Converting "generic setting" second edition monsters

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Shade

Monster Junkie
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Tether Beast
Climate/Terrain: Demiplane of Time
Frequency: Rare
Organization: Family
Activity Cycle: Any
Diet: Omnivorous
Intelligence: Very (11)
Treasure: I
Alignment: Neutral evil
# App: 1-3
AC: 0
Movement: 12
HD: 10+2
THAC0: 11
# Att: 5 (four claws, 1 bite)
Dmg/Att: 2d6/2d6/2d6/2d6/2d4
SA: Breath weapon
SD: Hit only by +1 or better magic weapon
MR: 25%
Size: H (20' long)
Morale: Average (10)
XP: 15,000

The tether beast is often referred to as the dragon of the Demiplane of Time, but in fact, it more closely resembles a behir. It is long and snake-like, with four pairs of legs unevenly space along its body. The legs are much longer than a behir's, but they are normally kept tucked up close to the body, giving the (sometimes fatal) illusion of the beast having a short reach. Its back and legs are covered with iridescent scales, and its underside features a softer, black skin. The head is reptilian with a snout filled with dagger-like teeth. These creatures exist only on the Demiplane of Time.

Combat: Tether beasts prefer to attack their intended victims from ambush, if possible, but they attack even if they are the ones surprised--or if they're wounded, or being offered an appeasement, or if they're hungry or full. Basically, they are happy to attack anyone at any time for any reason--or even no reason at all.

In combat, the creature continues to hold on to nearby lifelines with at least four claws while attacking with all of its other four limbs, plus its savage bite. It can attack in any direction it wishes with its claws, and the long reach of its arms puts it into melee range even against opponents armed with polearms. For opponents who devise an attack method just out of reach, the tether beast grabs hold of the lifeline tightly with its back four claws and whips the entire upper half of its body out toward its intended victim, raking with all five attacks. A creature may try to force one of the beast's four lifeline claws away from the lifeline. Whether or not it is successful, the only result is that the tether beast turns on that creature with every attack, including an extra claw attack from the limb that the victim just freed.

Anytime after the first combat round, if the tether beast does not seem to be winning the engagement, it uses a breath weapon attack that has a range of 30 feet and can be directed against one creature only. The breath weapon appears to be composed of the mist-smoke of the Demiplane of Time, but any creature it hits must save vs. death magic. A failure results in the character rapidly aging to the point that he crumbles into dust. A success means that the adventurer only ages 20 years (check the maximum lifespan of the race to determine the effects).

Tether beasts are smart enough to know that humans are excellent targets for this breath weapon, and they do not mind using it against them when possible, since the tether beasts seemingly can gain almost as much nourishment from the leftover pile of dust. This breath weapon can be used once every 10 rounds.

Habitat/Society: A tether beast has no lair. It is always on the move. These beasts frequently travel in pairs, and if a third beast is present, it is usually a young offspring of the two larger ones. The offspring has 6+1 Hit Dice and proportionately weaker abilities.

The tether beast (or the largest of the group) stores treasure within several hidden pouches that can be found within the softer area of its underside. Large items of obvious value, or any magical item it might have, are dragged along in one claw. Tether beasts have a 10% chance of being able to use a magical item. Otherwise that claw is considered nonuseful for attacks or movements.

Though it is assumed that the tether beast can travel like other creatures on the Demiplane of Time (by walking, or floating along), it always crawls along the lifelines with at least four of its claws wrapped about one of the silver cables. Now and then, it seizes a lifeline in its mouth and gnaws at it with its vicious teeth, but no damage is known to be caused to the lifeline's possessor. Some adventurers that have been contacted by chronomancers about these incidents have reported that, at the time in question, they sensed a chilling effect, similar to the old saying of someone walking across their grave, but no apparent physical harm was done to them or their lifeline.

Ecology: The tether beast is far and away the fiercest hunter on the Demiplane of Time. It attacks and eats anything it happens to come across, from tempsynth to temporal gliders, and apparently chronomancers rank high atop the list of their favorite foods. A tether beast that finds the silver mist trail of a Demiplane of Time traveler follows it until the trail disappears or the adventurer is found.

Source: Chronomancer, Monstrous Compendium Annual 3
 

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dhaga

First Post
Huge Outsider
DR at least 10/magic
SR of some level
Breath Weapon -- should this be a breath weapon, or be turned into a special ability that uses ranged touch? I wonder, because it states single target in the description.
 

Shade

Monster Junkie
Hmmm...Magical Beast (Extraplanar) seems more appropriate.

Since it seems to be modeled off the behir, here's the relevant bits:

Behir
Huge Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 15 ft.
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Bite +15 melee (2d4+12)
Full Attack: Bite +15 melee (2d4+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole
Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Skills: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2
Feats: Alertness, Cleave, Power Attack, Track
Environment: Warm hills
Organization:: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Often neutral
Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment: --

A behir is about 40 feet long and weighs about 4,000 pounds.

Behirs speak Common.

Combat

Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Constrict (Ex): A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex): To use this ability, a behir must hit a creature of any size 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +15 melee, damage 1d4+4.

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 

freyar

Extradimensional Explorer
Magical Beast (Extraplanar) also makes sense to me. I'd think the breath weapon should probably change to a ranged touch attack, too.
 

dhaga

First Post
Magical Beast (Extraplanar) works for me.
Can probably steal some of the behir's Ex abilities, too, if we'd like: Improved Grab and Rake, at least. The Tether Beast likes to keep a hold on that lifeline, so I'm not sure Constrict is a good match. We could take Swallow Whole, however...
 

freyar

Extradimensional Explorer
dhaga said:
Magical Beast (Extraplanar) works for me.
Can probably steal some of the behir's Ex abilities, too, if we'd like: Improved Grab and Rake, at least. The Tether Beast likes to keep a hold on that lifeline, so I'm not sure Constrict is a good match. We could take Swallow Whole, however...

That sounds about right to me. Maybe an exceptional reach with the claws, also.
 

Shade

Monster Junkie
Note that the behir has no claw attacks unless as part of a rake. ;)

We can obviously add 4 claw attacks (with reach) to these fellas.

Do we want to modify the behir's physical ability scores slightly to account for the tether beast's smaller size (although still Huge)? Maybe half the usual difference to downsizing to Large from Huge (-4 Str, -2 Con, +2 natural armor)?
 
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dhaga

First Post
Shade said:
We can obviously add 4 claw attacks (with reach) to these fellas.

Do we want to modify the behir's physical ability scores slightly to account for the tether beast's smaller size (although still Huge)? Maybe half the usual difference to downsizing to Large from Huge (-4 Str, -2 Con, +2 natural armor)?

Sounds like a good idea to me. They'll already have reach for being huge; is there an "extended reach" ability?
 

Shade

Monster Junkie
dhaga said:
Sounds like a good idea to me. They'll already have reach for being huge; is there an "extended reach" ability?

Basically, just give 'em more reach. ;)

(See dragon's bite attacks, etc.)
 

freyar

Extradimensional Explorer
Shade said:
Basically, just give 'em more reach. ;)

(See dragon's bite attacks, etc.)

Like the dragon, let's specify the attack that gets the extra reach. I do think we should give claw attacks separate from rake.
 

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