Converting Greyhawk monsters

Tiny Aberration

Sounds like they have wallcrawling and a Climb speed.

Aquatic with Amphibious or do they dry out quickly (i.e. Water Dependency).
 

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All that sounds right. In fact, I think water dependent along with aquatic/amphibious makes sense.

For ability scores, probably average to low Dex (AC 9 suggests a -1 penalty to go along with its +2 size bonus), average to low Str, average Con, and reptilian mental scores (Int 1, Wis 12, Cha 2).

Perhaps Str 6, Dex 7, Con 11, Int 1, Wis 12, Cha 2?
 

All that sounds right. In fact, I think water dependent along with aquatic/amphibious makes sense.

For ability scores, probably average to low Dex (AC 9 suggests a -1 penalty to go along with its +2 size bonus), average to low Str, average Con, and reptilian mental scores (Int 1, Wis 12, Cha 2).

Perhaps Str 6, Dex 7, Con 11, Int 1, Wis 12, Cha 2?

Dex 7 is -2, not -1, and Str 6 seems a bit high to me.

Str 5, Dex 8, Con 11, Int 1, Wis 12, Cha 2?
 


Given the original's description and the conversion's organisation I vote for doing a Yphoz swarm when the individual creature is done ;)

Regards
Mortis
 



We've still got skills and feats to do.

Can't think of anything terribly interesting for them feat-wise.

Great Fortitude?

Split the SPs between Listen and Spot?
 

We may have a few more things to tackle first...

They are composed of a gelatinous substance that matches the color of the water in which they live, ranging from black to varying shades of brown to varying shades of green or yellow. They may even be colorless. This feature makes them almost impossible to detect in their home pool (PCs in yphoz-infested water rolling 4 or less on 1d6 are surprised).

Racial bonus on Hide checks when underwater?

Their bodies excrete a sticky slime that helps them adhere to walls and ceilings. This slime will dry to a gummy substance on walls, floors, and ceilings, and a cave inhabited by a large number of yphoz will aquire [sic] a build-up of this elastic, gummy substance over time.

A mild form of this?

Adhesive (Ex): A cave fisher’s adhesive coats its filament, and it can secrete adhesive from its proboscis onto an object or helpless creature. A stuck creature can escape as a standard action with a successful DC 14 Escape Artist check or a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

A cave fisher’s adhesive can anchor its legs to a surface, granting a +4 bonus on drag attempts and a +4 bonus on checks made to resist being bull rushed. Secreting adhesive in this way is a move action, but a cave fisher can free itself from that spot as a free action.

Alcoholic substances, including cave fisher blood, can dissolve this adhesive, as can a special solvent secreted from its proboscis.

They also possess two long, whip-like tentacles.
Once it contacts something solid, it will swim in that direction and begin wrapping its tentacles around the victim. Should the victim start to swim in another direction, the yphoz can follow, towing itself on its unsuspecting meal.

Hmm...it sounds like it should have tentacle attacks as well, even if the damage is only "attach".

The gummy substance excreted by the yphoz will adhere to a victim even underwater, and contains a numbing contact poison. While the poison will not kill a victim, the numbness can cause a victim to lose muscle control, and if swimming, the victim could potentially drown. One yphoz can cause one limb or torso to become numb and useless in 3 rounds. Three yphoz can cause one limb to become numb and useless in one round. A victim may make a saving throw vs. poison to avoid these effects. The victim must save once per round for each yphoz it contacts. Once all yphoz are removed from the victim, the poison will wear off and the limb will function normally after 4-6 turns. If a victim's head is touched by a yphoz, the victim will fall unconscious after six unsuccessful saves (e.g. six yphoz contact it in one round, or one yphoz contacts it for six rounds, etc.).

When a yphoz hits a victim, the DM should roll 1d6 to determine which part of the victim's body was hit: 1-head, 2-right arm, 3-left arm, 4-torso, 5-right leg, 5-left leg [sic].

We could borrow the rules for the loss of certain limbs to determine the penalties...

When a specific body part takes damage, you can apply a -2 penalty to any action that the character undertakes using that portion of his body. For example, if a character's fingers get slashed, he makes attack rolls with a weapon in that hand at -2, he takes a -2 check penalty on Climb, Open Lock, Disable Device, Forgery, etc.

Head = Climb, Craft, Disable Device, Escape Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket, and Use Rope checks; attack rolls.
Arm = Climb and Swim checks; attack rolls; Strength checks.
One eye= Spot, Search, Appraise, Alchemy, Forgery, Decipher Script, Open Lock, Disable Device, Craft, Read Lips, Scry, Sense Motive and Spellcraft checks; Wilderness Lore checks (for tracking); initiative checks; Dexterity checks; Reflex saving throws; Severe damage to both eyes blinds a character.
One Ear = Listen checks; initiative checks; Severe damage to both ears deafens a character.
Foot/Leg = Climb, Swim, Jump, Ride, Tumble, Balance, and Move Silently checks; Dexterity checks; Reflex saving throws.
 

I for one cannot understand why these are NE when they have animal intelligence and aren't associated with negative energy or an outer plane of any sort. :confused:

I think the adhesive can be dealt with by flavor explaining the racial grapple bonus and giving them a "wallcrawling" ability to hang on the ceiling.

Agreed on the tentacles.

I like the idea of using the specific limb damage rules, though we need to give a random way to determine where a yphoz attaches. Dex damage is another viable alternative for the numbing effect.
 

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