Zorbo
Sorry to hijack the thread, but here's a conversion I made for the zorbo a while back. This version was based on the 2E Monstrous Compendium Annual Vol. 2, however, so it might be different than what was in the 1E MMII.
Zorbo
Small Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 40 ft, Climb 20 ft.
AC: 16 (+3 Dex, +1 size)
Attacks: 2 claws +5 melee, bite +3 melee
Damage: Claw 1d3 and magic drain, bite 1d4 and magic drain
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Magic drain
Special Qualities: Mimic structure, scent, SR 15
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 4, Wis 12, Cha 8
Skills: Balance +5, Hide +7, Listen +4, Move Silently +7, Spot +5
Feats: Multi-attack
Climate/Terrain: Any non-cold land
Organization: Solitary, family (2-4), or community (10-60)
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 5-8 HD (Small), 8-12 HD (Medium-size)
A zorbo is a highly magical and dangerous beast that resembles an innocuous, cute koala bear. However, any close contact between an interloper and a zorbo is bound to end in pain, as the zorbo is a highly aggressive predator which favors eating the flesh of humanoid beings.
Combat
In combat, the zorbo is the likely one to strike first. Before attacking, a zorbo often rubs itself against the surrounding environment: trees, rocks and such. This serves a dual-purpose: to show its aggression and to enable the beast to copy the structural integrity of the object it rubs against. When melee finally breaks out, the zorbo unleashes its claw and bite attacks, which are more dangerous for their magic draining properties than any actual damage inflicted.
Magic Drain (Su): Magical gear granting any bonuses to armor class, ability scores struck by a zorbo’s claw or bite attacks must make a Fortitude check (DC 13) or have their magic be completely absorbed by the zorbo and crumble to dust. A magical item’s saving throw is 2 plus half the caster level. An attended objects being worn by a zorbo’s opponent struck by a zorbo’s attacks must also make the save, but it may use its saving throw bonus or the owner’s (which ever is more favorable, see PHB pg. 136). If the opponent wears multiple such magical items, determine randomly which is effected. The zorbo gains the bonuses formerly granted by any magic items it destroys for one full turn, but bonuses of the same type do not stack.
Copy Structure (Su): If a zorbo touches an object, the creature can mimic the physical make-up of the object, receiving any hardness (see PHB pg. 136) the object has for 1d4 hours. This does not hurt the object whatsoever. If the zorbo touches multiple objects, it assumes the highest hardness (hardness from multiple items do not stack.)
As for conversion requests, I would like to the nagpa (essentially a cursed, wingless vulture man from Mystara). I know it's in the Mystara 2E monstrous compendium, but it probably also appeared in earlier sources. A template for this would be really cool.
And how about the Horde (a group of LE insectoids with a single hive mind that creates more of its kind by transforming people) from the same compendium?
And all of the various urchins.