• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Converting monsters from Dragon magazine (Part Two)

Status
Not open for further replies.

log in or register to remove this ad

Sounds good.

Updated.

Organization: Solitary or x

Challenge Rating: 3-4? They aren't much deadlier than a hell hound (CR 3), but would be a strong CR 3.

Advancement: x
 


Fair enough. Should the Organization just be "Domesticated" like horses? They don't exist outside of githyanki communities.

Advancement: 6-10 HD (Medium)?
 


I think so...

Gith Dog, Szarkel (Canis chaosi)
FREQUENCY Very rare
NO. APPEARING: Varies with masters
ARMOR CLASS: 4
MOVE: 24"//12"
HIT DICE: 4+1
% IN LAIR: Varies with masters
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Hold
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: 10%
INTELLIGENCE: Semi-
ALIGNMENT! Neutral
SIZE: M
PSIONIC ABILITY: See text
Attack/Defense Modes: See text
LEVEL/X.P. VALUE: IV/205 + 5 per hp

Szarkel
The antecedents of the szarkel breed are not known, though the blood of various doglike creatures from the chaotic planes was undoubtedly added to the line. Szarkel are certainly well adapted to the unpredictable planes of Limbo.

A szarkel stands 3' high at the shoulder and may weigh 150 pounds or more. It is of slender build, with a long muzzle, a long body and tail, and long legs. The teeth are unnaturally sharp. A szarkel's eyes are large and yellow, the pupil a vertical slit. The normal coat is short and gray, but these dogs have a limited polymorph ability that allows them to alter the color, length, and quality of the fur to suit local conditions: long and thick in cold weather, short in hot weather, waterproof light in swampy territory, and so on, while its color may be any shade or combination of white, brown, red, black, or gray. Coat alteration takes one turn. The smell of szarkel is pleasant, rather like scented wood. Unlike normal dogs, szarkel can close their nostrils and swim comfortably underwater, remaining active beneath the surface for up to three rounds at a time.

Szarkel are raised on the plane of Limbo, and are only found as adults on other planes where they join their masters in battle or in the hunt. During their first year, pups are given the run of the settlement, and the githzerai take no active part in their rearing. At the end of that time, juvenile szarkel choose and are chosen by candidate githzerai in a simple ceremony.

Unbonded dogs are ejected from the community, and presumably do not survive the hazards of the Planes of Limbo by themselves. Once bonded, a szarkel is a loyal if sometimes willful follower, and obeys no one but its own master. Szarkel sometimes show an astounding degree of independent thought and initiative, but even the githzerai find them difficult to train.

Though they are occasionally set to guard an area or item, szarkel are not reliable in this capacity. They are restless creatures and seldom remain in one spot for long. They constantly roam their master's dwelling or encampments, awaiting a call to action or the approach of intruders. With their unpredictable and incessant movement and their keen senses, they make it extremely difficult for strangers to approach any large group of githzerai unnoticed.

Szarkel are sometimes equipped with light leathery armor made of a clear substance that the githzerai find or harvest on the planes of Limbo. This improves the dog's armor class by one place, but restricts its movement rate to 21". A szarkel is usually equipped with a simple collar identifying its master.

Szarkel are aloof and reserved, and do not seem to care much for each other's company. No more than three dogs can be housed in the same kennel; even then, there is sometimes fighting. The pups are cared for by both parents. Would-be thieves have found that the adults are vigilant, and that the githzerai are greatly disturbed if a litter is taken despite their otherwise indifferent attitude toward the pups.
 

Hmmm… don't see a single remark about psionic abilities (except possibly that "limited polymorph" thing), unless we give them those pertaining to sensing and detecting.
 

I think the "see text" refers to the overall gith dog entry, where the "psionic ability" is basically the power point storage.

Upthread, we determined the szarkel's ability scores would be Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 8.

It looks like we can just plug in the different ability scores and other stat differences (less HD, greater speed).

Beyond that, the only things that seem to differentiate them are the "hold breath"-like ability, and 10% spell resistance/power resistance.
 



Status
Not open for further replies.

Into the Woods

Remove ads

Top