Converting First Edition monsters from DRAGON magazine

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Thanks for posting the pic. I do think this is the Todd Lockwood.

It reminds me a bit of the saurials.
 

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OK, sat on these guys too long (but hey, maybe that will help them hatch?) so time to get a move on. There’s not *that* much to do here, so they shouldn’t take too long. Let’s have a look at the text that would be relevant to examine:

Dragon #36 said:
Remote, less traveled parts of the world, away from humans, are inhabited by Krolli, a strong race of warm-blooded flying reptilians.

They form solitary communities, or eyries, (3-60 in lair, 25% women and young, with 2-3 and ½ hit die each, respectively, and 1-8 7 + 2-hit-die chieftains) which are greatly self-supportive.

Krolli live to about 125 years of age.

The Krolli, however, are seldom met at home. While they don’t relish the company of humans (and their cousins), they appreciate the wealth to be had in dealing with men, and venture forward to ply their trades.
Krolli encountered among men are generally mercenaries or slavers, when the price is right, though they have been seen as bodyguards or even military officers. Some Neutral and Evil clans use slaves to work fields and mine gems for profit. In short, if profit is to be had among men, Krolli are not averse to investigating the possibilities—but they never intentionally build their eyries within the general sphere of human influence.

Krolli have a high natural dexterity (18/00), 18/89 strength, and extremely acute senses.

Rigorous training from youth enhances these qualities, enabling them to attack with a vicious 3/1 (hand, hand, bite) ratio when standing, or a 4/1 (combo of hand, claw, bite) when airborne. They fight at 3/1 in the air when employing weapons, and there is a 70% chance that no weapon will be used. Krolli can melee with a standing opponent from the air.

Note that with a shield, their armor class becomes 2.

Krolli cannot fly for long periods of time, but are easily capable of overtaking a fast horse and rider.

Maybe they could use Scent since they have “extremely acute senses”?
 


Either scent, blindsense, or both would work. You could also grant them a racial bonus on Spot and Listen checks to represent "acute senses". Or give them Alertness as a bonus feat.

Most of the stuff you listed could be put in a "Krolli Society" section.

I think the krolli are worthy of a full "Krolli as Characters" writeup.
 


The Krolli, however, are seldom met at home. While they don’t relish the company of humans (and their cousins), they appreciate the wealth to be had in dealing with men, and venture forward to ply their trades.

Krolli encountered among men are generally mercenaries or slavers, when the price is right, though they have been seen as bodyguards or even military officers. Some Neutral and Evil clans use slaves to work fields and mine gems for profit. In short, if profit is to be had among men, Krolli are not averse to investigating the possibilities—but they never intentionally build their eyries within the general sphere of human influence.

The Appraise skill would seem a good fit for them.

Rigorous training from youth enhances these qualities, enabling them to attack with a vicious 3/1 (hand, hand, bite) ratio when standing, or a 4/1 (combo of hand, claw, bite) when airborne. They fight at 3/1 in the air when employing weapons, and there is a 70% chance that no weapon will be used. Krolli can melee with a standing opponent from the air.

Hmmm...maybe give them the Hover feat?

Note that with a shield, their armor class becomes 2.

Should we include a shield in the statblock?[/QUOTE]
 



it's complicated enough already, especially with that attack form list. ;)

posting in homebrews
 

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