Converting Monsters from Polyhedron Magazine

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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?
 

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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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