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Converting Al-Qadim and Oriental Adventures creatures

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I like. :)

Updated.

Skills: 48
Feats: Weapon Finesse, 1 more

They can sometimes be heard singing and dancing when their trees are passed at night.

Perform (song), Perform (Dance)?

In general, though, they prefer to win the trust and friendship of others without the use of magic.

Diplomacy?

Even so, an ashira will never deliver a killing blow to a wounded or unconscious opponent, preferring to nurse him back to health and release him far away from the orchard.

Heal?

Habitat/Society: Ashira are very clannish and cannot live alone without becoming morose and moody. They are almost always in contact with one another when they are met, holding hands, weaving their curls into ragged braids, dressing one another, massaging each other.s hurts, and dancing and singing close together.

More support for Perform (song), Perform (Dance)?

All of them make decisions together, arguing and voting until they all agree (or until the majority manage to browbeat the remainder into accepting a course of action).

More Diplomacy and possibly Bluff/Intimidate?

The ashira are dependent on humans for care, protection, and usually for the propagation of the trees the creatures use for nourishment. They form close attachments to the horticulturists they meet, often plying them with song and dance at harvest time and even performing favors for them, such as watching over their children and livestock. They are friendly with winged serpents as well. They are friendly with all other creatures often found in orchards, especially the birds, hive insects, and monkeys.

Yet more Diplomacy?

They enjoy keeping pets, sometimes lodging them in the branches of their trees and caring for them as a group.

Handle Animal, or allow wild empathy to cover this?
 

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Perform (singing), Perform (dance), Diplomacy, Heal, Knowledge (nature)... what would gardening be? Survival? A Craft skill?
 








P'oh (Lesser Spirit)
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 6"
HIT DICE: 5
% IN LAIR: 30%
TREASURE TYPE: Q
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon type
SPECIAL ATTACKS: Drought
SPECIAL DEFENSES: + 1 or better weapons to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT Chaotic evil
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP VALUE: V/280 + 5/hp

The p'oh is a small humanoid, standing two to three feet tall. His skin is ruddy bronze and his hair is red. The p'oh is a wandering spirit, active during both day and night. It is greatly feared by the common folk (because of its powers) and is often given gifts and offerings to appease it. It is most commonly encountered in agricultural lands well away from populous areas.

In combat, the p'oh attacks either with a club cut from a withered and dead tree or with an iron rod. In addition to the damage done by each hit, the person struck must make a saving throw vs. spell. If the saving throw is successful, the victim suffers no further effect. If the saving throw is failed, the victim is dessicated by the drying touch of the p'oh, suffering the loss of one point of Constitution. Should the character's Constitution be lowered to 2, the character is unable to fight or stand. If the Constitution is reduced to 0, the character is dead. The p'oh can become invisible at will.

More fearsome for the common folk is the p'oh's power to create drought (as per the wu jen spell). This power is usable once per week. When used, the drought remains until the p'oh cancels it, is slain, or the spell is countered (by ice blight). It affects a 5-mile-diameter area. Typically, the p'oh arrives in an area, finding some secure lair. Once this is done, it appears to the peasants, announcing it has settled in their area and that they must venerate and appease it or else. It the peasants leave suitable offerings (which the p'oh collects while invisible), the p'oh remains in the area, not causing any mischief. However, should the offerings be insufficient, refused, or missed, the p'oh becomes angered and causes a drought to settle on the area. Thus, it is not uncommon to see small shrines dedicated to p'oh set up along country roads. On rare occasions, a p'oh is sent to an area by the Celestial Emperor to punish the inhabitants for some failing or crime. The p'oh can speak the language of its kind and the trade language.

Originally appeared in Oriental Adventures (1985).

Here's the MC: Al-Qadim Appendix version...

P’oh
CLIMATE/TERRAIN: Temperate plains and hills
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: High (13-14)
TREASURE: Q
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 6
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon type
SPECIAL ATTACKS: Drought
SPECIAL DEFENSES: +1 or better weapons to hit
MAGIC RESISTANCE: Nil
SIZE: S (2'-3 tall)
MORALE: Average (10)
XP VALUE: 1,400

This diminutive humanoid boasts impressive powers, and is greatly feared by the common folk. He is among the most arrogant and obnoxious of the lesser spirits.

The p’oh stands no more than 3 feet tall. He has ruddy bronze skin and long red hair, often tied in a ponytail with dried vines. He has narrow eyes, either blue or green, a pug nose, and oversized ears. His thin mouth is usually twisted in a condescending grin. His stubby legs make him wobble when he walks. He wears gowns made of the finest silk, interwoven with threads of gold and silver.

The p’oh speaks the language of his own kind as well as the trade language.

Combat: A p’oh is more of a pest than a fighter, avoiding physical combat whenever possible. He will threaten, insult, and otherwise intimidate potential adversaries, attacking only as a last resort. When facing equal or inferior opponents who refuse to back down or give in to his demands, the p’oh will attack, fighting fearlessly and without mercy. When facing formidable foes who refuse to be intimidated, the p’oh usually will withdraw, rather than risk his own neck. He can become invisible at will.

If combat ensues, the p’oh attacks, wielding a club cut from a dead tree, or an iron rod instead. Occasionally, a p’oh carries a more common weapon, such as a katana or a wakizashi. In addition to the damage inflicted with each successful hit, the p’oh’s victim must make a saving throw vs. spells. If the saving throw is successful, the victim suffers no further effect. If the saving throw fails, the victim is desiccated by the drying touch of the p’oh, and loses 1 point of Constitution. If the victim’s Constitution drops to 2, the character cannot fight, stand, cast spells, or take any other actions. If his Constitution drops to 0, the victim is dead. If a desiccated victim survives his encounter with a p’oh, he recovers 1 Constitution point per day.

Common folk are most fearful of the p’oh’s ability to create drought (as the wu jen spell). The p’oh can use this power once a week, affecting an area 5 miles in diameter. The drought persists until one of the following occurs: the p’oh cancels it, the p’oh is killed, or the spell is countered by ice blight.

Habitat/Society: The p’oh is a wandering spirit, active both day and night. He is most commonly encountered in agricultural lands well away from populous areas. Once the p’oh arrives in a suitable area, he locates a secure lair, such as a cave, a high plateau, or a hollow tree in a dense forest.

After the p’oh has chosen a lair, he appears to the peasants, announcing that he has honored them with his presence by settling in their area. The p’oh then demands that the peasants make weekly offerings to him (which the p’oh will collect while invisible). If the peasants make the requested offerings and the p’oh accepts them, the p’oh remains in the area, causing no mischief. If the offerings are insufficient, the p’oh will become angry and cause a drought to settle in the area. The drought continues until the peasants resume their offerings (or otherwise make peace with the p’oh), or until the p’oh is driven away or destroyed. Offerings that a p’oh requests usually involve large quantities of water or other potables, as well as fruits and vegetables. Sometimes a p’oh intentionally demands ridiculous offerings from the peasants he oversees, either to test their resolve or simply to harass them. Such demands might include a basket of corn containing exactly 10,001 kernels, 100 gallons of water from a distant ocean, or an unmelted snowflake. If the villagers refuse or cannot comply, the p’oh punishes them with drought.

On rare occasions, the Celestial Emperor sends a p’oh to an area to punish the inhabitants for some transgression or crime. In such instances, the p’oh forgoes his normal requests for offerings, and leaves after he has caused a drought according to the Emperor’s wishes. More often, however, the p’oh acts on his own initiative. Along country roads, peasants commonly erect small shrines in the p’oh’s honor, in an attempt to keep these pesky creatures appeased.

Ecology: The p’oh can eat virtually anything, but he has an exceptional capacity for liquid nourishment. In a single sitting, he can guzzle gallons of water, milk, or wine.
 

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