Converting monsters from First Edition modules

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Shade

Monster Junkie
Some official creatures have their environment listed as "Lower Planes" or "Upper Planes" (for example, solars). I take it to mean that you pick a home plane for the individual beastie, so it Joe Wizard casts banishment, you can cast one back to Carceri, another to Gehenna, etc.

I checked out your updated stats. It looks good. Here are my suggestions for skills: 7 ranks each in Climb, Hide, Listen, Spot, Move Silently, Survival.

For weight, I'd go with 45 lbs.
 

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BOZ

Creature Cataloguer
i guess it's done then? would we want to put an LA on it? is CR 4 about right?

it's kind of fat in the picture, and bulky otherwise, so i made it 95 lbs instead.
 
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Shade

Monster Junkie
I'm glad you described the picture. I got the impression that it was gaunt! The dretch is described as bloated and caps out at the "max" weight of 60 lb. for a Small critter. But we can bend the rules to 95 lb. if you want.

CR 4 might be too high, as it has no special attacks. Compare to a Rutterkin, which is CR 3, and has spell-like abilities and summon tanar'ri. I'm thinking more like CR 2.

Let's ask our resident LA expert if it needs one. ;)
 


Shade

Monster Junkie
This four-foot tall bipedal creature is bloated with black-scaled skin. Its arms end in four-fingered claws, and its lidless eyes are bulbous. A red forked serpent’s tongue darts out of its toothless maw.
 

BOZ

Creature Cataloguer
next!!

Tyrg (Spotted Hound)
FREQUENCY Rare
NO. APPEARING: 1-10
ARMOR CLASS: 5
MOVE: 18”
HIT DICE: 5-8
% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (6-9 ft. long)
PSIONIC ABILITY Nil
Atack/Defense Modes: Nil/nil
LEVEL/XP VALUE: (5 HD) IV/130 + 5/hp; (8 HD) VI/550 + 10/hp

The Tyrg is a cross between a dog (in watchfulness) and a tiger (in stalking ability). These creatures are often found in the mountains, but not too far from woods (wherein they prefer to hunt). When they engage prey in melee, they emit fierce howls which will serve to mildly stun the victims engaged (-1 penalty to initiative, -2 penalty to hit) for the following three rounds. The effects of this stunning are not cumulative, and only after the first three rounds of stunning have worn off can those affected be stunned once again. After howling, a tyrg attacks. Tyrgs can move silently 75% of the time, and are surprised only on a roll of 1 on ld6.
If encountered in their lair, there will be 1-4 young present (20-70% grown). These will fight with the adults to preserve the lair. All others in the lair will be adults, the majority male, though the sexes cannot be told apart
because of a lack of general knowledge regarding these hounds.

Description
A tyrg stands 3 ft. tall at the shoulder and varies in length, as noted above. Its overall coloring is white with grey, black, and tan splotches. Its sleek stance while hunting is reminiscent of’a cat, but its powerful jaws, containing many fangs, demonstrate its relation to the world of dogs.



MC5:

CLIMATE/TERRAIN: Any/Mountains or hilly forests
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: C
ALIGNMENT: Chaotic neutral

NO. APPEARING: 1-10
ARMOR CLASS: 5
MOVEMENT: 18
HIT DICE: 5-8
THAC0: 5-6 HD: 15
7-8 HD: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 12
SPECIAL ATTACKS: Stunning howl, paw rake
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (6'-9' long)
MORALE: Elite (13-14)
XP VALUE: 5 HD: 270
6 HD: 420
7HD:650
8 HD: 975

The tyrg is a cross between a dog (in watchfulness) and a tiger (in stalking ability).
A tyrg stands three feet tall at the shoulder and varies in length from six to nine feet. Its overall coloring is white with gray, black, and tan splotches. The tyrg’s sleek stance while hunting is reminiscent of a cat, but its powerful jaws, containing many fangs, demonstrates its relation to the world’s dogs.

Combat: When tyrgs engage prey in melee, they emit fierce howls that serve to mildly stun their victims ( +2 penalty to initiative, -2 penalty to attack rolls) for the following three rounds. There is no saving throw for these howls. Note that the effects of this stunning are not cumulative, and only after the first three rounds of stunning have worn off can those affected be stunned again. After howling, tyrgs attack. Their powerful jaws full of massive teeth cause ld12 points of damage with every vicious bite. If an opponent is overborne, or otherwise finds himself prone on the ground, the tyrg's raking forepaws can inflict ld4 points each on the already besieged victim.
Tyrgs can move silently 75 % of the time and are surprised only on a roll of 1 due to their superior senses.

Habitat/Society Little is known about tyrgs, as they have been encountered only relatively recently. What has been gathered has been from wholly unreliable observation carried out by completely inexperienced information gatherers (i.e., adventurers). Tyrgs have been reportedly sighted in roving packs, leading one to believe they lean heavily to the wild dog branch of their ancestry. However, the few lairs that have been breached successfully tend to support the idea that the female tyrgs do the majority of the hunting. This observation tends to suggest the pride-like nature of tigers and lions.
Combining the two observations is difficult, but a suitable hypothesis has been proposed. Pending verification by trustworthy sources, it is believed that tyrgs travel in roving, almost nomadic, packs across the wilderness. Every few seasons, or perhaps years, the current lair is abandoned, and the pack moves on (under the leading male's guidance). However, when the pack is stationary, having chosen a suitable lair, the tyrgs settle back and form a new pride.
Females, after giving birth to their young, forage out to seek food. The males remain behind, guarding the lair and the young, and proceeding to test the strength and power of the other males, thereby reestablishing or reorganizing the ruling hierarchy. If tyrgs are encountered in their lair (usually a cave or deep hole in the ground), there are ld4 young present (20-70% grown). These fight with the adults to presenre the lair. All others in the lair are adults.

Ecology: It is important to note that the sexes cannot yet be told apart from afar, because of a lack of general knowledge regarding these hounds. Coloration notes or behavioral anecdotes might provide a clue.
Otherwise, tyrgs are straight-forward predatory carnivores. They have no natural enemies, other than monsters even nastier and hungrier than they are, and have no natural allies. Even related species, like wild dogs and tigers, are dealt with on a case-by-case basis, meaning that sometimes they are greeted, sometimes they are attacked. Again, no obvious behavioral patterns have been observed.


here are some preliminary stats for the tyrg:

Tyrg
Medium Magical Beast
Hit Dice: 5d10+X (X hp)
Initiative: +X
Speed: 50 ft (10 squares)
Armor Class: 15 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +5/+X
Attack: Bite +X melee (1d12+X)
Full Attack: Bite +X melee (1d12+X)
Space/Reach: 5 ft/5 ft
Special Attacks: Howl, rake
Special Qualities: Darkvision 60 ft, scent
Saves: Fort +X Ref +X Will +X
Abilities: Str X Dex X Con X Int 6 Wis X Chr X
Skills: Move Silently (+ bonus) – 8 total
Feats: 2 (alertness?)

Environment: Any mountains, hills, and forest
Organization: Pack (1-10) or pride (includes young)
Challenge Rating: X
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X



COMBAT



Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 

Shade

Monster Junkie
I added some ideas to your stat block, BOZ.

Tyrg
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 50 ft (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d12+2)
Full Attack: Bite +7 melee (1d12+2) and 2 claws +2 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Howl, rake (1d6+1)
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 15 Dex 17 Con 15 Int 6 Wis 12 Chr 6
Skills: Hide +X, Listen +X, Move Silently (+ bonus), Spot +X – 8 total
Feats: Alertness, 1 more

Environment: Any mountains, hills, and forest
Organization: Pack (1-10) or pride (includes young)
Challenge Rating: X
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X

I based the ability scores on downsizing a tiger from Large to Medium, and then factoring in the relevant dog traits.
 




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