Converting "generic setting" second edition monsters

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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.

Roar (Su): A nawidnehr in its natural form can loose a thunderous roar every 1d4 rounds. All creatures except nawidnehrs within a 50-foot cone must succeed on a DC X Fort (?) save or be stunned for 2d4 rounds. The save DC is (Constitution/Charisma)-based.

Haunting Song (Su): A nawidnehr in humanoid form can sing a haunting song. All creatures except nawidnehrs within 50 feet must succeed on a DC X Will save or become panicked (?) for 1d4+4 rounds. The save DC is Charisma-based.
 

i think for the song, cowering or dazed is most similar to the old effect.

i'm going to say the roar is a Con-based Fort save. :) speaking of which what do you think of the ability scores from my last post?
 

Oops, I must've been posting when you made that post and missed it!

I like 'em. How about Wis 14, Cha 16? They seem to be intimidating, manipulative, and tricksy, which would seem to imply a decent Cha.

Cowering...definitely. I was looking for that one, but forgot what they called it. :heh:
 


Keen scent appears to have pierced the change shape ability in half. ;)

Damage reduction should probably be 10.

We should either give 'em the amphibious quality or water dependent ability of the sahuagins.

Speaking of sahuagins, do we want to borrow this ability?

Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.

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.

Borrowing from other critters with change shape...

*When using its change shape ability, a nawidnehr gains a +10 circumstance bonus on Disguise checks.

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

Nawidnehrs speak Common. Most know two or more other languages, generally Dwarven, Elven, or Halfling, depending on which races are prevalent in the coastal regions near their feeding grounds.

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.

Improved Init? Hide and Move Silently? Stealthy?

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.

Revise improved grab like crocodile?

Improved Grab (Ex): To use this ability, a nawidnehr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the oponent with its mouth and drags it into deep water, attempting to pin it to the bottom or can try to swallow the foe the following round.

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.

Further support for Disguise bonus and speak with sharks.
 

Shade said:
Keen scent appears to have pierced the change shape ability in half.

Not sure what you mean?

Shade said:
We should either give 'em the amphibious quality or water dependent ability of the sahuagins.

I say amphibious. I didn't see anything in there that suggested they only breathed water or had any difficulties on land when in humanoid form.

Shade said:
Speaking of sahuagins, do we want to borrow this ability?

Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use the Handle Animal skill to befriend and train sharks.

Maybe, or we could give them something like what lycanthropes have.

Shade said:
Improved Init? Hide and Move Silently? Stealthy?

Why not all? :)
 

BOZ said:
Not sure what you mean?

When I looked at it earlier, the keen scent ability appeared between the two paragraphs of the change shape ability, thus cutting it in half. :heh:

BOZ said:
I say amphibious. I didn't see anything in there that suggested they only breathed water or had any difficulties on land when in humanoid form.

Cool.

BOZ said:
Maybe, or we could give them something like what lycanthropes have.

Yeah, that'd work too.

BOZ said:
Why not all? :)

I like your style. ;)
 


Improved Crit (bite) and Blind-Fight for remaining feats?

Suggested Skill ranks: Bluff 13, Disguise 15, Hide 13, Listen 7, Move Silently 5, Spot 7

Which would give it: Bluff +16, Disguise +18 (+20 acting)*, Hide +9, Intimidate +5, Listen +9, Move Silently +9, Spot +9, Swim +14

DR cold iron or magic works for me.

CR: dire shark is CR 9, and this guy is much deadlier. I'd recommend CR 11-13.

LA: It will probably exceed ECL 20, so "-" is fine.
 

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