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Converting First Edition monsters from DRAGON magazine

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That's fine, or you can just put "Half standard" to represent a smattering of the remains of their prey, but in less quantity than a usual encounter of that level.
 




i'll have a look at it, at least. ;) i had some ideas, but can't remember them at the moment...
 

I’m intensely curious as to whether or not this monster was created by “you-know-who-with-the-same-name.” ;) it does feature an illustration by the author after all…


KROLLI
Created by Todd Lockwood

FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 3
MOVE: 10”/18”
HIT DICE: 2-6 + 2/die
% LAIR:10%
TREASURE TYPE: A in lair, Q individual
NO. ATTACKS: 3 (4)
DAMAGE/ATTACK: Bite: 2-7, rear claw 2-9, hand 1-8 or by weapon (+4 damage w/weapon)
SPECIAL ATTACKS: High dexterity, multiple attacks
SPECIAL DEFENSES: Acute senses: surprised only on a 1
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average to very
ALIGNMENT: See below
SIZE: Average; (7-8’ tall, 17-20’ wingspan)
PSIONIC ATTACK/DEFENSE MODES: Nil

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.
Krolli may be of almost any class, though 95% will be Fighters. Of the remaining 5%, 70% will be Clerics. They can wear no armor, though they often (50%) carry shields. Krolli are almost never Thieves or Assassins.
Krolli are aligned as follows: 60% Neutral, 20% Lawful, and 20% Chaotic (each with 20% chance good, 10% evil).
Krolli eggs have no value on the open market.



some preliminary stats for the krolli:

Krolli
Medium Monstrous? Humanoid
Hit Dice: 2d8+X (X hp)
Initiative: +X
Speed: 25 ft (5 squares), fly 50 ft (average?)
Armor Class: 17 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: ?
Full Attack: 2 slams +X melee (1d8+X) and bite +X melee (1d6+X) or 2 slams +X melee (1d8+X) and rear claw +X melee (1d8+X) and bite +X melee (1d6+X) or weapon +X/+X melee (X+X) and bite +X melee (1d6+X) – hope I got that right!
Space/Reach: 5 ft/5 ft
Special Attacks: X
Special Qualities: spell resistance 16
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex 18+, Con X, Int 11, Wis X, Cha X
Skills: X
Feats: 1

Environment: X
Organization: 1-20 or aerie (3-60 krolli, 25% women and young, plus 1-8 7-HD chieftains)
Challenge Rating: X
Treasure: Standard?
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +X

A krolli stands 7-8 feet tall, with a 17-20 foot wingspan

COMBAT

Favored class – Fighter?

Originally found in Dragon Magazine #36 (“Dragon’s Bestiary,” April 1980, Todd Lockwood).
 

The hunting hound first appeared in Dragon #102, A Collection of Canines, by Stephen Innes. I don't have the magazine, but I worked from the SRD entries of the riding dog and wolf. (I've got a ranger who just hit 4th level and I want a deerhound for an animal companion.)

DOG, Hunting Hound

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Jump +4, Listen +5, Move Silently +3, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate forests
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
This category includes large hunters, such as deerhounds and wolfhounds.
Carrying Capacity: A light load for a hunting hound is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A hunting hound can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry).
Skills: Hunting hounds have a +4 racial bonus on Jump checks. *Hunting hounds have a +4 racial bonus on Survival checks when tracking by scent. :)


For reference, from the SRD:
DOG, RIDING

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

WOLF

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
 

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