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Converting Al-Qadim creatures

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Shade

Monster Junkie
It fits a bit better for the sabu lord, as it is essentially a souped-up dire lion.
 

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Shade

Monster Junkie
Elephant Bird
CLIMATE/TERRAIN: Jungle
FREQUENCY: Rare
ORGANIZATION: Flocks
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 10-100
ARMOR CLASS: 5
MOVEMENT: Fl 18 (C)
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1 or 3
DAMAGE/ATTACK: 1-10 or 1-4/1-4/1-6
SPECIAL ATTACKS: Heated rocks
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (5.)
MORALE: Unsteady to Average (5-9)
XP VALUE: 420

The elephant bird is a man-sized bird with green plumage and a yellowish, cruel-looking, curved beak. They have a strange, protruding gullet dangling from their throats. Males often have red “racing stripes” that run from their eyes to their tailfeathers, while females are a rather drab green. Their cries are a harsh squawk, distinctive to those versed in the ways of the jungle.

Elephant birds generally travel in pairs and threes, although they are never far from the rest of their flock. When their leader gives the signal, they mass for their hunting flights. They rise in their hunting flight to create a huge cloud of green, and any creature which has had experience with them will seek cover. Anyone who has encountered these creatures when they are on a hunting flight knows the reason they are called “elephant birds”. When they begin their attack, it is apparent that they could kill an elephant. Tales abound of such killings, the birds assaulting their beleaguered prey until it finally perishes from their massed attacks.

Combat: Elephant birds do not initiate combat unless they are traveling in a hunting flight. When they have the advantage of numbers, they are fierce opponents. Otherwise, they are generally harmless, preferring flight to combat.

In combat, elephant birds usually carry three stones in their thick gullets. The birds superheat the stones in their body then drop these stones on creatures they are attempting to slaughter, causing 1d10 points of damage, as well as 1-4 additional points of damage the next round, from the intense heat generated. They can recharge themselves during combat if they can snatch extra rocks for the attack. The superheating takes only one round to accomplish. Each bird can carry only three stones. If no rocks are available to the elephant birds, they attack with their fierce claws and beak. The birds attempt to overbear their opponents, adding 1 to their attack rolls for every three birds in the attack. Once an opponent is prone, they add 4 to their attack rolls for their beak strikes, and score automatically with their claws for 1d4 points each. Their beaks rend their prey for 1d6 points a round.

If they cannot overbear their opponents, they will attempt to land on them and blind them with flapping wings and flying feathers. Although this attack causes no damage, it does force the opponent to attack at a -3 on his attack roll.

Habitat/Society: Elephant birds dwell near clearings in the leafy, humid jungles of Zakhara, or in the thinning trees at the edges of these jungles. Their relatively open habitat enables them to respond quickly to the presence of prey in the jungle or near the perimeter.

Their nests are generally located in the upper reaches of the trees, where they can spot those who seek to harm them long before any damage is done. Their eggs are prized as a delicacy by many jungle creatures, although the predators only dare to approach the nests while the birds are hunting. Even then, there is always the chance that several birds have remained behind.

Ecology: Elephant birds feed on nearly anything they can find, although they prefer freshly killed meat. If none is available, they will eat carrion. If there is no carrion, they can survive by eating berries, worms, insects, or grains. By working together, elephant birds have established themselves at the top the food chain, feeding on what they like, avoiding those who would feed on them. Few predators hunt the elephant bird. Its only natural enemies are humans and humanoids. Since the birds are a menace to humanoids as well as their crops, beings who live near the elephant bird hunt them at every opportunity. For this reason, elephant birds avoid human territory. They will occasionally venture into human and other settlements if food is scarce or the pickings look especially good.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (MC13)(1992).
 

freyar

Extradimensional Explorer
These are pretty cool. The superheating would imply magical beast to me. Medium, 3 HD with pretty decent Con (from the +3 in hp). Maybe the rest kind of average, with Int 1.

Obviously we need a rock ability. The rest of the text suggests a "pack tactics" ability, including some sort of group trip attack.
 

Cleon

Legend
Seems pretty straightforward, we can just modify the Giant Owl / Giant Eagle a bit.

Medium Magical Beast
3 Hit Dice
AC 15 (+3 Dex, +2 natural)
Speed 10 ft. (2 squares), fly 60 ft. (average)
Str 14, Dex 17, Con 12, Int 1, Wis 14, Cha 5
1d3 claws, 1d6 bite, 1d10 plus 1d6 fire "superheated stone"
 

demiurge1138

Inventor of Super-Toast
We should raise the Int to 2. All animals in 2e had an Int of 1, but birds in 3.x are generally Int 2.

I'd swap the Str and Dex in Cleon's stats and raise the Con to 16--these guys are beefy, not agile, and the "3+3" lends itself to a robust Con score. The overbearing to me suggests a diving charge with a free trip attempt, perhaps with an additive bonus for more creatures attacking at once.
 

freyar

Extradimensional Explorer
I'll agree with demiurge's suggestions for the abilities: Str 17 Dex 14 Con 16 Int 2 Wis 12 Cha 5. The suggestion for overbearing sounds good, too. Putting it together:

Overbear (Ex): An elephant bird may make a special overbearing attack as a flying charge against an opponent on the ground. If the elephant bird hits on the charge, it may make a trip attempt as a free action. If the trip attempt fails, the opponent may not react to trip the elephant bird.

If multiple elephant birds ....
 

Cleon

Legend
I'll agree with demiurge's suggestions for the abilities: Str 17 Dex 14 Con 16 Int 2 Wis 12 Cha 5. The suggestion for overbearing sounds good, too. Putting it together:

Overbear (Ex): An elephant bird may make a special overbearing attack as a flying charge against an opponent on the ground. If the elephant bird hits on the charge, it may make a trip attempt as a free action. If the trip attempt fails, the opponent may not react to trip the elephant bird.

If multiple elephant birds ....

I guess Con 16 makes sense, a Giant Eagle in 2nd edition AD&D only had 4 straight HD without any bonuses. Str 17 is quite good for a Medium sized creature, but they need a decent score since their tactics rely on Strength or Grapple checks.

As for the Overbearing, I was just going to give them Improved Trip or Improved Overrun as a bonus feat (probably the former).
 

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