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Converting "generic setting" second edition monsters

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Shade

Monster Junkie
We can probably use the sahuagin stats as a baseline:

Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9

Anguiliians make swift attacks aimed at overwhelming the opposition. In addition, they possess senses as acute as those of their sahuagin cousins. When fighting surface dwellers underwater, anguiliians gain a +2 bonus to their surprise rolls and impose a -2 penalty to their opponents' surprise rolls.

This would seem to indicate to me that they have similar Wis score as sahuagins, and at least as good (if not better) Dex.

I'm thinking: Str 16-18, Dex 13-15, Con 12-14, Int 10, Wis 12-13, Cha 7-9
 

BOZ

Creature Cataloguer
Shade said:
This would seem to indicate to me that they have similar Wis score as sahuagins, and at least as good (if not better) Dex.

right on. :)

I'm re-thinking: Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 7
 


Shade

Monster Junkie
The mad bumper strikes again! :lol:

Stuff to possibly borrow from the sahuagin:

Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.

Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.

Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.

Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.

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.

Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.

*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.

*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
 

BOZ

Creature Cataloguer
Shade said:
The mad bumper strikes again! :lol:

just trying to keep things up near the top so they don't get forgotten... :) will respond to this when i get the chance.
 

BOZ

Creature Cataloguer
Shade said:
Stuff to possibly borrow from the sahuagin:

I’ll make use of all of that stuff, except for the shark stuff and the frenzy. :) the rest of it is mentioned in the anguiliian text.

here are some more items from the text:

Once an hour, anguiliians can dart through the water at a rate of 30 for five minutes. They can use this burst of speed all at once, or in shorter bursts. However, once they have used their extra speed for five minutes, they must wait a full hour before doing so again.

On a successful bite, an anguiliian attaches itself to its opponent unless the opponent wears metal armor or has a natural Armor Class of 0 or better. Once attached, the anguiliian automatically drills into the opponent for bite damage each round. (Anguiliians have been known to drill their way into large creatures - such as whales - and literally eat them from the inside out). Victims of an anguiliian bite can dislodge the creature only by killing it, or tearing it away with a successful bend bars roll.

While attached, an anguiliian automatically rakes its opponent with its feet each round for an additional 2d4 points of damage. In addition, all attacks with its pincers and tail gain a +2 attack bonus.

If unable to attach its mouth, an anguiliian can grasp its opponent with its pincers. If both pincers hit during the same round, the creature traps the opponent, automatically inflicting raking and pincer damage reach round and gaining a +2 attack bonus with its tail and bite.

During their rare forays ashore, anguiliians typically carry several stone-tipped javelins, which they clench in their pincers.
 

Shade

Monster Junkie
BOZ said:
Once an hour, anguiliians can dart through the water at a rate of 30 for five minutes. They can use this burst of speed all at once, or in shorter bursts. However, once they have used their extra speed for five minutes, they must wait a full hour before doing so again.

Borrowing from the cheetah, which is much more simplified:

Sprint (Ex): Once per hour, an anguiliian can move X times its normal speed (X feet) when it makes a charge.

BOZ said:
On a successful bite, an anguiliian attaches itself to its opponent unless the opponent wears metal armor or has a natural Armor Class of 0 or better. Once attached, the anguiliian automatically drills into the opponent for bite damage each round. (Anguiliians have been known to drill their way into large creatures - such as whales - and literally eat them from the inside out). Victims of an anguiliian bite can dislodge the creature only by killing it, or tearing it away with a successful bend bars roll.

While attached, an anguiliian automatically rakes its opponent with its feet each round for an additional 2d4 points of damage. In addition, all attacks with its pincers and tail gain a +2 attack bonus.

Attach (Ex): An anguiliian that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached anguiliian loses its Dexterity bonus to AC and thus has an AC of X.

An attached anguiliian can be struck with a weapon or grappled itself. To remove an attached anguiliian through grappling, the opponent must achieve a pin against the creature.

An attached anguiliian can make two rake attacks attacks and can utilize its "drill" attack. Additionally, it gains a +2 bonus on all attack rolls with its other natural attacks.

"Drill" (Ex): An attached anguiliian deals automatic bite damage each round it remains attached.

Rake (Ex): Attack bonus +X melee, damage X.

BOZ said:
If unable to attach its mouth, an anguiliian can grasp its opponent with its pincers. If both pincers hit during the same round, the creature traps the opponent, automatically inflicting raking and pincer damage reach round and gaining a +2 attack bonus with its tail and bite.

Improved Grab (Ex): If an anguiliian hits an opponent with both pincer attacks, it deals normal damage and attmpts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it deals can attempt to rake.

Add constrict for the "automatic pincer damage" for 2 pincers?

BOZ said:
During their rare forays ashore, anguiliians typically carry several stone-tipped javelins, which they clench in their pincers.

Give 'em javelins. ;)
 

BOZ

Creature Cataloguer
Shade said:
Borrowing from the cheetah, which is much more simplified:

Sprint (Ex): Once per hour, an anguiliian can move X times its normal speed (X feet) when it makes a charge.

it’s also not unlike the squid’s Jet ability. We can’t really call this a “sprint” since that tends to assume you’re running on land. ;) how about,

Dart (Ex): Five times per hour, an anguillian can double its normal swim speed (100 feet) when it makes a charge.

Seems silly to restrict it to once per hour if it’s only doubling the speed. ;)

the “drill” can be combined into the attach if it’s only automatic bite damage each round:

Attach (Ex): If an anguiliian hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached anguiliian loses its Dexterity bonus to AC and thus has an AC of 14.

An attached anguiliian can be struck with a weapon or grappled itself. To remove an attached anguiliian through grappling, the opponent must achieve a pin against the creature.

An attached anguiliian can make two rake attacks attacks and deals automatic bite damage each round. Additionally, it gains a +2 bonus on all attack rolls with its other natural attacks.

Shade said:
Give 'em javelins. :)

it… it’s that simple? :eek:
 

Shade

Monster Junkie
BOZ said:
it’s also not unlike the squid’s Jet ability. We can’t really call this a “sprint” since that tends to assume you’re running on land. ;) how about,

Dart (Ex): Five times per hour, an anguillian can double its normal swim speed (100 feet) when it makes a charge.

Seems silly to restrict it to once per hour if it’s only doubling the speed. ;)

Good name change. I'd either go higher than double speed, or increase its use to once every 5 minutes.

BOZ said:
the “drill” can be combined into the attach if it’s only automatic bite damage each round:

Attach (Ex): If an anguiliian hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached anguiliian loses its Dexterity bonus to AC and thus has an AC of 14.

An attached anguiliian can be struck with a weapon or grappled itself. To remove an attached anguiliian through grappling, the opponent must achieve a pin against the creature.

An attached anguiliian can make two rake attacks attacks and deals automatic bite damage each round. Additionally, it gains a +2 bonus on all attack rolls with its other natural attacks.

Yeah, that makes more sense than a separate ability.

BOZ said:
it… it’s that simple? :eek:

Yup. ;) Unless you want to give 'em the -2 attack and damage penalty for stone weapons as suggested in the Arms and Equipment Guide.
 

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