Converting Al-Qadim creatures

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Training A Winged Serpent
To be trained, a winged serpent must have a friendly attitude toward the trainer. A winged serpent usually has a friendly attitude toward trainers who supply the snake with fresh fruit for at least a few days and has not attacked or mistreated the creature. A winged serpent is indifferent (at best) toward most other creatures. Changing a winged serpent's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the serpent, such as access to a speak with animals spell.

Training a friendly winged serpent requires a Handle Animal check (with the normal +5 increase to DCs for training a magical beast). The time require depends on the tricks or task the winged serpent must learn, as noted in the Handle Animal skill description.

Winged serpent eggs are worth x gp apiece on the open market, while young are worth x gp each. Professional trainers charge x gp to rear or train a winged serpent.

That looks alright.

Do we make any mention of them being expensive to keep due to their diet of rare, exquisitely ripe tropical fruit?

If we mention that, it should affect their price - since the Winged Serpent breeder/dealer/trainer will have to feed them and will presumably try to pass this cost on to their customer.
 

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I'm not sure if there's precedent for talking about the food in the training section, but we can certainly adjust the price as we wish (within reason for balance, I guess; also, 1gp is a lot of money, so you might not need to increase the price that much for the fruit).
 

I'm not sure if there's precedent for talking about the food in the training section, but we can certainly adjust the price as we wish (within reason for balance, I guess; also, 1gp is a lot of money, so you might not need to increase the price that much for the fruit).

The original description says the fruit to feed them costs 100 gp per month, and it takes about 3 months for them to get old enough to fly.

General training takes 2-6 weeks according to the Handle Animal entry, so if you add that to the 3 months it takes to raise one from the egg it would cost 350-450 gold pieces in fruit!

I suppose if we consider the 100 gp/month includes accommodation as well as food that's not too unreasonable. Going by the SRD a good Inn is 2 gp/night and good meals 5 sp/day - that's about 75 gp per month.

A banquet is 10 gp per person in the SRD, so really luxurious provisions could cost 300 gp a month!
 


I agree that the expensive food shouldn't be pulled out specifically. Perhaps the cost to train one should rise, but that's about it.
 



The next three are emeshed into a single entry...

Roc, Zakharan, Common Roc
CLIMATE/TERRAIN: Semitropical/mountains/ocean
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: C
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 3, Fl 30 (C)
HIT DICE: 18
THACO: 5
NO. OF ATTACKS: 2 claw or 1 bite
DAMAGE/ATTACK: 3-18/3-18 or 4-24 (3d6/3d6 or 4d6)
SPECIAL ATTACKS: Swoop with -5 to opponent.s surprise; snare (95% chance or better)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (60 ft. long, 120.ft. wingspan)
MORALE: Steady (11)
XP VALUE: 12,000

Roc, Zakharan, Great Roc
CLIMATE/TERRAIN: Semitropical/mountains/ocean
FREQUENCY: Vert rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 3, Fl 24 (C)
HIT DICE: 24
THACO: 5
NO. OF ATTACKS: 2 claw or 1 bite
DAMAGE/ATTACK: 4-24/4-24 or 6-36 (4d6/4d6 or 6d6)
SPECIAL ATTACKS: Boulder attack (3d10)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (120 ft. long, 270-ft. wingspan)
MORALE: Elite (13)
XP VALUE: 18,000

Roc, Zakharan, Two-Headed Roc
CLIMATE/TERRAIN: Semitropical/mountains/ocean
FREQUENCY: Vert rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 3, Fl 24 (C)
HIT DICE: 16
THACO: 5
NO. OF ATTACKS: 2 claw or 2 bite
DAMAGE/ATTACK: 3-18/3-18 or 4-24/4-24 (3d6/3d6 or 4d6/4d6)
SPECIAL ATTACKS: Boulder attack (3d10/3d10)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (60 ft. long, 120-ft. wingspan)
MORALE: Elite (13)
XP VALUE: 14,000

Rocs are huge raptors that dwell in Zakharan mountains and on rocky, secluded islands. They frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.

In the Land of Fate, these birds have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The color of a roc’s wing tips (the forward edge) distinguishes it from other species: crimson, common roc; azure, great roc; jet, two-headed roc. Males of each species have matching crests. Some adventurers claim to have seen rocs that are purely white, black, or red, but such creatures are so rare as to be legendary.

Size also distinguishes the species. The common roc, still magnificent, measures roughly 60 feet from its beak to the tip of its tail. It has a wingspan of about 120 feet. In contrast, the great roc measures up to 120 feet from beak to tail and has a wingspan of 270 feet. Except for its black-tipped wings, the rare two-headed roc is the same general size and color as the common roc. However, its two heads--characterized by an evil disposition and increased intelligence--are an obvious distinguishing feature.

Intelligent rocs speak their own language as well as Midani. In addition, they can communicate their wishes to lesser rocs (as in “we wish you to leave the area immediately”).

Combat: The roc usually fights for two reasons: to feed or to protect its nest. If caught unaware and not hungry (a rare case), it uses its great speed to evade an equal or stronger opponent. Even on a full stomach, however, it may hold its ground and fight a pest who seems easy to destroy.

While hunting, rocs usually soar at a height of 300 to 500 feet, using their extremely sharp eyesight to spot prey on the ground. A roc’s vision can penetrate ground fog, spray, dust storms, and shallow water. They can swoop down to seemingly “appear out of nowhere” and then disappear just as quickly, with little more than a gust of wind to mark their passage.

All roc species share this hunting tactic: (1) swoop and attack with claws; (2) seize prey in claws, attempting to pin arms if necessary (65 percent chance, prevents spellcasting); and (3) carry prey to nest, using bites as needed to subdue victim. Victims of a sudden swoop attack suffer a -5 penalty to their surprise rolls. If the roc must swoop at the same target more than once to seize it, the penalty does not apply. Damage and snaring success vary with the roc species:

A common or two-headed roc inflicts 3 to 18 (3d6) points of damage per claw. If both claws hit, the roc has a 95 percent chance to carry off its prey, which can be size Huge (up to 25 feet tall or long) or smaller.

A great roc inflicts 4 to 24 (4d6) points of damage per claw. If either claw hits a target that is size Large or smaller, the roc can carry it off automatically (if desired). If both claws strike a Gigantic creature, the great roc has a 95 percent chance of carrying it off.

If a seized victim attempts a counterattack, the bird will maintain its hold while punishing the quarry with bites (4d6 damage per strike). Regardless of its size, a roc won’t release its prey until the roc suffers damage equaling 25 percent of its hit points (based on its total when combat began). Sufficient damage convinces the roc that the meal at hand isn’t worth the effort. A morale check determines whether the roc flees.

Given a choice of two succulent or easy targets, rocs usually select the larger (a camel instead of its rider, for example). However, any roc can seize two different targets with its claws, provided the targets are within 10 feet of one another. The twoheaded roc can also attack two targets within 10 feet.choosing either two bite attacks or two claw attacks.

Given their intelligence, the great roc and two-headed roc may use rather sophisticated combat tactics. To prevent annoyances, for example, a great roc may scatter or destroy pesky shepherds before settling down to dine upon livestock.

The more intelligent species also use large boulders as “nutcrackers,” dropping the stones from the air to sink ships or demolish structures, exposing the “softer meat” inside. Such boulders inflict 3 to 30 (3d10) points of damage normally, and require ships, walls, and towers to make saving throws vs. crushing blow or be destroyed. A two- headed roc can make two boulder attacks per round.

Habitat/Society: All roc species share a number of traits. They build their nests upon the tallest mountain, rocky outcrop, or perch in their territory, using branches and even whole trees in the construction. They are not social creatures. Each is highly territorial, especially against invasions by other rocs (excluding a suitable mate) and other large, flying creatures (such as the occasional dragon). A typical roc territory is a circle with a 10- mile radius, placing at least 20 miles between two nests.

If a roc nest is found, there is a 15 percent chance that it contains either 1d4 +1 eggs or 1d4 +1 hatchlings. (Roll 1d100; 01-50 indicates eggs, and 51-00 indicates hatchlings.) Hatchlings are 4 HD each, but relatively helpless, with an AC of 10 and no attacks. Adults will fight to the death (morale of fearless, 18) to protect their eggs or young, gaining a +1 bonus to attacks. After six months in the nest, a roc has grown enough to leave it, and the roc gains the combat statistics of an adult.

All rocs feed at least three times daily: just after sunrise, at midday, and an hour before sunset. If there are young in the nest, there will be a midafternoon feeding flight as well. Heroes accustomed to being raised from the dead after mischances in the wilderness should beware: like many other birds, rocs partially digest their prey for their chicks, grinding it in a stone-filled gullet before they regurgitate it. While this has no effect on their chances of being raised, adventurers should plan on a long (and unpleasant) recovery period thereafter.

When dealing with humans or humanoids, great rocs tend to imperious, quickly becoming bored and hungry. Two-headed are more sly and (given their own evil bent) may be persuade aid in some villainy if the result will be a lot of dead herd animals.

Rocs do not value treasure except for its value as a shiny bauble. Male two-headed rocs build nests and festoon them with such treasure in hopes of attracting mates. A cheap but gleaming gem appeals to these males more than a dull but priceless ore. Common and great rocs have no such compulsion; they leave their riches strewn carelessly about their nests like trash. Most of their treasures are the inedible remains of pack animals-tack and harness, rugs, silks, tapestries, clothing, spices, perfume, caravan bells, and the occasional bar of metal or gemstone.

Ecology: All rocs are difficult to raise, given their independent nature and huge appetites. Individual adventurers have been known to train roc chicks. Some sorcerers have ensnared rocs magically. According to legend, a tribe of jann near the World Pillars has even used rocs as mounts, but the story.s veracity is questionable.

Rocs prey on the largest surmountable creatures they can find in their area. On land, they attack elephants, camels, purple worm ankhegs, and giants, and few rocs will pass up a light snack of undefended humans. At sea, they hunt like ospreys, snagging dolphins, elephant seals, and sharks from the water. The great rocs will even carry off kraken, giant squid, sea serpents, and whales, in addition to attacking ships. Even mated pairs of common rocs have been known to attack a sailing vessel or a dragon.

Roc eggs are valued as an exotic item or curiosity, and as a component for magical potions and oils. The egg of a common roc is the color of ivory. A great roc’s stunning eggs are dappled with shades of turquoise and indigo, while a two-headed roc’s are jet black. A merchant will pay 2d6 x 100 gp for the egg of an ordinary roc, twice that for the egg of a two-headed roc, and twice that again (2d6 x 400) for the egg of a great roc. Such eggs must be kept continually warm if they are to hatch, for the unborn chicks are sensitive to cold, and without the protection of their parent on the nest would soon perish. The inability to hatch does not diminish an egg’s value as a curiosity, however.

Originally appeared in Land of Fate (1992).
 

Here's the roc from the 2e Monstrous Manual for comparison...

Roc
CLIMATE/TERRAIN: Subtropical/Mountains
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: C
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 3, Fl 30
HIT DICE: 18
THAC0: 3
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 3-18/3-18 or 4-24
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (60' long+wingspan)
MORALE: Steady (11)
XP VALUE: 10,000

Looking almost too big to be real, rocs are huge birds of prey that dwell in warm mountainous regions and are known for carrying off large animals (cattle, horses, elephants) for food.

Rocs resemble large eagles, with either dark brown plumage or all golden feathers from head to tail. In a few rare instances, rocs of all red, black or white are sighted, but such sightings are often considered bad omens. These giant birds are 60 feet long from beak to tail feathers, with wingspans as wide as 120 feet.

Combat: The roc swoops down upon prey, seizes it in powerful talons, and carries it off to the roc's lair to be devoured at leisure. The resulting damage is 3d6 per claw. Most of the time (95%), a roc carries off its prey only if both claws hit. If the prey was hit by only one claw, the roc usually lets go, then turns around and attempts another grab. Once the prey has been secured, the roc flies back to its nest. If the creature resists, the roc strikes with its beak, inflicting 4d6 points of damage per hit.

Should a human, humanoid, or demihuman be captured, there is a 65% chance that the victim's arms are both pinned to his sides, making impossible melee weapon attacks or spellcasting that requires hand gestures. A roc will let go of its prey if it suffers damage equal to a quarter of its hit points. A roc can pick up two targets simultaneously if they are within 10 feet of each other.

A roc usually cruises at a height of about 300 feet, seeking out likely prey with its sharp eyes. When a good target is found, it swoops down silently. The stealth of this first attack imposes a -5 penalty to its opponents' surprise rolls.

Habitat/Society: Roc lairs are vast nests made of trees, branches, and the like. They inhabit the highest mountains in warm regions. Rocs are not given to nesting close to each other, with a nest rarely being located within 20 miles of another nest. There is a 15% chance of finding 1d4+1 eggs in a roc nest. These eggs sell for 2d6 x 100 gp to merchants specializing in exotic items. As may be expected, rocs fight to the death to protect these nests and their contents, gaining a +1 bonus to their attack roll.

The treasure of a roc is usually strewn about and below the nest, for the creature does not value such. It is the residue from its victims. If the roc has been seizing pack horses and mules, some of that treasure may be merchant's wares such as spices, rugs, tapestries, perfume, rich clothing, or jewels.

The roc ranges for food three times a day; about an hour after sunrise, at noon, and an hour before sunset. If there are young in the nest, a fourth feeding, approximately two hours after noon, is added to keep the young strong and well-fed.

Ecology: Rocs are occasionally tamed and used by cloud or storm giants. Good-aligned giants do not allow their rocs to attack civilized areas and the animals therein.

As mentioned before, rocs do not nest too closely together, since such a high concentration of these hungry predators would deprive entire regions of its animal population. Rocs serve to keep down the number of large predators, as they are fond of ankheg, purple worms, and harpies. Thanks to the rocs' prodigious appetites, these creatures are not swarming about with impunity.

It is said that roc feathers can be used in the manufacture of Quaal's feather tokens, as well as wings and brooms of flying.

One race that has little love for rocs is dwarves. Dwarven mines located in remote mountains often have to contend with unruly rocs intent on protecting their territory. Attempts by the dwarves to tame rocs have all met with failure, so the accepted manner of dealing with rocs is to kill them and smash their eggs. Adventurers who happen on a community of mountain dwarves may find employment as roc hunters. Such groups would do well not to allow any druids to find this out.
 

Is the common Zakharan roc just the same as the MM roc with slightly different environment and maybe a slightly different grab? Kind of looks like it (that's a lot of text, though!). Especially given the 3e Snatch feat for the roc, I might just say that the common one is just the regular SRD roc.
 

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