn the tactics of the studied creature. Often enough, they use subdual damage or their spell-like abilities to ensure the safety of their opponent. They flee if their continued attacks would threaten to kill the opponent.
Spell-like Abilities: 1/10 minutes - dimension door; 3/day - enlarge, haste, slow. Caster level = Hit Dice and level +4, save DC 15 + spell level. Dimensional warpers with at least 10 character levels, so-called masters, can use time stop 1/week.
Dimensional Warp (Su): A dimensional warper can constantly warp its own dimensions to dodge hits by simply not being there when it would be hit. This effect works like a displacement spell, except that true seeing does not negate the miss chance. True strike, however, does negate the miss chance from this ability.
Polyglot (Ex): Dimensional warpers can speak, read, write and understand 2 languages per point of Intelligence bonus. This supercedes the normal amount of bonus languages.
Society
The society of the dimensional warpers is centered solely on the gathering of information. These inquisitive beings are always on the hunt for more knowledge. The only other thing that drives them is the attaining of the rank of master. These ancient dimensional warpers can easily be distinguished by the circles of symbols tattoed around their heads and on their backs, marking their rank. They are respected and honored by the other members of their society.
Characters
Most dimensional warpers advance as sorcerers, wizards or experts. Clerics, which are rather rare, can choose from the Knowledge, Magic and Trickery domains. The level adjustment for a dimensional warper is +11.
 
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whoo yeah, those things are strange. :)

Knight Otu said:
The society of the dimensional warpers is centered solely on the gathering of information.

then shouldn't their Gather Information skill be the highest? :D


Edit: oh yeah, the oriental dragons were in MC 3, so more than likely your book is just a reprinting of everything in MC3 and MC11. this would include many things not on the What's Left list, including the meazel, asperii, berbalang (i think?), loxo, and a number of Creature Catalog monsters converted by yours truly. ;)
 
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I ran out of skill points? :D

Since I need to edit the skills anyway (Now I remember that I still wanted to check for synergy bonuses. :rolleyes: ), I'll take care of that.

Quite possible about the combination, though I am (and was) a bit surprised that oriental dragons are in a FR monster book.

Now, if someone could give me a guiding light... Ah! thanks!


Firestar
Diminutive Aberration
Hit Dice:
2d8+4 (13 hp)
Initiative: +8
Speed: Fly 40 ft. (perfect)
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Attacks: Electricity ray +6 ranged
Damage: Electricity ray 2d6
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Electricity ray
Special Qualities: Cold vulnerability, electricity immunity, fire healing, magic immunity, natural invisibility
Saves: Fort +2, Ref +4, Will +5
Abilities: Str \, Dex 19, Con 15, Int 15, Wis 14, Cha 14
Skills: Diplomacy +6, Knowledge (any two) +7, Listen +7, Move Silently +9, Search +7, Spot +7
Feats: Improved Initiative, Weapon Focus (ray)
Climate/Terrain: Temperate hills and forests
Organization: Solitary or group (1 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 3 - 6 HD (Diminutive)
Firestars, also called moon dancers, are glowing entities wandering through the forests and hills. Resembling will-o’-the-wisps, they are more peaceful than those creatures, ignoring other people wandering through their territories.
Appearing as silent spots of light, about the brightness of a torch, they are usually inoffensive. Firestars can control their brightness to the point of extinguishing their own light. The actual body of a firestar is a small „egg“ about 2 inches long, covered in a black webbing of nerves. At some points, the nerves combine to form sensory organs.
Firestars are very curious when it comes to light and fire, and will examine unusual displays of light magic, as well as campfires. A firestar is only active at night, resting at the day.
It is unknown how old a firestar can grow, and exactly how they reproduce. It is speculated though that a firestar splits up upon reaching a certain age.
Firestars cannot speak, and communicate via light signals. They can learn to understand other languages, but only will communicate with other beings if these are capable of a supernatural means of communication, such as telepathy.
Combat
If forced into a combat, a firestar retaliates with an electric ray or two before attempting to flee.
Electricity Ray (Su): Five times per day, a firestar can fire an electricity ray that deals 2d6 points of damage. This attack has a range of 30 feet, without range increments.
Cold Vulnerability: When subjected to cold effects, treat the firestar as having the Fire subtype.
Fire Healing (Ex): Firestars do not suffer damage from fire attacks. Instead, they are healed by it. For every point of fire damage, it heals one point of damage. If hit by an attack that deals both fire and other damage (such as a flaming weapon), the healing reduces the other damage accordingly before applying any leftover healing or damage. As a full-round action, a firestar can extinguish small flames, healing 5d6 points of damage. Any excess healing is gained as temporary hit points. The maximum temporary hit points that a firestar can gain this way is four times its normal hit points.
Magic Immunity (Ex): Against most spells and spell-like abilities, the firestar acts as if having an unbeatable Spell Resistance, except as follows. Fire spells heal a firestar (see Fire Healing, above). Force and cold effects affect the firestar normally.
Natural Invisibility (Ex): As a standard action, a firestar can extinguish its glow, effectively becoming invisible as the spell.
 



Its getting brighter!

Firetail, Lesser
Tiny Elemental (Fire)
Hit Dice:
4d8+8 (26 hp)
Initiative: +5
Speed: Fly 40 ft. (good)
AC: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Attacks: 2 slams +5 melee
Damage: Slam 1d6 fire
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Burn, flare
Special Qualities: Fire subtype, SR 12
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 15, Int 8, Wis 9, Cha 8
Skills: (Bluff, Diplomacy or Intimidate) +5, Listen +6, Spot +6
Feats: Improved Initiative
Climate/Terrain: Any warm or temperate
Organization: Solitary, pair or swarm (1-6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5 - 8 HD (Tiny)

Firetail, Tshala
Small Elemental (Fire)
Hit Dice:
9d8+36 (76 hp)
Initiative: +6
Speed: Fly 50 ft. (good)
AC: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Attacks: 4 slams +10 melee
Damage: Slam 1d12+2 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Burn, flare, spell-like abilities
Special Qualities: Damage reduction 15/+1, fire subtype, SR 23
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 14, Dex 15, Con 19, Int 16, Wis 17, Cha 16
Skills: (Bluff, Diplomacy or Intimidate) +15, Concentration +16, Listen +15, Spot +15
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (slam)
Climate/Terrain: Any warm or temperate
Organization: Solitary, pair or group (1-2 and 1-6 lesser firetails)
Challenge Rating: 11
Treasure: 1/4 gems, no coins, no items, no art
Alignment: Always chaotic neutral
Advancement: 10 - 14 HD (Small); 15 - 21 HD (Medium-Size); 22 - 27 HD (Large)
Firetails are elemental fire creatures sometimes thought to be fey. Playful and chaotic, they are great flyers. The rare tshalas are an evolved, somewhat bigger variant with magical abilities.
Firetails are composed entirely of living fire, growing to about 2 feet, or 4 feet for typical tshalas. Other than their size, their are no features that allow people to distinguish the two variants. The flames of a firetail flicker and turn, drawing cycles into the air with crackling sounds.
A firetail is often seen with other creatures, be it other firetails, fire elementals, pegasi, or even humanoids. They show no special enmity to any type of creature in particular. Even tshalas, who usually are solitary, can occasionally be found in company. Firetails never forget friends or enemies, but their chaotic nature makes them rather unreliable.
Only 1 out 10 newborn firetails is a tshala. However, when it grows old enough, the firetail can visit a great source of heat, such as a vulcano, and absorn that heat. Over time, it grows into a tshala. A firetail that approaches ancient age begins gathering flammable material to use as pyres. It usually gathers one to four pyres that can burn for several hours. When it has gathered these pyres, the firetail explodes to ignite the pyres. One hour later, each pyre releases one firetail, with a 10% chance of it being a tshala.
Combat
Firetails and tshalas fight with their slam attacks, occasionally flaring up for additional damage to melee opponents. Tshalas usually begin a fight with a fireball.
Burn (Ex): Those hit by a firetail must succeed at a Reflex save (DC 14 for lesser firetails, DC 18 for tshalas) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flames.
Creatures hitting a firetail with natural weapons or unarmed attacks take fire damage as though hit by the firetail’s attack, and also catch fire unless they succeed at a Reflex save.
Flare (Ex): Five times per day, but no more that once every 1d4+1 rounds, a firetail can flare up, dealing 1d12 points of fire damage to every creature within 5 feet. A tshala can sacrifice one of its spell-like abilities for the day to get another five daily uses for this ability.
Spell-like Abilities: Lesser firetails have no spell-like abilities. Tshalas have the following spell-like abilities: 1/10 minutes: fireball; 1/day - feeblemind, fire trap, heal, maze, plane shift (self and up to 6 lesser firetails), remove curse. Caster level 14th, save DC 13 + spell level.
Fire Subtype: Firetails are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.
 
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Gaund
Medium-Size Monstrous Humanoid (Fire, Reptilian)
Hit Dice:
4d8+8 (26 hp)
Initiative: +3
Speed: 40 ft.
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Attacks: 2 claws +6 and bite +1 melee and tail slap +1 melee and ray +7 ranged
Damage: Claw 1d4+2, bite 1d6+1, tail slap 1d8+1, ray heat metal
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pinned rake, ray of heating
Special Qualities: Blindsight 30 ft, darkvision 90 ft., fear immunity, fire subtype, sonic vulnerability
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 15, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Skills: Jump +10, Listen +10, Spot +10, Tumble +11
Feats: Combat Reflexes
Climate/Terrain: Warm underground
Organization: Solitary, pair or group (1 - 20)
Challenge Rating: 4
Treasure: Half standard, but quadruple gems.
Alignment: Often neutral
Advancement: By character class
Gaunds are reptilian humanoids that are often thought to be mere beasts. Their powerful senses make them hard to surprise.
Looking like gray-green reptiles, gaunds usually move along on all four legs. Only when they fight or survey their surroundings do they stand on two legs, keeping their balance with their tail. Their heads sport three eyes that glow red as fire. They speak an unique language of clicks and whistles, but also understand draconic.
Combat
Gaunds tumble and jump around the battlefield, slamming into their enemies with their natural weapons. Opponents clad in metal armor, or using large metal weapons, will be targeted with a ray of metal heating as soon as possible. No gaund ever uses weapons or armor.
Pinned Rake (Ex): A gaund that is being pinned or flanked can make two rake attacks (+6 melee) with its hind legs for 3d4+2 points of damage each.
Ray of Heating (Su): A gaund can make a ray attack on any creature within 90 feet of the gaund. As a part of its attack, a gaund can also make a ray attack on the opponent it bit. Those hit by the ray must make a Will save (DC 11) or be affected as by a heat metal spell. This attack originates from the central eye of the gaund.
Blindsight (Ex): Using non-visual means, mostly vibration, a gaund can discern objects within 30 feet with this ability. The gaund usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Fire Subtype: Gaunds are immune to fire. They take double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.
Sonic Vulnerability: Gaunds take double damage from sonic unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.
Skills: Gaunds receive a +4 racial bonus to Listen and Spot checks.
Society
Gaunds live in small groups of up to 20 individuals, but occasionally, larger colonies can be found. They primarily make their home in large, dry caves and rarely venture into colder climates or aboveground.
Gaunds do not use or manufacture tools, but they usually have well-sorted animal herds kept for food. The only thing they regularly gather or hunt for are gems. Some gaund groups have taken to trading with adventurers with those gems in times of need, but most of the time, gaunds are fiercely territorial.
Characters
While it is rare for a gaund to take up a character class, it tends to happen. Most of those gaunds advance as barbarians, with the occasional fighter or ranger inbetween. Spellcasting classes are exceedingly rare, but a few clerics exist. Those can choose between the Chaos, Earth and Fire domains. The level adjustment for a gaund is +6.
Frost Gaund
A relative of the gaund, the frost gaund lives in cold underground climates. They are mostly identical to normal gaunds, with the following exceptions: They have bluish-grey scales and blue glowing eyes. They have the (cold) subtype. The eye ray causes the effects of chill metal.
Gaund Slime
The eggs of a gaund are coated in a clear slime with a spicy smell. This slime prevents up to 50 points of acid damage and up to 10 points of fire damage per dose. It can be applied to any object. The slime of frost gaund eggs prevents cold damage istead of fire damage. Market Price 750 gp(?).
 

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