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Converting "generic setting" second edition monsters

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Shade

Monster Junkie
Yeah, X=HD is easier, methinks. That makes it 8th-level for a typical one, which would give it 1d8 damage with its unarmed strikes. Are we giving it flurry of blows as well?

Skills: 77

Feats: 3
Improved Grapple (B), Improved Unarmed Strike, Power Attack, 1 more?

For river travel, the Ga-hon-ga use magical canoes which will, at times of need, fly into the air with a single stroke of the paddle (acting as a Carpet of Flying).
Unique magic item, or supernatural ability to "animate" a canoe?

The Ga-hon-ga can control fish with the same power as a Trident of Fish Command, and they can Control Weather as a 12th-level druid.
Fish Command (Su): Three times per day, a ga-hon-ga may charm up to 14 HD of aquatic animals (Will DC x negates, animals get a +5 bonus if currently under attack by the ga-hon-ga or its allies), no two of which can be more than 30 feet apart. The ga-hon-ga can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the ga-hon-ga. The save DC is Charisma-based.

1/day for control weather?
 

freyar

Extradimensional Explorer
Umm, so are we giving it an Ex ability that it's treated as a monk of HD level for bonus feats? Is there a point to giving it a slam in that case? I'm ambivalent on flurry.

Need to rethink feats due to the above, I guess.

Climb?, Diplomacy?, Handle Animal?, Knowledge (nature), Sense Motive?, Survival, Swim

Su on the canoe, I think.

1/week maybe on control weather. I like the fish command.
 

demiurge1138

Inventor of Super-Toast
Supernatural ability to fly, requires a paddle to focus.

Let's make Improved Unarmed Strike the bonus feat, and also give it... Combat Reflexes?
 


demiurge1138

Inventor of Super-Toast
Thanks to pugulist, may I suggest switching Combat Reflexes for Stunning Fist? Or possibly Point Blank Shot for the rock throwing?
 


demiurge1138

Inventor of Super-Toast
Let's go Point Blank Shot. After all, the rock throwing was emphasized as much (if not more) than the wrestling in the original.
 

Shade

Monster Junkie
Updated.

). These beings often visit men in their dreams, to lead them into their caves and challenge them to feats of strength such as playing ball with rocks, with the Ga-hon-ga frequently throwing the “balls” high out of sight.
Should they have dream as a SLA?
 


Shade

Monster Junkie
Let's go 1/day, since it isn't that powerful of an ability.

Updated.

Damage reduction 5/cold iron?

Environment: Temperate hills or forests (near water)?

Organization: Solitary, pair, or tribe (3-18)?

Challenge Rating: 6?

TREASURE TYPE: P, X(x3)
Q: 1-4 gems: 50%
X: Maps or Magic Items: 1 misc. magic plus 1 potion: 60%
Treasure: No coins, half goods, triple items (mostly potions)?

Alignment: Always chaotic good?

Advancement: 9-16 HD (Small)?

Level Adjustment: +5? (Stone giant is +4, but the ga-hon-ga has more special abilities)
 

demiurge1138

Inventor of Super-Toast
No coins, half goods, triple items, and we give them the item master ability for potions only?

CR 6 seems right.
 


Shade

Monster Junkie
Updated.

While looking for a description, I found the following at the bottom of the original article...

The Jo-ga-oh can never be surprised. All of the little people are described as pale yellow in color and are completely dressed during all times of the year. Leggings, breechclout and a cape are worn by males. Females wear kneelength skirts to which is added a large skin cloak in bad weather.

Different names are given to the little people by other Iroquois tribes. The Onondagas call them Che-kak-eh-hen-wah, “Small People” or “Little Men”; the Mohawks know them as the Yah-yo-nen-us-yoks, “Stone Throwers”; the Tuscaroras call them Ehn-kwa-si-yea, “No Men At All.”
That first sentence implies a racial bonus on Listen and Spot checks, maybe Improved Init as a bonus feat?

As for the description, in the illustration they look like Native American elves, dressed as described above.
 




Shade

Monster Junkie
Ta-da! :angel:

Oh-do-wa
FREQUENCY: Very rare
NO. APPEARING: 5-30
ARMOR CLASS: 7
MOVE: 9”
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: +4 with bow
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE; 30%
INTELLIGENCE: Genius
ALIGNMENT: Lawful neutral
SIZE: S (3’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The Oh-do-was
The most wise and mysterious of the little people, the under-earth dwellers, are the Oh-do-was of the darkness. Seldom do men recognize them in the gloom. They hold jurisdiction over the sunless domain beneath the earth, where live the creatures of darkness, and the prisoners that have offended the regions of light.

The Oh-do-was dwell in a dim world with forests and broad plains, abounding with the types of animals usually found in those environments. Though all who dwell here wish to escape, all are told to be satisfied and live where Fate has placed them. Among the mysterious underground denizens are white buffaloes, who attempt many times to reach the sunlight and gallop with their brown brothers over the plains, but the path up is guarded. At times they try to rush through in a large group, but the Oh-dowas gather their hunters to thin out the unruly herds with arrows. It is said that a red cloud in the heavens is a sign to the Indians that this hunt is on. The people rejoice that the Oh-do-was are watchful and brave in keeping order in the world.

Other captives of the Oh-do-was are venomous reptiles and creatures of death which hide in the deep shadows. Despite the great size of these creatures, it is not often that the Oh-do-was are unable to throw them back from the door to the light world. Sometimes one will escape, whizzing out into the darkness, and spread its poisonous breath across the forests, creating a pestilence that kills all. The other monsters, jealous of the escape, seek areas where springs sprout from the surface and poison the waters. Where a deep root has pushed its way into the underworld in search of water, they tear it with their fangs, which destroys the earth tree. Such happenings are rare, for the Oh-do-was would not willingly allow death to escape to wreak its vengeance on their friends.

At certain times, the Oh-do-was will visit their relations on earth. They will hold festivals in the forests at night and use circles under deep wood trees, where grass refuses to grow, for dances. They enjoy the soft rays of the moon but are blinded by the sun. The animals of the night are wary of these little people, for sometimes offensive intruding creatures are captured and taken to the underworld. The animals cannot expect to be ransomed by the guardians of the light, for no Jo-ga-oh ever questions the actions of another.

The Oh-do-was are armed with either short bow and dagger (60%) or spear (40%). For every five Oh-do-was in a band there will be one magic-user (roll d6 for level: 1-2 = 4th, 3-5 = 5th, 6 = 6th). For every 15 encountered there will be an additional magic-user of 8th (roll of 1-4) or 9th (roll of 5-6) level. If there are over 25 in a band, their leader will be a 12th level magic-user. There is a 5% chance per level for each magic-user that the individual will have a usable magic item.

Originally appeared in Dragon Magazine #61 (1982).
 

freyar

Extradimensional Explorer
There's almost more about the monsters they hold back than the oh-do-was themselves. Should we give them all sorcerer casting? Some kind of special arrows?
 

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