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Converting Dark*Matter Creatures

True about the proficiency for D&D, at least. In Modern, it seems slightly more complicated.

Question, though: is this a racial HD, or should we really do this as a 1st level warrior?

It's a racial HD.

In my humble opinion that suits them, it gives another reason why they're having trouble learning alien science - a racial HD and a +1 LA give them quite a hurdle to overcome to do anything "non frogmenny" like xenotech.
 

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In d20 Modern, nonproficiency penalties are easily handed out. We could grant Simple Weapons Proficiency as a bonus faet.

After that has been decided, we can move on to the Xic..
 


Alright then, the final frogman fix has been produced. So onward to the Xic.

Demon, Xic
[sblock]STR 8
DEX 10
CON 12
INT 4
WILL 8
PER 4


Durability: 14/14/7/7
Speed: Run 6, walk 1, fly 40
Reaction Score: Ordinary/2

Attacks
Bite 9/4/2d4
Claw (x2) 10/5/2d4w

Defenses
+1 resistance modifier vs. melee and ranged attacks
Armor d6

Skills
Acrobatics [10]–flight [16]; Stamina [12];Knowledge [4]–language [5] (summoner’s language); Awareness [8]–intuition [10]; Investigate [8]–track[12]; Lore [8]–occult [9]; Resolve [8].

Description
A xic resembles a meter-long mosquito with a condensed abdomen, a mouthful of teeth in place of a proboscis, and razor-sharp claws on its front (and only) legs. Its wings look much like those of an ordinary mosquito, but generally move too fast to observe with the naked eye. The only sounds it makes are the thrumming vibration of its wings, and the wicked kling-kling of its blade-like claws.

Encounter
Usually the first indication anyone has of a xic’s presence is the hum of its wings as it approaches. A xic alone will attack with its claws in passing, but when more than one xic is involved, they tend to stay close and fight over the kill. (Only half of their number actually attack the victim - the others look for an opening.) When a xic is destroyed, it dissolves into tiny fragments of insect husk.

Habitat/Society
The xic gather only when feeding, or when forced together by their diabolist master or a more powerful demon (who sometimes collect them in infernal apiaries). The xic have no language of their own, but understand their masters’ commands well enough.

Story Hook
The heroes happen into a small southwestern town that appears abandoned. After searching around, they discover the bodies of the townsfolk, virtually shredded by some unknown weapon. Further investigation reveals a small group of xic setting up a kind of nest in an abandoned mineshaft - and evidence that some of the townsfolk might still be alive, and trapped inside the mine. An expedition into the mine turns up the remains of the ritual used to summon the xic.[/sblock]

Definitely a size Small Outsider, obviously. As far as hit die go, we could either go with 2 (like the dretch) or 3 (like the quasit and imp), since this is a serving fiend.

Natural armor bonus seems to be a bit higher than that of the frogmen; 4, maybe?

Running the ability scores through the converter, we get this:
  • Strength 10, Dexterity 14, Constitution 16, Intelligence 4, Wisdom 10, Charisma 4.

Now, let's that to some other lower fiends:
  • Xic: Strength 10, Dexterity 14, Constitution 16, Intelligence 4, Wisdom 10, Charisma 4.
  • Imp: Strength 10, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 14.
  • Quasit: Strength 8, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 10.
  • Dretch: Strength 12, Dexterity 10, Constitution 14, Intelligence 5, Wisdom 11, Charisma 11.

Based upon this comparison, I suggest the following stats for our xic:
  • Strength 10, Dexterity 16, Constitution 14, Intelligence 5, Wisdom 11, Charisma 6.
 

Running the ability scores through the converter, we get this:
  • Strength 10, Dexterity 14, Constitution 16, Intelligence 4, Wisdom 10, Charisma 4.
Now, let's that to some other lower fiends:
  • Xic: Strength 10, Dexterity 14, Constitution 16, Intelligence 4, Wisdom 10, Charisma 4.
  • Imp: Strength 10, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 14.
  • Quasit: Strength 8, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 10.
  • Dretch: Strength 12, Dexterity 10, Constitution 14, Intelligence 5, Wisdom 11, Charisma 11.
Based upon this comparison, I suggest the following stats for our xic:
  • Strength 10, Dexterity 16, Constitution 14, Intelligence 5, Wisdom 11, Charisma 6.
Hmm, these seem to be tough little bleeders, so I'm OK with the high Constitution version, but would like to raise their mental stats a bit. It's got some occult skill, so it can't be that stupid.

Three Hit Dice I think.

Say:

Small Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Abilities: Strength 10, Dexterity 15, Constitution 16, Intelligence 7, Wisdom 12, Charisma 11

The "attack with their claws in passing" sounds like Flyby Attack to me.
 


I dunno, they seem basically like demonic stirges. The occult lore bit just sounds out of place.

Great minds think alike. I was thinking of using some of the Stirge too.

Although I'm happy with the occult angle, since in the original folklore stirges were associated with witchcraft, or even were witches.

Thus, I'm happy with a few points in Knowledge (arcana) for them. They've also got intuition and Tracking, so need a small investment in Sense Motive and Survival.

They've got 36 skill points, so we can spare a couple.

So, give them a Stirge's Attach and Blood Drain special attacks?

So, I'm thinking something like the following:

Xic
CR: ?
Small-size Outsider (Chaotic, Evil, Extraplanar)
Hit Die: 3d8+9
Hit Points: 22
Massive Damage Threshold: 16
Initiative: +2
Speed: 10 ft., fly 40 ft. (average)
Defense: 17, touch 13, flat-footed 15 (+1 size, +2 dex, +4 natural)
Base Attack Bonus: +3
Grapple: +11
Attack: +5 melee (1d6 plus attach, claw) or +5 melee (1d6 plus blood drain, bite)
Full attack: +5 melee (1d6 plus attach, claw) and +3 melee (1d6 plus blood drain, bite)
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft. [copied from the Dretch]
Allegiances: ?
Saves: Fort +6, Ref +5, Will +3
Action Points: 0
Reputation: +0
Abilities: Str 10, Dex 15, Con 16, Int 7, Wis 11, Cha 11
Skills: 36 - Hide +, Knowledge (Arcane Lore) +, Listen +, Move Silently +, Speak Abyssal, Sense Motive +, Spot +, Survival +
Feats: Flyby AttackB, Multiattack, Weapon Finesse
Advancement: 4-6 HD (Small), 7-9 HD (Medium) ?
Possessions: None
 

I wouldn't give them attach and blood drain, but I'd probably give them some sort of Imp Crit with the claws.
 

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