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Converting Monsters from Polyhedron Magazine

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freyar

Extradimensional Explorer
I like all of that, but with 2 scimitars and a longbow, do they take a multi-weapon penalty? Maybe we should give them Multiweapon fighting, since they sort of have more than 2 hands.
 

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Shade

Monster Junkie
Updated.

I had to swap Str for Dex to meet prereqs for Multiweapon Fighting.

I updated Multidextrous to make it more useful.

Look OK?
 


Shade

Monster Junkie
Lizard Man, Venusian
CLIMATE/TERRAIN: Swamps, water
FREQUENCY: Common (on Venus)
ORGANIZATION: Family/clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi-to Very (2-12)
TREASURE: Nil
ALIGNMENT: Any
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVEMENT: 9, Sw 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (5-6')
MORALE: Elite (13-14)
XP VALUE: 15

Venusian lizard men are an offshoot of the more common lizard man race of Wildspace.
The Venusian lizard man is relatively short, standing between five and six feet in height. His feet are three-toed and webbed, but his hands are quite intricate, having three fingers and an opposable thumb. The Venusian lizard man's long tail and webbed feet assist him in swimming. When running, the Venusian lizard man prefers to use all four limbs, sliding along on his belly across the damp ground. The skin on his back is dark green or gray-brown, and his belly is usually a lighter shade. Venusian lizard men speak a primitive version of their original language known as Low Lizard Man. Communication between speakers of the lizard man language and those speaking Low Lizard Man is possible, but the possibility of miscommunication is everpresent.

Combat: Venusian lizard men fashion their native weapons from the oma jolima, a reed-like plant of their native world. Javelins, harpoons, spears, arrows, clubs, axes, and maces can be made from the plant. Some Venusian lizard men have acquired firearms from the colonizing Earthmen, though ammunition is in short supply.

The oma jolima plant can also be formed into helmets and other armor. A Venusian lizard man so armored has an effective AC of 3.

Venusian lizard men are particularly adept at water combat. By absorbing oxygen through the belly skin one can stay submerged for as long as an hour.

Habitat/Society: Venusian lizard men live in simple family and clan groups, working as hunters and gatherers in their vast swamps. Some of them have begun to improve their lives, using primitive agriculture to feed themselves, settling into villages with more specialized occupations, but this is still the exception and not the rule.

Earthman colonists, especially those from Germany, have taken steps to tame Venus and its lizard man natives. Some Venusian lizard men have adopted the ways of the Colonials, abandoning their primitive lifestyles for the values and material possessions of the Earthmen.

Ecology: Venusian lizard men are eager to trade their stone and reed items for valuable metal tools and items that won't corrode in the constant rain of their swampy homes.
 

freyar

Extradimensional Explorer
Hmm, more lizardfolk. Start with a base lizardfolk? These sound a little less intelligent but better at swimming. What do you think?
 

Shade

Monster Junkie
Agreed.

Shade said:
When running, the Venusian lizard man prefers to use all four limbs, sliding along on his belly across the damp ground.
This gives us a chance at something different. I remember another creature having an ability to run faster on all fours. Must find it...

Shade said:
Venusian lizard men are particularly adept at water combat. By absorbing oxygen through the belly skin one can stay submerged for as long as an hour.
Will hold breath suffice?
 

freyar

Extradimensional Explorer
Hold breath doesn't seem to last long enough. Maybe if we go to something stronger like

Absorb Breath (Ex): A Venusian lizardfolk can hold its breath for a number of minutes equal to four times its Constitution score before it risks drowning.

Edit: Add something flavorful, like "The Venusian lizardfolk can hold its breath for so long due to its ability to absorb gases directly from water through its skin."
 


Shade

Monster Junkie
Added to Homebrews.

These guys lack claw attacks but have a more powerful bite attack. This helps differentiate them a bit from standard lizardfolk. Natural armor is also a bit lower.

Favored class ranger?

Leave Semuanya as deity, since no alternative was given?
 

freyar

Extradimensional Explorer
Wow, looks good. Ranger and Semuanya sound good. Do we just need to fill in X's and write flavor? Did you find that ability about running on all fours?

125-250 lb?

Feat: Track or Power Attack?
 

Shade

Monster Junkie
I can't find the bit about running on all fours.

How about this?

Groundslide (Ex): The base land speed of a Venusian lizardfolk increases by 10 feet when moving on all fours limbs.

I like Track as the feat.

For skills, how about Balance 1, Jump 1, Survival 2, Swim 1?

Combat: Venusian lizard men fashion their native weapons from the oma jolima, a reed-like plant of their native world. Javelins, harpoons, spears, arrows, clubs, axes, and maces can be made from the plant. Some Venusian lizard men have acquired firearms from the colonizing Earthmen, though ammunition is in short supply.

The oma jolima plant can also be formed into helmets and other armor. A Venusian lizard man so armored has an effective AC of 3.
How's this?

Reed Armor: Venusian lizard men form armor from a reedlike plant native to their homeworld. This light armor grants a +4 armor bonus, +4 Max Dex bonus, no check penalty, and a 10% chance of arcane spell failure.

Treasure was listed as "nil", but they have their reed weapons and armor and...

Ecology: Venusian lizard men are eager to trade their stone and reed items for valuable metal tools and items that won't corrode in the constant rain of their swampy homes.
So maybe no coins; no goods; standard items?
 

GrayLinnorm

Explorer
Maybe you were thinking about the caterwaul. From Tome of Horrors:

Increased Speed (Ex): The caterwaul can increase its base movement speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that, it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the caterwaul cannot use this ability for 10 rounds and cannot move any faster than its base speed (50 feet). It may run in either mode using the normal rules for running.

On all fours, the caterwaul's speed is 80 ft.
 

freyar

Extradimensional Explorer
Yes, I like the caterwaul version. Just change out the names and speeds, and we're set. Maybe let the Venusian lizardfolk move at 50ft when on all fours.

Skills, reed armor, and treasure look good.
 



Shade

Monster Junkie
Are the following worth converting?

Human, Earthman

CLIMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Solitary/Nation
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi-to Genius (3-18)
TREASURE: -
ALIGNMENT: Any
NO. APPEARING: 1 (1-20)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Concentrated Fire
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Unreliable to Fearless (2-20)
XP VALUE: 35

Earthmen are, technologically speaking, the most advanced race in the Sol crystal sphere. On the other hand, when it comes to magic, they are the least sophisticated.
Earthmen are indistinguishable from other humans in Wildspace. An Earthman's specific land of origin can be determined by his dress, speech, and ethnicity. Earthman males tend to wear rugged clothing suited to their occupations, though females, especially those from Europe or America, tend to wear far less functional clothing in favor of tradition and style.
Earthmen speak a variety of languages, including all those found on the Languages of the Sol Sphere table.
None of these languages is spoken elsewhere in Wildspace. Spelljammers wishing to make contact will most often have to use magical or psionic means of communication.

Combat: Individually, Earthmen are unremarkable warriors. Many aren't even trained in the use of melee weapons, relying instead upon firearms. Earthmen from the Colonial powers (Britain, America, Japan, Russia, etc.) are generally armed with firearms. Earthmen from non-Colonial powers may have firearms, but the majority are more likely to wield melee weapons.
In organized groups, Earthmen with firearms can coordinate their fire to achieve greater results. Under the direction of an officer (who does not fire his own weapon), any group of 10 or more Earthman soldiers gains a + 1 bonus to their attack rolls and morale checks. Also, opponents suffer a - 1 penalty to their morale checks, since they are coming under devastating volley fire. If the officer is killed or leaves the vicinity, the modifiers are lost.

Habitat/Society: Spelljammers are most likely to come into contact with Earthmen from the Colonial powers where Victorian values dictate behavior. Essays on the Victorian age can be found in the SPACE: 1889 rules book.
There are also countless other cultures of Earthmen among the nonColonial powers. Some of these practice rudimentary magic (both clerical and wizardly).

Ecology: Because of their technological muscle, Earthmen to this date have been the dominant race of their own planet and begun colonization of Mars, Mercury, and Venus. They are the driving force behind an economic and military family (albeit a bickering family) of nations and colonies that extends through the system. The introduction of magic into this comfortably humming machine may indeed be disastrous.


-----------------------------------------

Personally, I think the only interesting bit is the coordinate fire, which would probably be better as a feat.

Thoughts?
 


Shade

Monster Junkie
Sounds good. Resuming the phase jelly...

Phase Jelly
by Greg Deckler

CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: J, M, Q
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 8 (tentacles 5)
MOVEMENT: 3, Br 1
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1-10
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M(4'-7')
MORALE: Average (10)
XP VALUE: 1,400

The phase jelly is a disgusting blob of sickly-smelling slime. Jellies can be any color imaginable, but a single specimen will be one color throughout. Each jelly has 10 tentacles, each ranging from 12' to 18' long.

Combat: The phase jelly attacks similarly to a marine ooze, its tentacles erupting from the floor, ceiling, or walls of subterranean passages. The jelly has the ability to phase into and out of solid stone, making these attacks possible. Although the tentacles secrete a noxious mixture that only causes 1-2 points of physical damage, creatures coming in contact with the mixture must save verses poison at +2 or become paralyzed.
The phase jelly has a far more insidious attack form. If any animal, human, or demi-human remains relatively stationary for three rounds or more in the vicinity of a hidden phase jelly, the jelly will attempt to slowly envelope its victim and phase back into the stone along with the victim's feet. This form of attack adds +3 to the jelly's attempt to surprise an intended victim. If the victim is surprised, the attack automatically succeeds. If the surprise fails, the victim can avoid the jelly with a successful Dexterity check. A victim who is phased into the floor with the jelly looses 8 hit points per turn he is in contact with the jelly and its acidic digestive juices.
The jelly is immune to acid and attacks from blunt weapons. Edged weapons cause only one-half damage. Fire, cold, and electricity cause full damage. In addition, electricity stuns any tentacles it touches for 1-10 rounds. A phase door or passwall spell will kill the jelly instantly if it is phased with the stone. Spells such as earthquake, move earth, rock to mud, or stone to flesh will force a jelly to the surface.

Habitat/Society: Phase jelly inhabits the darkest dungeons, usually lurking within the stonework and using its tentacles to sense the vibrations of passing creatures. Metal armor, weapons, and coins can be found in the vicinity of a jelly, as its digestive juices cannot handle these materials. These expelled materials often inadvertently create a trap for adventurers who attempt to greedily gather up the items.
It is a solitary creature and will not tolerate the presence of other phase jellies in its territory.

Ecology: Although the phase jelly can eat virtually any type of organic material, it is especially fond of drow. Phase jelly has no natural predators. Wizards have experimented with the jelly and its tentacles, but have found no useful spell components.

From Polyhedron #67 (1992).



Ability scores of other jellies:

Airjelly (S): Str 6, Dex 22, Con 28, Int -, Wis 1, Cha
Ochre Jelly (L): Str 15, Dex 1, Con 22, Int —, Wis 1, Cha
Shadow Jelly (L): Str 15, Dex 1, Con 18, Int -, Wis 1, Cha 1
Assassin Jelly (M): Str 15, Dex 15, Con 20, Int 10, Wis 14, Cha 1
Flesh Jelly (G): Str 32, Dex 6, Con 23, Int --, Wis 1, Cha 1

Its Intelligence is given as 1.

So maybe...Str 15, Dex 10, Con 20, Int 1, Wis 1, Cha 1?
 

freyar

Extradimensional Explorer
Abilities sound fine. Do we have any more information about how it "phases" with stone?
 

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