A few conversions (added hide and gulper)

Well, you don't have to worry about that from me, as I tend to take a few liberties when converting creatures also, if needed or for flavor reasons... :D
 

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Forest Rohch
Tiny Aberration
Hit Dice:
1d8 (4 hp)
Initiative: +3
Speed: 40 ft.
AC: 16 (+2 size, +1 natural, +3 Dex), touch 13, flat-footed 13
Attacks: Bite +0 melee and 2 claws -2 melee
Damage: Bite 1d2-2, claw 1d2-2 melee
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Qualities: DR 5/+2, scent, tremorsense
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 7, Dex 16, Con 11, Int 2, Wis 11, Cha 6
Skills: Listen +4, Spot +4
Feats: Multiattack (B)
Climate/Terrain: Any forest
Organization: Pack (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Tiny)

Killer Rohch
Tiny Aberration
Hit Dice:
3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft.
AC: 18 (+2 size, +3 natural, +3 Dex), touch 15, flat-footed 15
Attacks: Bite +3 melee and 2 claws +1 melee
Damage: Bite 1d4-1, claw 1d4-1 melee
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Qualities: DR 5/+2, scent, tremorsense
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 9, Dex 16, Con 13, Int 2, Wis 11, Cha 6
Skills: Listen +5, Spot +5
Feats: Multiattack (B)
Climate/Terrain: Any forest
Organization: Pack (4-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 HD (Tiny); 7 - 9 HD (Small)

Swamp Rohch
Tiny Aberration
Hit Dice:
4d8+4 (22 hp)
Initiative: +3
Speed: 30 ft., swim 20 ft.
AC: 19 (+2 size, +4 natural, +3 Dex), touch 15, flat-footed 16
Attacks: Bite +4 melee and 2 claws +2 melee
Damage: Bite 1d6-1, claw 1d6-1 melee
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Qualities: DR 5/+2, scent, tremorsense
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 9, Dex 16, Con 13, Int 5, Wis 11, Cha 6
Skills: Listen +8, Spot +8, Wilderness Lore +6
Feats: Alertness, Multiattack (B)
Climate/Terrain: Any marsh
Organization: Pack (1-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5 - 8 HD (Tiny); 9 - 12 HD (Small)

Dark Rohch
Small Aberration
Hit Dice:
8d8+16 (52 hp)
Initiative: +3
Speed: 30 ft.
AC: 20 (+1 size, +8 natural, +1 Dex), touch 12, flat-footed 19
Attacks: Bite +7 melee and 6 claws +6 melee
Damage: Bite 1d6 and disease, claw 1d6 melee
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: DR 10/+2, scent, tremorsense
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 8
Skills: Listen +12, Spot +12
Feats: Alertness, Multiattack (B), Weapon Focus (claw)
Climate/Terrain: Warm lands
Organization: Solitary or pack (1-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9 - 12 HD (Small); 13 - 16 HD (Medium-Size)
Rohches are horrible crossbreeds between wolves and beetles thought to be the result of magical experiments. Their senses and defenses make them highly dangerous.
Though they share a basic shape, no two rohches look alike, mixing mammalian and insectile features in ugly ways. They possess four to eight legs as well as two claws growing from their shoulders. The body is randomly covered with chitinous or bony plates, and their legs sport occassional bits of fur. The heads are wolf-like, except that mandibles grow from their lower jaws, and the upper part of their head is covered by a chitinous plate.
Four subraces of rohches are known, the least dangerous being the forest rohch, which is generally content to hunt small prey. More dangerous is the killer rohch, which is known to hunt humanoids.. Both live in forested areas, prefering the warm and temperate climates. Usually, they make their home in burrows originally created by rabbits, foxes or other burrowing animals. As the smallest of the rohches, they are usually one foot long. Swamp rohches, which average about 2 feet, live in the marshes, where they lurk in the waters for prey.
The most dangerous rohch type however is the dark rohch, or death rohch, as it has also come to be known in the warm lands it lives in. Their 3 feet long bodies sport not one, but six claws, and their hides are incredibly tough. The mandibles of these monsters transmit a weakening disease.
Combat
Rohches swarm over anything that they consider prey (which is everything) when they are hungry (and they almost always are). Usually, they do not attack something much larger than they are, unless they have an overwhelming advantage in numbers.
Disease (Ex): Any creature hit by a dark rohch’s bite attack must make a Fortitude save (DC 16) or contract red ache. The incubation period is 1d3 days, and the disease deals 1d6 points of Strength damage. Other rohches to not transmit diseases.
Scent (Ex): A rohch can detect approaching enemies, sniff out hidden foes and track by sense of smell.
Tremorsense (Ex): A rohch can automatically sense the location of anything within a range dependant on the type of rohch that is in contact with the ground.
Code:
[color=white][b]
Type      Range[/b]
Forest    30 ft.
Killer    90 ft.
Swamp     120 ft.
Dark      240 ft.
[/color]
 


Nope. They struck me as too aberrant to be vermin. This includes the rather high intelligence of the swamp rohch as well as the form and the DR. Something considered a minor pest that happens to have DR has to be an aberration. ;)

OK, I admit that the last bit didn't make too much sense. :D
 

Well, vermin can have damage reduction, just look at the devestation vermin in the ELH :D But anything that is a cross between two so different creatures as a wolf and a beetle, has to be either an aberration or a magical beast.

Later,
 



Well, are cockroaches immune to anything below +2 weapons, as the rohchs were in 2nd Ed.? ;)

Of course, I guess they have something like DR 2/-... ;)
 

Yes, I admit that I took a break.

And I also admit that I changed sources.

So what? Introducing - Monsters of the Lower Deep! (Dragon Magazine 235)

Octo-Jelly
Large Animal (Aquatic)
Hit Dice:
6d8+12 (39 hp)
Initiative: +1
Speed: 10 ft., swim 20 ft.
AC: 10 (-1 size, +1 Dex), touch 10, flat-footed 9
BAB/Grapple: +4/+11
Attacks: Bite +7 melee
Damage: Bite 1d10+4
Face/Reach: 10 ft./5 ft.
Special Attacks: Engulf, smother
Special Qualities: Blindsight 60 ft., luminous cloud
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 17, Dex 13, Con 14, Int 2, Wis 16, Cha 5
Skills: Hide +6*
Feats: Iron Will, Weapon Focus (Bite)
Climate/Terrain: Any aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7 - 15 HD (Large); 16 - 18 HD (Huge)
Octo-jellies are a large, deep-dwelling species of octopi whose tentacles are connected by a form of webbing.
These blind, bell-shaped octopi appear otherwise much like other octopi, save that two fins protude from its body. Like other creatures of its kind, it can change the color of its bell-shaped body, but that ability does not usually help it. The octo-jelly is slightly more social that its larger relative, the hide. It will allow a mate to remain in its territory for the mating season only, and the female will keep the young in its tentacle bell for some time after hatching.
Combat
The main attack of an octo-jelly is to engulf an opponent, trying almost mindlessly to eat its victim. Octo-jellies cannot afford to retreat usually. Only when they lose more than 75% of their hit points does it release a luminous cloud to cover its retreat.
Engulf (Ex): An octo-jelly can try to wrap a creature of its own size or smaller in its body as a standard action. The octo-jelly attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, it bites the engulfed with a +4 attack bonus, and it can smother its prey.
Attacks that hit an engulfing octo-jelly deal half their damage to the monster and half to the victim.
Smother (Ex): While engulfing a victim, the octo-jelly may take a full-round action to simulaneously bite and smother its victim. The smothering deals an additional 1d6+3 points of damage to the opponent.
Blindsight (Ex): An octo-jelly is blind, but it can ascertain its surroundings using environmental clues such as currents.
Luminous Cloud (Ex): An octo-jelly can emit a cloud of glowing blue-green particles 20 feet high by 30 feet wide by 30 feet long once a minute as a free action. The cloud provides total concealment, which the octo-jelly normally uses to escape a fight in which it lost more than 75 % of its hit points. In addition, any creature caught in the cloud must make a Fortitude save (DC 15) or be blinded for 1d10 rounds.
Skills: *An octo-jelly can change its colors. While this ability does no good in the depths it normally dwells in, it grants a +4 racial bonus to Hide checks in the higher waters.

Conversion notes - I have no idea how man HD the octo-jelly was supposed to have, as the article repeats the Movement line in the Hit Dice line. I guess I could have guessed it from the XP Value and THAC0, but I would have needed to dig out my 2e stuff for that. :D
For those who didn’t notice - I am more or less going by R3E rules with my conversions now.
 

Next up will be the Hide, but I'm unsure about creature type... I'm leaning towards Magical Beast, though the description does seem to imply that it could be an animal... opinions?
 

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