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Converting First Edition monsters from DRAGON magazine

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and here it is! :D

From Dragon 101:

ORPSU
FREQUENCY: Rare
NO. APPEARING: 4- 12 (usually 6 or 7)
ARMOR CLASS: 7
MOVE: /12” (MC: D)
HIT DICE: 1 + 6
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 horn and 1 fang slash
DAMAGE/ATTACK: 4-7/1-3
SPECIAL ATTACKS: Spell use, bleeding wounds, blood drain
SPECIAL DEFENSES: Spell and psionic immunities
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT Neutral evil
SIZE: S (up to 2’ “hornspan,” 3’ overall length)
PSIONIC ABILITY: Nil
Attack/Defense Modes: See below
LEVEL/X.P. VALUE: III / 52 +2/hp

Orpsu (singular and plural forms are the same) are predators found in temperate wastelands. They are nocturnal creatures which inhabit rocky places (such as caverns or ruins) and tall trees, and hunt in open, rolling country (scrubland or plains). They prey upon sheep, cattle!, woodland creatures of all types (having a particular fondness for badgers, foxes, and otters), large birds, and men.
They have ultravision out to a 20” range and infravision to 15“, both of which are useful in their nighttime hunting. Their greatest threat to prey is the ability of each orpsu to use, once per day, a weak form of hold monster (as the 5th-level magic-user spell, against any single living target within 6“; target saves at +2, success indicating the target is affected as if by a slow spell). This hold effect (or slow, if save is made) lasts for 2-5 rounds, and is the means by which orpsu catch and overcome most of their prey.
The coloration of orpsu ranges from crimson through mauve. They are hairless and have mottled, veined, leathery skin, a prehensile tail (too weak to hold struggling prey or wield any sort of weapon, but able to drag small objects or coil around a tree limb when the creature is at rest), and four unusual “horns.” These razor-sharp, blade-like bony appendages project out of an orpsu’s body like two back-to-back pairs of crescents, one pair curling forward on either side of its raking fangs and the other pointing backward like wings on either side of its tail. (The orpsu has a row of 4 or more fangs, pointing downward, but no lower jaw, and thus it cannot attack by biting in the normal fashion.)
Orpsu can fly by some form of natural levitation combined with propulsion provided by the flailing of their tails. However, they are relatively slow and clumsy in the air, and generally only try to swoop down on prey after it has been held or slowed. A slash or stab from an orpsu horn does 4-7 hp damage, and its fangs can inflict an additional 1-3 hp damage. (Separate “to hit” rolls are required for horns and fangs; a swooping orpsu may not strike a victim with more than one of its horns on a single attack.) Any wound inflicted by an orpsu horn will continue to bleed (the victim losing 1 hp per round thereafter) until the wound is bound or some form of curative magic is applied.
Orpsu feed upon the blood of mammals, drawing it through a cluster of white, flexible, tubelike tentacles located on the underside of the creature. Unlike the more common stirge, the orpsu (which is sometimes mistakenly called a “night stirge” because of its diet; the two creatures are not related) has no barbs or claws with which to grip a victim securely. Orpsu will not attempt to drain blood unless a victim is held or until it collapses from wounds and blood loss. Its tentacles can penetrate a victim’s skin and provide some holding power, and the orpsu can also affix itself to a victim by coiling its tail around the body or an extremity of the prey. (The creatures have no legs or feet, and cannot move across solid surfaces.)
The blood drain of an orpsu will sap 1-2 hp per round from a victim until the victim dies or the orpsu is knocked or rubbed off—not difficult to do but requiring conscious effort (and the ability to move) on the part of the victim.
Orpsu can communicate only with others of their kind, employing a sort of limited telepathy (2" range) which is incomprehensible and confusing to others who may try to “overhear.” The creatures are immune to charm, suggestion, domination, and hold magic, and psionic powers of similar nature, but otherwise have standard magic resistance.


From FR 13 Anauroch and MC11 (both were identical as far as I could tell):

Orpsu
CLIMATE/TERRAIN: Temperate/any dry
FREQUENCY: Rare
ORGANIZATION: Hunting swarms
ACTIVITY CYCLE: Nocturnal (subterranean: any)
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 4-12 (usually 6 or 7)

ARMOR CLASS: 7
MOVEMENT: 2, Fl 14 (D)
HIT DICE: 1+6
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-7/1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (up to 2' “hornspan,” 3' length)
MORALE: Elite (13)
XP VALUE: 420

Orpsu, also known as “night stirges,” are flying predators who feed on fresh blood. They are unrelated to the more common stirge, and do not grip victims to feed. An orpsu is a hairless, rat-tailed flying beast equipped with raking fangs and four bony, wing-like projecting “horns.” Orpsu are mottled crimson, purple, mauve, or cinnamon-brown in hue, and have veined, leathery skin.
Orpsu are common in Kara-Tur and the steppes, plains, and deserts that lie west of the Eastern Realms.

Combat: Orpsu have 150’ infravision, and hunt in darkness to avoid attacks from larger predators when flying in the open. Once per day, an orpsu can use a weak form of hold monster (as the fifth-level wizard spell, except that only a single living being within 60’ can be attacked). If the target successfully saves (at +2) against this power, it is affected as if by a slow spell. Orpsu catch and overcome most of their prey by this means. They are relatively clumsy in flight, and usually swoop down on prey only after it has been held or slowed.
Orpsu have stout, razor-sharp fangs, but no lower jaws, and cannot bite, using their fangs instead to slash or rake. Orpsu also have prehensile tails, too weak to hold struggling prey or a weapon, but able to drag small objects or coil around a tree limb when the creature is at rest. Orpsu have no legs or feet, and can only move on the ground by clumsily undulating their bodies.
The most distinctive features of an orpsu are its razor-sharp, blade-like bone “horns,” which project out of its body like two back-to-back crescents, the ends of one pair of horns curling forward on either side of the raking fangs, and the other two projecting backwards like wings on either side of the tail. An orpsu is at a disadvantage if knocked out of the air, and therefore instinctively swoops down to strike targets at an angle, as it passes - so only one side of its body menaces prey, and only one horn (either the front horn - or, if it misses, the angled, dragging rear horn) can strike an intended target per swoop (in addition to the orpsu’s fangs). A horn attack does 1d4 + 3 damage.
Any wound caused by one continues to bleed (the victim losing 1 hp/round thereafter) until the wound is bound up (and the victim refrains from combat or other strenuous activity for at least 1 turn), or curative magic is applied.
Orpsu only attempt to drain blood from victims who are held, asleep, or who have collapsed. Up to a dozen soft, flexible white tentacles emerge from slits in an orpsu’s belly (into which they retract when not needed). Orpsu have no barbs or claws to grip victims, and instead glide down to a flapping halt above chosen prey, onto which they settle heavily. The tentacles penetrate the victim’s skin, providing some holding power, and the orpsu usually wraps its tail around the victim’s body, limb or extremity. On the round after settling, the orpsu’s blood drain begins. It takes 1-2 hit points of blood per round, until the victim dies or the orpsu is knocked off (this is not difficult if the victim is conscious and able to move). A physical attack by another being usually causes a draining orpsu to bound into the air with a powerful coiling and whipping of its tail, and fly away. Orpsu have no known blood-satiation point. They remain alert when draining, and will abandon a victim rather than face certain death by remaining.
Orpsu fly by natural levitation, propelling themselves forward by flailing and wriggling their tails, and steering by angling the membrane “wings” of their horns as they tilt their bodies.

Habitat/Society: Orpsu lair in rocky places, such as caverns or ruins, and hunt in open, rolling scrubland or plains - or dwell and hunt entirely beneath the surface, in the endless caverns of the Underdark.
Orpsu emit no calls or noises, and can communicate only with others of their kind, employing a limited, 20’-range telepathy that is incomprehensible to other beings employing magic or natural powers to mentally eavesdrop. Their peculiar mental activity renders them immune to charm, suggestion, domination, and hold magic and similar mental powers and spells.
Orpsu live in mated pairs, producing litters of 1-4 live, instantly-active and hungry young (1-1 HD, attacks: 2-5/1-2) every three summers. Offspring remain with their parents to form a family “swarm,” which grows with the passing years and litters until the swarm numbers more than a dozen - whereupon 1-3 of the oldest, original offspring form mated pairs and fly off to find new (orpsu-less) hunting territory, and there found a swarm of their own.

Ecology: Surface-dwelling orpsu prey on sheep, cattle, many small creatures (having a particular fondness for badgers, foxes, and otters), large birds, and men. Subterranean orpsu prefer the blood of drow and duergar to all else.


some preliminary stats for the orpsu:

Orpsu
Small Aberration? Magical Beast?
Hit Dice: 1dX+X (X hp)
Initiative: +X
Speed: 5 ft (1 square), fly 40 ft (poor)
Armor Class: 13 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack: Horn +X melee (1d4+X) and fang slash +X melee (1d3+X)
Space/Reach: 5 ft/5 ft
Special Attacks: hold monster, bleeding wounds, blood drain
Special Qualities: darkvision 150 ft, immunity to mind-affecting, levitation/flight?, low-light vision, telepathy (limited)
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 6, Wis X, Cha X
Skills: 4
Feats: 1 (Toughness?)

Environment: Temperate desert?
Organization: “hunting swarm” (4-12)
Challenge Rating: X
Treasure: None
Alignment: Always neutral evil
Advancement: 2-3 HD (Small)
Level Adjustment: ---

An orpsu is 3 feet long and weighs about X pounds.

COMBAT

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Ed Greenwood), FR13 – Anauroch (1991), and Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991).
 

BOZ said:
Orpsu
Small Aberration? Magical Beast?
Aberration.
BOZ said:
Armor Class: 13 (+X Dex, +X natural), touch X, flat-footed X
Don't forget size. I'd say no natural armor, and a +2 Dex bonus, which leads to an AC of 13.
BOZ said:
Special Attacks: hold monster, bleeding wounds, blood drain
Not sure if I'd call it hold monster, but I'm at a loss for a better name atm...
BOZ said:
Special Qualities: darkvision 150 ft, immunity to mind-affecting, levitation/flight?, low-light vision, telepathy (limited)
Telepathy would be 20 feet, wouldn't it? Flight should propably be Supernatural, according to the text.
BOZ said:
Abilities: Str X, Dex X, Con X, Int 6, Wis X, Cha X
Dex 14 or 15. Con should propably be pretty good, as well (again 14 - 15, plus toughness feat (maybe even bonus? (am I using too many brackets?))). Doesn't seem particularly strong. 6 - 8? As a hunter, a good Wis would be preferable, and its magical nature suggests a slightly above average Charisma (11 - 13?)
BOZ said:
Environment: Temperate desert?
Temperate deserts and plains and underground.
BOZ said:
Alignment: Always neutral evil
I'd be in favor of "usually".
 

I vote magical beast. It doesn't seem "alien" enough to warrant aberration, a stirge is similar and is also a magical beast, and is better served with magical beast traits anyway.

I second the motion for supernatural flight and "usually neutral evil".
 

as for the type, the text clearly states that the orpsu and stirge are similar, but not related.

Dragon 101 said:
Unlike the more common stirge, the orpsu (which is sometimes mistakenly called a “night stirge” because of its diet; the two creatures are not related) has no barbs or claws with which to grip a victim securely.

MC11 said:
Orpsu, also known as “night stirges,” are flying predators who feed on fresh blood. They are unrelated to the more common stirge, and do not grip victims to feed.

so there is no reason we *have* to give them the same type. Aberration would work just as well. but there are also merits for going Magical Beast.

as for ability scores, let's see, how about... ?

Str 7, Dex 15, Con 14, Int 6, Wis 12, Cha 12

this, for one thing, reflects that it is larger than a strige.
 

I've decided aberration after looking at the picture (too bad I can't find any). There is a tiny little bit of cloaker or darkmantle in it. Of course, that doesn't help that much, as the cloaker is an aberration, while the darkmantle is a magical beast. ;)

Ability scores look good.
 

Point taken. I simply loathe the aberration type, so was looking for anything to avoid it. ;)

Those ability scores look good to me.
 

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