Converting Monsters from Dungeon Magazine

I'll fix the ACs. Thanks!

While I appreciate the effort, I'm not real fond of changing it any more than usual for its size reduction to Fine.

freyar?

I think the original monster was trying to model the improved AC due to changing size. I'd just leave it like the standard ability.

So you'd both rather just give it the standard +8 Dex for a Medium to Fine size change? I like my Cleon Special version a lot better.

Still, if you want to gang up and just go for the dull conventional approach, I won't stand in you're way. *sniff sniff* :(

Besides, you can't stop me using that SQ for my own version of this demonfly... :p
 

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Yeah, keep it Special. ;)

So are we going to give them the reverse of the standard size advancement, the same adjustments as the reduce person spell, or something in between?

In either case, I think we ought to include a mini statblock for the Fine version, to make it convenient for the DM.
 

Like reduce person, as it says in homebrews. But I guess we should specify it takes those adjustments per size category.
 



Utuchekulu
CLIMATE/TERRAIN: Tropical jungle
FREQUENCY: Rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Low to High (3-18)
TREASURE: M (individual), B (lair)
ALIGNMENT: Lawful evil
NO. APPEARING: 3-30
ARMOR CLASS: By armor type
MOVEMENT: 9
HIT DICE: 1-6 hp or by class
THAC0: By class and level
NO. OF ATTACKS: 1 or more
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Tooth, poison, traps
SPECIAL DEFENSES: Resistance to poison
MAGIC RESISTANCE: See below
SIZE: S (3’ tall)
MORALE: Champion (15-16)
XP VALUE: 35 or more

The utuchekulu are an offshoot breed of dwarves that live in the jungles of the Dark Continent. They have ebony skin, black hair, and dark eyes. Their most distinguishing feature is the single blood red fang that protrudes from one side of their mouth. The utuchekulu have been sundered from their northern kin since primeval times, even longer than the duergar, evolving separately in the jungle. Sometime in their past, the utuchekulu mixed with something foul and unnatural. Today, they are an evil, man-eathing people.

Although they are dwarfish in ancestry, the utuchekulu have little resemblance to their northern kin. Utuchekulu do not live underground, and they have thin and scanty beards, often shaved. However, they do retain their dwarfish abilities to working with metal and stone and have a dwarf’s resistance to poison and magic.

Combat: Where northern dwarves wield axes and hammers, the utuchekulu carry spears, short bows, knives, clubs, and machetes. They have a special method of preparing rhino and hippo hides itno very hard and durable leather. Armor made from this has a base AC of 7. If the utuchekulu has surprise against an opponent, he can leap up to 5’ and attack with the fang. With surprise, the fang does 2-12 damage; without surprise, the fang causes only 1-6 damage. The utuchekulu use hunting poison on their arrowheads (see sidebar). The utuchekulu excel at building blinds for ambushes. When attacking from an ambush, the utuchekulu gain a -2 bonus on the surprise roll. They are also known to set numerous pits and snares around their lairs.

Habitat/Society: Like other dwarves, the utuchekulu excel at working stone. But instead of digging underground, they prefer to occupy abandoned stone ruins (there are many on the Dark Continent) and rebuild them. Every clan has two or three smiths to make tools and weapons of steel.

The utuchekulu live in tribal bands, usually ruled by the strongest fighter. Priests are respected advisors, but they do not rule. The bulk of the men are warriors; hunters, champions, defenders. A village’s population will be 2/3 women and children, 1/3 adult men.

The utuchekulu survive mainly by huntin game and humans. Women and children forage for small game, eggs, grubs, and fish. Utuchekulu are zealous man-eaters and hunt humans as game.

Ecology: Utuchekulu are omnivores, eating much the same food as humans, except for their man-eating habits. While northerners will kill them as foes, natives of the Dark Continent have superstitious fears of their spiritual powers, and avoid them. Of course, any native tribe attacked outright will defend itself, but natives do not go looking for the utuchekulu.

Sidebar: Hunting Poison

The pygmies have developed a special poison made from certain beetle larvae, used to bring down large game. The poison is placed only on arrowheads. Anyone hit by a poisoned arrow must save vs. poison at -2. Failure means that the victim is slowed (as the spell) one round later, and paralyzed two rounds after being hit. The paralyzation lasts 1-4 turns. One hour after the victim has been poisoned, the poison completely breaks down, and dead game is safe to eat. A successful save means that the victim suffers no ill effects.

The utuchekulu also use hunting poison, but a much more potent version. Again, it is used only on arrowheads. Anyone hit must save vs. poison at -2. Failure means that the victim is slowed one round after being hit, paralyzed the second round, and dead the third round. Even a successful save causes the victim to be slowed one round after being hit and paralyzed for the next three rounds. The poison breaks down completely two hours after the inititial poisoning.

Originally appeared in Dungeon Magazine #56 (1995).
 

Sure. I'm not sure we need a revised stat block, but if you want to put in the effort, I'll include it. ;)

Thus..?

Reduce Size (Su): As a standard action, a demonic sawfly can magically reduce itself to Fine size. The demonic sawfly can remain in Fine size for as long as it wishes and it can return to normal size as a swift action. While Fine-sized, a demonic sawfly loses its natural attack, but gains +8 size bonus to Dexterity and AC, plus a -8 size penalty to Strength. This gives it the following statistics:

Demonic Sawfly, Reduced
Fine Magical Beast (Extraplanar)
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +2/-19
Attack: —
Full Attack: —
Space/Reach: ½ ft./0 ft.
Special Attacks: Change size, masquerade, summon gnat swarm
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +4, Ref +10, Will +1
Abilities: Str 3, Dex 25, Con 13, Int 4, Wis 12, Cha 10
 

Utuchekulu

Originally appeared in Dungeon Magazine #56 (1995).

Well modifying an SRD Dwarf seems the obvious approach.

They're a good deal shorter than a regular Dwarf, so I'm thinking they ought to be Small. They've got worse HD than an AD&D dwarf (1-6 vs the 1d8 Hill dwarf or the 1d8+1 Mountain dwarf), so either a Con penalty or a different default class (Rogue instead of Warrior?). I prefer a Con penalty.

Their special tricks appear to be:

Poison Use (use the standard version, we can copy most of it from the Hsing-sing).

Ambushes (racial bonus to Hide?)

Fang Pounce (a 1d6 bite attack, doubled on a surprise charge or Jump?)

Special Leather (protects like Hide armour, weighs like Leather armour? Could just make it masterwork Hide armour, I suppose)
 

I'll go for Small, but not the Con penalty. I could probably live without the dwarven Con bonus, though.

The fang attack sounds like it would best be served with a normal bite attack combined with powerful charge.

Agreed to poison use, racial bonus to Hide, and masterwork Hide armor.
 

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