Converting "generic setting" Second Edition monsters

Sounds good.

Suggested ability scores?

I'm thinking halfway between a Lizard and a Monitor Lizard, but leaning towards the Lizard...

Lizard: Tiny, 1/4 HD, Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2, 1d4 bite
Monitor: Medium, 3 HD, Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2, +3 NA, 1d8 bite
Average: Small, 1 HD, Str 17, Dex 15, Con 13-14, Int 1, Wis 12, Cha 2, +1 NA, bite 1d6

I'd lower the Con and bite towards the Lizard and cut the Dex a step (since they're ungainly fliers and almost helplessly clumsy on land), resulting in:

Water Leaper: Small, 1 HD, Str 10, Dex 13, Con 11, Int 1, Wis 12, Cha 2, bite 1d4
 

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Seems reasonable.

Here's the swarmfighting ability...

Swarmfighting (Ex): Dragon beetles can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a dragon beetle engages a Small or larger creature in melee, and at least one other dragon beetle occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional dragon beetle beyond the first that occupies the target's space.
 

Seems reasonable.

Here's the swarmfighting ability...

Swarmfighting (Ex): Dragon beetles can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a dragon beetle engages a Small or larger creature in melee, and at least one other dragon beetle occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional dragon beetle beyond the first that occupies the target's space.

That's the one I was thinking of.

Do we stick to standard spacing rules for them, or let them crowd in closer. It says "Up to 12 of the creatures can attack a human-sized victim at the same time" - normally eight Small creatures can simultaneously attack a Medium creature, not a dozen.
 

That's the one I was thinking of.

Do we stick to standard spacing rules for them, or let them crowd in closer. It says "Up to 12 of the creatures can attack a human-sized victim at the same time" - normally eight Small creatures can simultaneously attack a Medium creature, not a dozen.

I'm not greatly bothered either way. :)
 


Water Leaper Working Draft

Water Leaper
Small Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, swarmfighting, water leap
Special Qualities: Darkvision 60 ft., water dependent
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 13, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +9, Jump +10, Listen +3, Spot +3
Feats: Weapon Finesse (B), Weapon Focus (Bite), Improved Bull Rush (B)
Environment: Temperate aquatic
Organization: Pack (4-24)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment:

A grotesque creature resembling a legless, winged toad with a long tail. The beast has a broad mouth filled with sharp teeth, slimy skin, and a body covered in warts. Its flattened tail is like an eel or lizard, and ends in a barbed fork. The wings are shaped like a bat's, but have a transparent membrane and fan of rays like a fish's fins.

Water leapers, known as llamhigyn y dwr in their native land, are named after their propensity for leaping out of the water to attack passers-by. These half-fish, half-frog creatures are much loathed for their destructive habits. They prefer to live in lakes, but are also found in slow-flowing rivers and freshwater swampland such as bogs, fens or marshes.

Llamhigyn y dwr prefer to eat land animals, but mostly have to satisfy themselves with fish. Their favorite meats are human, sheep and cattle. Water leapers are malicious creatures who often attack livestock, fishing folk and swimmers. They regularly destroy nets and fish traps, as much out of spite as to eat any fish caught in them.

A large school of water leapers will attack almost anything, and its appetite is so voracious they can quickly decimate their lake or river's fish stocks. They prey on animals who come to the water to drink. No normal animal eats water leapers, their only enemies are more powerful water monsters and hostile humanoids.

A water leaper is some 3 feet in length from nose to tail and weighs about 20 pounds.

COMBAT

A single water leaper poses little threat to a human-sized victim, but a school of water leapers attacks like a wolf pack. One member of the pack stands aside and uses its shriek attack every round, while the others make bite attacks. They typically concentrate their attack on a single victim.

Water leapers can use their Water Leap special attack to attack an opponent within 60 ft. of the water. However, water leapers prefer to fight in the water. They have many tricks to get a victim into the water, such as pulling on a fishing line, making a bull rush attack against an opponent on a boat or bridge, or using a shriek special attack near the bank of a river or lake and hoping the startled prey will fall in.

Swarmfighting (Ex): Water leapers can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a water leaper engages a Small or larger creature in melee, and at least one other water leaper occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional water leaper beyond the first that occupies the target's space.

Shriek (Su): Water leapers can emit a horrible shriek as a standard action. All creatures within 30 feet of a shrieking water leaper must make a successful Fortitude save at the start of their next initiative count or be stunned for 1 round. Only one saving throw per round is required, no matter how many water leapers are shrieking, at the highest DC within range of each victim. A typical water leaper's shriek is DC 11. Each round that the shrieking continues, victims must make another successful Fortitude save at the beginning of their initiative to be able to act. This is a sonic effect. The save DC is Constitution-based.

Water Dependent (Ex): Water leapers can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

Water Leap (Ex): If a water leaper jumps out of water it can fly for 1 round at a speed of 30 feet (poor maneuverability). It can make a charge attack as part of a water leap. A water leaper can also use its wings as airbrakes, negating falling damage from a fall of any height.

Skills: A water leaper has a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks. A water leaper 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.
 
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Water leapers can jump out of the water and glide up to 30 feet using their winglike fins. They have been known to try to knock fishermen out of their boats by deliberately leaping at them.
Their leap attack is treated as a normal melee attack, but instead of causing damage, a successful hit forces the victim to roll a successful Dexterity ability check or fall down.
Looking at these statements, I'm inclined to suggest an individual/group ability similar to a combination of the flyby attack and improved bull rush feats.

Regards
Mortis
 

Looks good so far. We do have a Leap attack somewhere, just have to jog my memory...

Thri-kreen have a leap special quality, but that's just a racial bonus to Jump.

We gave the Jumping Spider a "Lunge" special attack:
Lunge (Ex): If a giant jumping spider charges a creature and incorporates a jump as the final part of the charge, it gains a +4 circumstance bonus to its attack roll. Additionally, for every 10 points by which the Jump check exceeds 20, the jumping spider's charge attack deals an additional +1d6 points of damage. For example, a Jump check result of 34 deals +1d6 points of damage, and a Jump check result of 41 deals +2d6 points of damage.
Don't we have a conversion of the Jaculi somewhere? They have a similar special attack...

Hmm, the closest I could find was my Dart Snake homebrew, but that's not a good match.

Which reminds me, if I have an idle day or two I could do another Lumbercritter.
 

Ooh yeah, the jaculi! It's in Serpent Kingdoms.

Here are the relevant abilities...

Flying Gore (Ex): A jaculi can hurl itself down on an opponent like an arrow from a point 30 feet or more above. This flying gore attack (+10 melee) deals 1d8+6 points of piercing damage from the jaculi's horns and does not provoke attacks of opportunity.

Spring (Ex): A jaculi can gather its coils and then launch itself in a jump. The jump DCs for both long jumps and high jumps are halved, and no running start is required. Furthermore, when jumping down, the jaculi takes damage as if it had dropped 70 fewer feet than it actually did.
 

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