Converting Al-Qadim creatures

Shade

Monster Junkie
Dog, Saluqi
Climate/Terrain: Any arid land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Night
Diet: Carnivore
Intelligence: Semi (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 3d4
Armor Class: 7
Movement: 18
Hit Dice: 2
THAC0: 19
No. of Attacks: 1
Damage/Attack: 1d8
Special Attacks: Overbearing
Special Defenses: Nil
Magic Resistance: Nil
Size: S (3’ tall)
Morale: Elite (13-14)
XP Value: 120

Saluqi are the greyhounds of the desert, known for their hunting skills, favored by the jann. They are sleek black animals with gray markings, thin whiplike bodies, and long narrow heads. Their pedigrees are rigorously maintained, allowing owners to breed only from the finest stock.

Combat: These natural desert hounds hunt by sight rather than by smell, and they prefer to stay in packs rather than hunt alone or in scattered lines. Their blurring-fast speed allows saluqi a -2 modifier to their initiative rolls. The hounds have infravision to a 120-foot range, and they can faultlessly track quarry by its heat trail if it has passed over ground within the past three turns.

Saluqi hounds are also known for their ability to bring down opponents by attacking en masse. This overbearing attack is resolved by a single attack roll against AC 10, allowing only modifiers for Dexterity and magical pluses of armor or other protective devices. There must be a minimum of four hounds for the overbearing attack, and each hound over four gives the pack an additional +1 attack modifier. If successful, the hounds knock their opponent to the ground, and unless a saving throw vs. petrification is successful, the opponent is stunned and cannot take any action that round. To rise, a victim must spend a full round doing nothing but regaining his footing in the midst of the pack. All attempts at spellcasting are ruined by the pack, regardless of whether the overbearing attack succeeds.

After the initial overbearing attack, such a victim is attacked by individual members of the pack with +4 modified to the hounds’ attack rolls and no Dexterity adjustment for the victim’s AC. Some packs have also been trained to hold down their foes; this requires that two dogs score successful hits on their downed opponent. If the dogs succeed, the victim still must spend a full round to stand up, but he must also make a successful Strength check with a -1 penalty for each dog that hits. Failure indicates the victim was dragged back down.

Habitat/Society: Saluqi are a carefully bred strain of hounds, and they are almost always found in the care of a huntsman who has trained them from birth. They respond to a number of standardized calls: “Attack, guard, return, pursue and return, fetch, stay”, and “hold” are among the most common.

Saluqi do not flourish if they spend too much time in the sun; nomads keep them in tents during the hottest part of the day. Wild packs usually live near some cave or overhanging shelter, where they can retreat from the burning sun.

Ecology: Saluqi greyhounds hunt small game and are good at flushing antelope or other grazing animals from cover. Wild packs of saluqi do exist, but they are extremely rare, as the jann hunt these mutts and neuter them, then give them as gifts to other desert tribesmen.

Jungle Hound
It is said that a related breed of hound has been created by jungle dwellers. These hounds use similar tactics, but are much better at tracking by smell than by sight – so much so that they can follow a trail up to a week old. They are smaller than the saluqi hounds, with orange and yellow patches of fur dappling their dark coats instead of gray.

Originally appeared in ALQ2 - Assassin Mountain (1993).
 

freyar

Extradimensional Explorer
Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.

As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.
 

Shade

Monster Junkie
Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.
Now you tell me. :p

As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.
That soudns about right. Keep 'em animals, or does something suggest magical beast?
 

freyar

Extradimensional Explorer
"Saluqi" is apparently the Arabic name for real Bedouin hounds, so I'd say Animal.
 

Cleon

Adventurer
Seems like we don't need to worry about the 1000-post-count limit any more, if you check the meta forum.

As for the saluqi, base them on riding dogs or maybe another dog we've converted? Give them pack tactics with a group overrun and stunning attack.
We should consider keeping them Small. A Saluqi is on the cusp of Small-Medium, typically weighing about 20-25 kg (44-55 pounds). If we make them Small it'll help explain the AD&D stats requiring 4 of them to overbear an adventurer (a Medium sized humanoid).

"Saluqi" is apparently the Arabic name for real Bedouin hounds, so I'd say Animal.
Quite. They're a real world breed and should be Animals.
 

Cleon

Adventurer
After reading the description more closely, I notice several significant differences between these Saluqis and the real world dog breed.

Firstly, they have 120' infravision, which allows them to infallibly track by heat-tracks up to 30 minutes old.

Secondly, they're nocturnal ("Activity Cycle: Night"). Real world saluqi hunt in daylight.

How about splitting it into two creatures? A real world Saluqi, modified from the SRD Dog (1 HD Small Animal, bites for 1d4+1) and a "Jann Saluqi" (2 HD Small Magical Beast, bites for 1d6+1, Int 3-4, Darkvision 120 ft., "Infallibly Tracking" SQ).
 
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Cleon

Adventurer
Dog, Saluqi
Climate/Terrain: Any arid land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Night
Diet: Carnivore
Intelligence: Semi (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 3d4
Armor Class: 7
Movement: 18
Hit Dice: 2
THAC0: 19
No. of Attacks: 1
Damage/Attack: 1d8
Special Attacks: Overbearing
Special Defenses: Nil
Magic Resistance: Nil
Size: S (3’ tall)
Morale: Elite (13-14)
XP Value: 120

*SNIP*

Originally appeared in ALQ2 - Assassin Mountain (1993).
By the way, these stats are from the Monstrous Compendium Annual Volume One (1994). The Assassin Mountain version, the "Greyhound, Saluqi", is basically the same. The biggest mechanical difference is its infravision is 120 yards, not 120 feet.

Funnily enough, the Assassin Mountain Saluqi has "Activity Cycle: Diurnal" instead of "Night" and then starts combat with "these nocturnal desert hounds".
 
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Shade

Monster Junkie
OK, we can make both an animal and magical beast version. I think the jungle hounds should be an underbar, rather than a separate creature. The question is whether jungle hound are the animal version, the magical beast version, or both?

Added the animal version to Homebrews.

I took the standard dog stats, but since it straddles the line between Small and Medium, placed Str and Dex between the dog and riding dog.

Since these are "sight" hounds, should we reduce the tracking by scent bonus?

EDIT: Added the jann saluqi as well.
 
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Cleon

Adventurer
OK, we can make both an animal and magical beast version. I think the jungle hounds should be an underbar, rather than a separate creature. The question is whether jungle hound are the animal version, the magical beast version, or both?
We might as well make the Jungle Hound a Magical Beast since it's a variant on the 2HD Saluqi.

Added the animal version to Homebrews.

I took the standard dog stats, but since it straddles the line between Small and Medium, placed Str and Dex between the dog and riding dog.

Since these are "sight" hounds, should we reduce the tracking by scent bonus?
That looks a good start on the Animal version.

Since these are Greyhounds, I'd consider making them faster - they need to catch hares and antelopes, remember. Maybe give them Speed 50 ft. and Run?

I would cut the tracking by scent bonus out entirely.

EDIT: Added the jann saluqi as well.
How's this for Infallible Tracker?

Infallible Tracking (Su): A jann saluqi has supernatural eyesight that sees recent trails as a glowing set of tracks. This allows the saluqi to infallibly follow any trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the saluqi can not use infallible tracking if the creature flies away or enters water). Anti-divination spells such as nondetection are effective against infallible tracking.
 

Shade

Monster Junkie
Agreed to all that.

Updated animal and jann versions.

Should we give the animal version a bonus on Survival checks when tracking by visual cues? Otherwise, it will be a rather poor tracker.
 

Number 6

Visitor
A bit off-topic... but what about the Zakharan horse breed from that island in the Crowded Sea? I don't believe Al-Qadim has a Monstrous Compendium sheet on it, but would it be worth making an entry for that breed of horse? They are supposed to be a bit better.
 

Cleon

Adventurer
Agreed to all that.

Updated animal and jann versions.

Should we give the animal version a bonus on Survival checks when tracking by visual cues? Otherwise, it will be a rather poor tracker.
I'd say no. Sight hounds are generally poor trackers. They mainly chase prey they can see. Just scent plus Track should be enough.

I would have no objection to giving the Jann version a bonus on Survival checks to track by visual cues, maybe make it an enhancement bonus due to their magical "tracking gaze".
 

Cleon

Adventurer
A bit off-topic... but what about the Zakharan horse breed from that island in the Crowded Sea? I don't believe Al-Qadim has a Monstrous Compendium sheet on it, but would it be worth making an entry for that breed of horse? They are supposed to be a bit better.
Do these horses have any unusual powers? If it's only a question of them having above average ability scores I don't think we need bother.
 

Number 6

Visitor
Do these horses have any unusual powers? If it's only a question of them having above average ability scores I don't think we need bother.
They probably don't since they were not written up... but I recall something almost unnatural about them. It might simply be from the mythical description of their origins. I'll snoop some more, but I bet we don't need to do anything.

UPDATE:
ALQ1 said:
Jazirat al-Sayyad is the source of the magnificent Sayyad bloodline of horses. The breed is noted for its speed, grace, and fiery temperament. Sayyads are referred to as "sea-bred," for it is rumored that the island's mares are mated to magical stallions that rise out of the ocean foam. It is also said that only a true horseman can master a fullblooded Sayyad. Since there are more horse riders than true horsemen, Sayyads are normally sold on the mainland to sire other Zakharan horses. Half-, even quarter-Sayyads, retain much of the fire and fine qualities of their sires.
Yeah... the text refers to a myth. It doesn't look like anything we need to get involved in.
 
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Shade

Monster Junkie
Back to the saluqi, shall we work on the "group overrun and stunning attack"?

Also, since they originally had 120 ft. infravision, should we give the magical beast version superior low-light vision (in addition to infallible tracking)?
 

Number 6

Visitor
Could we use something similar to the Hyena's trip?

Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
 

Number 6

Visitor
Trip (Ex): A saluqi that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the saluqi.
Alternatively, we can give the saluqi another bonus feat... either Improved Grapple or Improved Overrun.
 

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