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Converting Dark*Matter Creatures


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

Yes, I was getting carried away with the Stirge comparison. There's no mention of blood draining or grappling/attaching in the original version.

18-20 threat range with the claws, like a scimitar? Their claws are "blade-like".
 

Xic
CR: 2
Small 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 (1d6/18-20, claw) or +5 melee (1d6, bite)
Full attack: +5 melee (1d6/18-20, claw) and +3 melee (1d6, 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, slicing claws, telepathy 100 ft.
Allegiances: Summoner, evil
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: Hide +12, Knowledge (Arcane Lore) +1, Listen +6, Move Silently +8, Speak Abyssal (understand only), Speak one human language (understand only), Sense Motive +3, Spot +6, Survival +6
Feats: Flyby AttackB, Multiattack, Weapon Finesse
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Possessions: None

Xics are bloodthirsty predatory demons that resemble giant mosquitoes with scythe-like arms and a vicious maw instead of a proboscis. A xic is a violent and antisocial creature that is only gathered together in large numbers by either the scent of blood in the air or a stronger force placing them in contact with each other. They are mostly found in the infernal realms, where they are kept in hives by more powerful demons in a twisted equivalent of beekeeping, but can be encountered on Earth when they are summoned by a diabolist to act as demonic hunting "birds". Xics have no true way to communicate verbally and no language of their own, and thus can only relate messages through telepathic commands.


Species Traits
Slicing Claws (Ex): Due to their extreme sharpness and curving length, a xic's claw attack has a critical threat range of 18-20.


Xics In Dungeons and Dragons
Environment: Any evil-aligned plane
Treasure: None
Alignment: Chaotic Evil

Xics are likely to take the role of a flying version of the dretch in demonic armies.


Xic is© 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter: the Final Church
 
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Alright then, that's been edited in. If Cleon has no objections, I can catalog that one in the list and we can move onward again.
 

Alright then, that's been edited in. If Cleon has no objections, I can catalog that one in the list and we can move onward again.

I'm having a little difficulty getting its skills to add up.

It's got skills of: Hide +9, Knowledge (Arcane Lore) +1, Listen +6, Move Silently +9, Speak Abyssal (understand only), Speak one human language (understand only), Sense Motive +3, Spot +6, Survival +6

Reverse-engineering its skills, that gives it ranks of Hide 3+size+Dex, Knowledge (Arcane Lore) 3+Int, Listen 6, Move Silently 7+Dex, Sense Motive 3, Spot 6, Survival 6.

If that's the case, then its Move Silently exceeds the standard d20 skill rank limit of HD+3? Of course, that may not apply to d20 Modern, but I'd rather give it 6 ranks in Move Silently and increase Hide by 1.

Secondly, that's 34 skill ranks - does it have to pay a point each for its two languages or is it 2 ranks short?
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Alright, did the suggested fix for the Move Silently-Hide combo (which was admittedly caused by me not paying attention), and added the two missing skill points into Hide as well.
 


Demon, Oni
[sblock]STR 18
DEX 10
CON 18
INT 12
WILL 12
PER 3


Durability: 14/14/7/7
Speed: Run 22, walk 6
Reaction Score: Ordinary/2

Attacks
Unarmed 14/7/3
Bite 14/7/3
Kanabo 19/9/4

Defenses
+4 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks
Armor d6

Skills
Athletics [18]–jump [20]; Melee Weapons [18]–kanabo [19]; Stamina [18]–endurance [20], resist pain[22]; Awareness [12]–intuition [14]; Resolve [12]–physical [18]; Interaction [3]–intimidate [12].

FX Skills
Arcane Magic (Diabolism)–mask [10]; Regeneration.

Legends from Japan tell of warriors unable to control their rage. They transform into oni, terrible ogre-like demons with a taste for human flesh. In present day, the demons once known as oni still roam the world, inciting modern-day warriors to acts of savage violence and cannibalism.

Description
The oni is a huge, ogre-like creature, with large fangs, mighty muscles, and bull horns. Oni skin can be red, blue, or black. Unless disguised as a human, the oni always carries its kanabo, a 2-meter iron rod studded with short spikes. Even when disguised, though, the oni is never far from its favorite weapon.

Encounter
The oni feasts on the flesh of defeated warriors, finding other meat far less palatable. Thus, those most likely to encounter an oni are warriors; peasants have nothing to fear, unless the oni is particularly hungry. (They may live near an oni for their entire lives without realizing it.) An oni generally chooses to reveal its presence during martial conflicts. It joins whichever side boasts the fiercest warriors, aiding them in defeating their foes, but also observing their fury, searching for a reflection of its own ferocity. Those with no such rage, the oni considers worthy only of death.

When an oni encounters mortal warriors who display its own brutal combat mentality, it falls into their company as they proceed to their next engagement. From that point on, the mortals are under the scrutiny of the demon: any mortal warrior who fails to exceed his own savagery from one battle to the next will be slaughtered. Those who meet its expectations and remain in the oni’s company become every bit as terrible as the demon.

It is exceedingly difficult to kill an oni. An oni begins to regenerate as soon as it suffers wound or mortal dam-age. It recovers (in the following order of preference) d4- 1 mortals, d6–2 wounds, or d6–2 stuns. This costs the demon 1 FX point, which it must spend (even if the oni would prefer to save the points). If the oni is still injured, the regeneration activates again, continuing until the oni restores its maximum mortal and wound points, or it runs out of FX points. At that point, the demon can be destroyed, whereupon it vanishes spectacularly. (Ball lightning arcing into the clouds is common.)

Habitat/Society
Oni tend to show themselves during violent tempests, such as hurricanes or monsoons. Either through some property of the rain or the demon’s inner rage reacting to the fury of the storm, the oni is unable to maintain a disguise. At these times the oni is most dangerous to nonwarriors. It happily slaughters anyone who sees it during a tempest to preserve its secret.

When an oni is disguised as a human, it cannot help but betray a hint of its true nature. This human will be cold and emotionless at best, but more likely vicious and brutal. Mortals who encounter the disguised oni on a regular basis often describe their acquaintance as “quiet, uninteresting - maybe even a little thick,” never guessing that the dull exterior hides a horrible monster.

Story Hook
A television reporter exposes a US Navy cover-up of suspected cannibalism at a SEAL training camp. Navy contacts ask the heroes to prove that the reporter is sensationalizing fatal accidents during training exercises. But as the heroes dig in, they uncover proof that the SEALs involved are becoming more and more savage. Then, just as the heroes are closing in on an oni posing as a Navy officer, the SEAL team is assigned to an operation in a sensitive area overseas. If the heroes do nothing, the oni’s influence on the SEALs will likely create an international incident. To intervene, the heroes must load up with weaponry, infiltrate a military hot zone, neutralize the affected men...and then deal with the demon.[/sblock]

Okay, so we have a size Large Outsider here, definitely with a land speed of about 30-40 feet, natural armor (perhaps +4?), damage reduction that is bypassed by ballistic damage judging by its lower "vs. ranged" note, and both change shape and regeneration as special qualities. Going on it's "ogre-like" description, perhaps we should give it 5 Hit Die and class-based advancement like an ogre mage?


Stats-wise, running it through the converter gets us Strength 22, Dexterity 14, Constitution 22, Intelligence 16, Wisdom 16, Charisma 3.

Most of it looks fine to me, but the Charisma score is way too low for a disguising magical creature. Should we knock it up to 10, maybe even higher?
 

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