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Converting Dark*Matter Creatures


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Alrighty, I edited that and added in the relevant D&D psionic class under Isci's underbar. Does the CR look okay, or should it be bumped up some?
 

Welcome back, Rappy!

Compared to other unique outsiders with spellcasting ability, I think CR 25 is still a good fit.
 

Alrighty then, it's finally time to move on to a new monster. While there's still one more unique demon in the Dark*Matter series, I think it's time to cover something different for a change of pace.

[sblock]STR 16
DEX 8
CON 18
INT 1
WIL 9
PER 1


Durability: 18/18/9/9
Action Check: 9+/8/4/2
Move: sprint 28, run 18, walk 6
#Actions: 3
Reaction Score: Marginal/1

Attacks
Claws 18/9/4
Bite 19/9/4 + infection (see text)

Defenses
+4 resistance modifier to melee attacks
no resistance modifier vs. ranged attacks
Armor (Ordinary) d4 (LI), d4-1 (HI), d4-1 (En)

Skills
Unarmed [16]; Stealth [8]-hide [9]; Stamina [18]-endurance [20]; Awareness [9]-intuition [11]; Resolve [9]-physical [14]

Description
The outback dragon, Megalania prsica, is the largest lizard humans have ever seen. It measures up to 6 meters long and weighs in at 600 kilograms or more, dwarfing the Komodo dragon, its nearest cousin. The lizard's curved teeth are 2 centimeters long, with a serrated edge to tear meat off its kills.

In coloration, the monster is always a grayish-brown. Its eyes are a dull black, often described as cold or dead. Although it is surrounded by an overpowering stench (see below), the giant lizard can avoid casual notice by lying extremely still in tall grass or undergrowth, with its head low to the ground.

Encounter
Generally, the first sign of a Megalania prisca is its odor. The stench is so strong that it confers a -1 step bonus to Awareness skill checks to notice the creature. Most local animals have learned to recognize the smell, and they flee the moment they sense it.

The giant lizard waits quietly for unaware prey to move close enough, then rushes forth to attack (sprint move). If the prey shows no sign of approaching, the lizard creeps closer until within range, then springs. Although its curved claws are particularly wicked, the beast prefers to tear gaping holes in the victim using its terrible jaws. The attack continues until the target stops moving or the lizard is killed - it is too persistent to admit defeat. Regardless of whether it is still under attack by other creatures, the giant lizard then snatches up the immobilized prey in its maw and runs away to finish the meal unmolested.

Even a victim who survives the immediate attack is not out of danger, though, for septic bacteria in the lizard's saliva causes a virulent infection (Good strength and incubation). Unless the wound is treated with Knowledge-first aid or Medical Science-treatment within d4 days, a character who has suffered at least 1 point of primary damage from the lizard's bite begins to succumb to infection. Once the infection sets in, the victim must attempt a Constitution feat check at a +1 step penalty to recover.

Habitat/Society
The outback dragon, assumed to have died out about nineteen thousand years ago, is alive and well and living in the Australian desert. Originally it preyed on large marsupial diprotodonts (known these days as bunyips), but was forced to alter its diet as the centuries rolled by and its accustomed prey became scarce. Fortunately for the big lizard, other species were becoming more plentiful - including humans.

More importantly, the outback dragon owes its continued existence to the kinori, who, intrigued by the possibilities, bred the giant carnivorous lizards to ensure they would survive. But when the kinori eventually abandoned the Australian continent, transporting the huge creatures proved to be a logistical nightmare. In frustration, they set most of the lizards free, trusting that the species was hardy enough to endure until the kinori's return. They were right, though the population of giant lizards has dropped radically in the intervening centuries. Today, the creatures roam the outback, preying on anything unlucky enough to be caught in their path - though their favorite meal is still bunyip.

Fortunately for the nocturnal bunyips, the outback dragon hunts only during the day. Like all lizards, Megalania prisca is cold-blooded and so becomes extremely sluggish at night. Generally it spends this time sleeping but can take actions at night if forced to do so, suffering a +2 step penalty to all checks. This penalty drops to +1 during twilight. Similarly, the creature's movement rate is halved at night or in cold weather.

Adventure Hook
When kinori are found in the sewers of Darwin, in Australia's Northern Territory, the heroes wade in to deal with the situation (in whatever manner they or their employers deems appropriate). But a few weeks later, reports surface of giant lizards in the area, with more than a few deaths blamed on them. The sightings are mostly concentrated south of the city - well away from any sufficiently large sewer openings - and are moving progressively farther south, as though the giant lizards were making for the wilderness. Complicating matters, some reports mention the giant lizards being herded by "reptile men", which suggests that the heroes failed to deal with all the kinori in Darwin. Did the heroes find all the kinori or not? Can they track down the giant lizards? And if so, can they find them before they kill anyone else?[/sblock]

A very fluff-filled lizard, but a lizard nonetheless. For basics, I imagine we have a size Huge creature of the Animal type on our hands, one that spreads disease and has stench at that.

Extrapolating from the conversion guide, its d20 Modern ability scores are as follows, with comparisons to the current big reptiles in d20 Modern:
  • Outback Dragon: Strength 20, Dexterity 10, Constitution 22, Intelligence 1, Wisdom 12, Charisma 1.
  • Giant Crocodile: Strength 27, Dexterity 12, Constitution 19, Intelligence 1, Wisdom 12, Charisma 2.
  • Advanced Monitor Lizard: Strength 33, Dexterity 11, Constitution 25, Intelligence 2, Wisdom 13, Charisma 2.

It seems to be right in line as far as Intelligence and Wisdom go, and it is sandwiched in between the Huge monitor and the giant crocodile when it comes to physical prowess. I personally think that the monitor's Strength and Constitution scores are rather wonky due to the oddness that size advancement sometimes provides, so...yeah.

I'm pretty comfortable with just bumping up Intelligence and Charisma alike to 2 and possibly upping Strength to 24. But that's just my opinion, of course; what do y'all think?
 


Hmm...to be honest, it looks like we could just have the Outback dragon as a variant of those stats with stench slapped on. So, in that case, should we move on?
 

Hmm...to be honest, it looks like we could just have the Outback dragon as a variant of those stats with stench slapped on. So, in that case, should we move on?

My first thought was just use an advanced Monitor Lizard's stats since that, essentially, is what a Megalania is (or was). Its stench only has a minor effect mechanically.

However, this version has claw attacks as well as a bite, so making it a separate creature with a ghast-style Stench attack would suit me.

Do we want to drop the d20 Modern Monitor Lizard's poison spray attack, as real-world giant monitor lizards are not noted for having it? Personally I would like to throw it in to the mix, and say the Kintori "improved" the creatures by giving it the ability to spit poison.

Extrapolating from the conversion guide, its d20 Modern ability scores are as follows, with comparisons to the current big reptiles in d20 Modern:
  • Outback Dragon: Strength 20, Dexterity 10, Constitution 22, Intelligence 1, Wisdom 12, Charisma 1.
  • Giant Crocodile: Strength 27, Dexterity 12, Constitution 19, Intelligence 1, Wisdom 12, Charisma 2.
  • Advanced Monitor Lizard: Strength 33, Dexterity 11, Constitution 25, Intelligence 2, Wisdom 13, Charisma 2.
It seems to be right in line as far as Intelligence and Wisdom go, and it is sandwiched in between the Huge monitor and the giant crocodile when it comes to physical prowess. I personally think that the monitor's Strength and Constitution scores are rather wonky due to the oddness that size advancement sometimes provides, so...yeah.

I'd rather make it Large and advance to Huge, making it a nastier beast in a smaller package. The text says it grows "up to" 600 kg, so by inference an "average" Dark*Matter Outback Dragon is smaller than that. Isn't that weight (~1300 lbs) within the upper half of Large size?

I'm pretty comfortable with just bumping up Intelligence and Charisma alike to 2 and possibly upping Strength to 24. But that's just my opinion, of course; what do y'all think?
Sounds good to me. So, applying those changes to the d20 Outback Dragon above would give:

Outback Dragon: Strength 24, Dexterity 10, Constitution 22, Intelligence 2, Wisdom 12, Charisma 2.

By the way, should we call this thing something different from "Outback Dragon", so we don't confuse it with the current d20 monster?
 

My first thought was just use an advanced Monitor Lizard's stats since that, essentially, is what a Megalania is (or was). Its stench only has a minor effect mechanically.

However, this version has claw attacks as well as a bite, so making it a separate creature with a ghast-style Stench attack would suit me.
Alright then, that sounds good.

Do we want to drop the d20 Modern Monitor Lizard's poison spray attack, as real-world giant monitor lizards are not noted for having it? Personally I would like to throw it in to the mix, and say the Kintori "improved" the creatures by giving it the ability to spit poison.
We can definitely keep it; the kinori are smart enough to create dimensional rifts, so they could certainly add a little venom spray into the mix. They also seem like the type that would find that fun, given that their other major projects on Earth include serpents.

I'd rather make it Large and advance to Huge, making it a nastier beast in a smaller package. The text says it grows "up to" 600 kg, so by inference an "average" Dark*Matter Outback Dragon is smaller than that. Isn't that weight (~1300 lbs) within the upper half of Large size?
That and the ability scores work, yeah. I can post the WIP stat block next, after we decide how many hit die we want it to have. The max for the monitor lizard, or something else?

By the way, should we call this thing something different from "Outback Dragon", so we don't confuse it with the current d20 monster?
Cheesy as it is, I'm kind of partial to "Kinori War Lizard".
 

Alright then, that sounds good.

We can definitely keep it; the kinori are smart enough to create dimensional rifts, so they could certainly add a little venom spray into the mix. They also seem like the type that would find that fun, given that their other major projects on Earth include serpents.

That was my thinking too. Since it's a size larger than a standard monitor, shall we up the damage & spray area a bit?

1d8 Dex/1d8 Dex in a 20-ft cone?

That and the ability scores work, yeah. I can post the WIP stat block next, after we decide how many hit die we want it to have. The max for the monitor lizard, or something else?

I'd be fine with anywhere from 10-12 HD, the upper half of a Large monitor lizard's 7-12 HD range.

How about 10 HD and have it advance to Gargantuan? (10-12 Large, 13-24 Huge, 25-30 Gargantuan)

Cheesy as it is, I'm kind of partial to "Kinori War Lizard".

No objections to that.
 

Kinori War Lizard
CR: 6
Large Magical Beast
Hit Die: 10d10+60
Hit Points: 115
Massive Damage Threshold: 22
Initiative: +0
Speed: 30 ft.
Defense: 15, touch 9, flat-footed 15 (-1 size, +6 natural)
Base Attack Bonus: +10
Grapple: +21
Attack: +16 melee (2d6+7 plus poison, bite)
Full attack: +16 melee (2d6+7 plus poison, bite) and +14 melee (1d8+3, 2 claws)
Fighting Space: 10 ft. by 10 ft.
Reach: 5 ft.
Special Qualities: Low-light vision, poison (DC 21), pack loyalty, poison spray, scent, sprint, stench
Allegiances: None
Saves: Fort +13, Ref +9, Will +4
Action Points: 0
Reputation: +0
Abilities: Str 24, Dex 10, Con 22, Int 2, Wis 12, Cha 2
Skills: Climb +9, Hide +7 (+11 in overgrown or forested areas), Listen +4, Move Silently +6, Spot +4.
Feats: Lightning Reflexes, Multiattack, Power Attack, Stealthy.
Advancement: 11-12 (Large); 13-24 (Huge); 25-30 (Gargantuan)
Possessions: None

The giant predator Megalania prisca, sometimes referred to as the "Outback dragon" (as a reference to the Komodo dragon they so closely resemble), is a relict from the Pleistocene that survived to the modern day through a combination of sheer tenacity and nurturing by the reptilian Kinori. Some of these giant reptiles have been modified into living weapons by Kinori genetic manipulation, becoming the Kinori war lizards. Typical war lizards resemble a 14-foot monitor lizard decorated in heavy, grayish-brown plate-like scales, with deep black eyes often described as being cold and lifeless. Truly lucky specimens can grow to an imposing 20 feet or more; these huge reptiles are the undisputed lords of their realm, and actively feed of bunyips, kangaroos, livestock, and even humans.

Some of the war lizards domesticated by the Kinori show signs of genetic tampering; in game terms, this is reflected by 1d4 mutations selected from the following (for more on mutations, see chapter 12 of d20 Future):
  • Acidic Saliva
  • Adrenaline Jolt
  • Great Horns
  • Smokescreen
  • Wall Crawler
  • Prehensile Tail
  • Skeletal Reinforcement

Species Traits
Pack Loyalty (Ex): While normally violent, unpredictable creatures, Kinori war lizards are relatively docile around their reptilian masters. A war lizard will not willingly attack a Kinori, and suffer a -4 penalty to Will saves against affects produced by Kinori (including spells cast by the Blackscale Kinori).

Poison (Ex): Bite - Fortitude negates; save DC 10 + 1/2 the Kinori war lizard's Hit Dice + its Constitution modifier; primary 1d8 Dex/secondary 1d8 Dex.

Poison Spray (Ex): Once every 1d4 rounds, the Kinori war lizard can expel its virulent poison in a 20-foot cone. See above for the effects of the poison.

Sprint (Ex): Once per hour, a Kinori war lizard can let out a burst of activity, moving double its normal speed (60 ft.) during a charge. This ability can only be used during daylight hours.

Stench (Ex): When angered of threatened, a Kinori war lizard releases a pungent musk that few creatures can tolerate. All living creatures (except Kinori war lizards and Kinori) within 30 feet of a war lizard must make a Fortitude save (DC 21) or be sickened for 12 rounds. The save DC is Constitution-based. A successful application of the Treat Injury skill (DC 21), an antitoxin or a similar effect can cure a sickened creature, removing the stench's penalties. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Kinori War Lizards In Dungeons and Dragons
Environment: Warm plains
Treasure: None
Alignment: Always Neutral

Kinori war lizards can easily be implemented in a fantasy campaign, with the Kinori being ported over or replaced with their close "cousins", the lizardfolk. They need little to no changes beyond this; as an added note, Kinori war lizards could be augmented even farther with the half-dragon template as a replacement for genetic engineering.

Kinori War Lizard is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter: Xenoforms as "Outback Dragon"
 
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