Converting "generic setting" second edition monsters

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I think he's finished. I'd really like the Battle of All Alignments guys to take a stab at it and let us know how the CR plays out.
 

yeah, they can get to that when they get to it. which reminds me that i never did fix that eladrin they wanted me to work. could you bump that thread for me?

and by the way, WHOO!! glad to be done with that one. which took longer, the vagabond or the horgar? :)

by the way, i have had a creature already picked out to work on in this thread for months. :)
 

BOZ said:
yeah, they can get to that when they get to it. which reminds me that i never did fix that eladrin they wanted me to work. could you bump that thread for me?

Will do.

BOZ said:
and by the way, WHOO!! glad to be done with that one. which took longer, the vagabond or the horgar? :)

I think the vagabond took the longest ever...or at least it felt that way. :confused:

BOZ said:
by the way, i have had a creature already picked out to work on in this thread for months. :)

Nah, I don't like that one. Next! ;)
 

BOZ said:
yeah, they can get to that when they get to it. which reminds me that i never did fix that eladrin they wanted me to work. could you bump that thread for me?

and by the way, WHOO!! glad to be done with that one. which took longer, the vagabond or the horgar? :)

by the way, i have had a creature already picked out to work on in this thread for months. :)
Which one?
 

the Nawidnehr from The Sea Devils. :) i was going to do it right after the Anguiliian, but i got sidetracked by the vagabond!
 

and here they are! :)

NAWIDNEHR (SHARWERE)
CLIMATE/TERRAIN: Temperate and Tropical Ocean
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High to Exceptional (13-16)
TREASURE: (J, K, W)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 12, Sw 24
HIT DICE: 12+1
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5d4+5
SPECIAL ATTACKS: Roar, swallow whole
SPECIAL DEFENSES: Hit only by +1 or iron weapons
MAGIC RESISTANCE: Nil
SIZE: H (30' long)
MORALE: Fanatic (17-18)
XP VALUE: 7,000

The nawidnehr (NAH-widd-near) is a great shark capable of assuming humanoid form. this powerful marine predator has an insatiable desire to kill. Also called the roaring shark, or sharkwere, the nawidnehr uses its shape-shifting abilities to pursue its prey onto land or insinuate itself into an unsuspecting party for a surprise attack.

In their natural forms, nawidnehrs resemble great white sharks. Nawidnehrs, however, boast much more complex coloration. Specimens dwelling in cooler waters tend toward dark blue, with dots or bands of gray or muddy yellow. Some cool water specimens tend toward brighter colors - such as blue-green or yellow - with yellow or white spots, or stripes. All nawidnehrs have pale underbellies, usually a lighter shade or the prevailing color on their upper bodies.

All nawidnehrs speak the common tongue of humanity. Each individual sharkwere speaks several (1d4+1) other demihuman racial tongues as well.

Combat: Nawidnehrs relish battle. They usually begin attacking with a roar. In shark form, this roar is a thunderous boom that fills a cone 5 feet wide at the creature's mouth, 50 feet long, and 35 feet wide at the far end. Creatures within the cone sudder a shockwave that renders them unconscious for 2d4 rounds ? unless they make successful saving throws vs. breath weapon.

When in humanoid form, the creature's roar takes the form of a haunting song. All listeners within 50 feet must make a saving throw vs. spell. Failure leaves the listener paralyzed with fright for 1d4+4 rounds.

Sometimes the creature decides not to roar when attacking in its natural form. Rather, it lunges at swimmers from below, imposing a -3 penalty to its opponents' surprise rolls.

In melee, a nawidnehr's jagged teeth and powerful jaws can tear away huge chunks of flesh, producing wounds that bleed profusely. A nawidnehr can swallow a man-sized or smaller creature whole on any attack roll that exceeds the minimum number required by 5 or more. For example, if a nawidnehr attacks a sahuagin (AC 5), it swallows the sahuagin whole on a roll of 9 or higher.

A nawidnehr's stomach can hold two man-sized creatures at once, or the equivalent volume of smaller creatures (about four small or eight tiny creatures). Swallowed victims suffer 15 points of damage each round they remain inside the sharkwere. A swallowed creature can wield natural claws or small-sized slashing weapons (type S) normally against the creature's internal Armor Class of 5. Larger weapons inflict only 1 point of damage per attack, plus any modifier for enchantment. No other damage bonuses apply. Victims escape after inflicting 20 points of damage; only one half of this damage total actually applies against the nawidnehr's hit points.

A nawidnehr is harmed by only +1 or better magical weapons, or by weapons forged from cold iron. A swallowed victim can cut his way free with normal weapons, but no damage accrues to the nawidnehr in the process.

Nawidnehrs can transform themselves into any humanoid creature they have seen. However, the assumed form cannot be greater than huge size. Each change requires but a moment; the creature can attack during the same round as it changes - though it can make only one change each round. The assumed form can be either gender.

When nawidnehrs use their shape-shifting ability to fool humanoid victims, they try to lure the victim into the water before attacking. They usually leap into the sea, dragging paralyzed victims with them. However, sharkweres will grappled with an opponent and enter the water with a victim in their grasps. Nawidnehrs have effective Strength scores of 18/00 or 19 for this purpose.

Habitat/Society: Nawidnehrs hunt victims every waking moment; they can't stand to leave any other creature in peace. Even the sahuagin fear these powerful predators. Sharkweres swim the oceans, seeking prey as any natural predator. However, these craft beats often pose as fishermen, marooned sailors, or friendly natives to attract victims. When encountered under the sea, there is a 40% chance that 2d4+1 large sharks (7-8 HD) accompany a nawidnehr.

Nawidnehrs and weresharks hate each other and will attack each other on sight.

Ecology: Nawidnehrs will happily deplete the fish stocks in an entire area before moving on to ravage another locale. Though they require food, destruction remains their true goal.
 

some preliminary stats for the nawidnehr:

Nawidnehr
Huge Magical Beast (Aquatic, Shapechanger)
Hit Dice: 12d10+X (X hp)
Initiative: +X
Speed: 30 ft (6 squares), swim 60 ft
Armor Class: 22 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +12/+X
Attack: Bite +X melee (5d4+X)
Full Attack: Bite +X melee (5d4+X)
Space/Reach: 15 ft/10 ft
Special Attacks: improved grab, roar, song, swallow whole
Special Qualities: alternate form, damage reduction X/cold iron or magic?, darkvision 60 ft, low-light vision
Saves: Fort +X, Ref +X, Will +X
Abilities: Str X, Dex X, Con X, Int 15, Wis X, Cha X
Skills: X
Feats: 5

Environment: Temperate and warm aquatic
Organization: Solitary or (with 3-5 sharks)
Challenge Rating: X
Treasure: X
Alignment: Always chaotic evil
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: +X?

COMBAT

Originally found in Monstrous Arcana: The Sea Devils (1997, Skip Williams).
 

Here's how the jackalwere and seawolf handle the transformation:

Alternate Form (Su): A jackalwere can shift form as a standard action as though using the polymorph spell. Equipment a jackalwere in human or hybrid form is wearing or carrying transforms to become part of its jackal form, and magic items cease functioning while it remains in this form. In hybrid form, a jackalwere can wear light or medium armor without modification, but wearing heavy armor is impossible. Equipment a jackalwere in human form is wearing or carrying does not transform when it assumes hybrid form. When a jackalwere in animal form assumes hybrid form, its equipment returns to its normal form and magic items resume functioning.

Skills: *In jackal form, a jackalwere is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.

Change Shape (Su): A seawolf's natural form is that of a wolf-headed seal, but it can assume two other forms: a human or wolf-human hybrid. The human form is unique; a seawolf in human form always assumes the same appearance and traits, much as a lycanthrope would. In human form, a seawolf cannot use its bite attack, and it does not convey its curse.

In hybrid form, a seawolf's swim speed is reduce to 20 feet, but it has a much faster land speed, and it gains two claw attacks (or can use its claws to wield weapons, if it prefers). This form otherwise resembles the seawolf form.

A seawolf remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a seawolf revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in human form.

I think I prefer the latter, as it is more recent.
 

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