Converting Monsters from Polyhedron Magazine


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Whirling Dervish
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 18" (9" through sand)
HIT DICE: 5 + 5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Surprise on 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: S (4' tall)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IV/225 + 6/hp

The whirling dervish is a foul creature, which preys on small desert creatures - preferably defenseless ones. It moves through sand with a whirling motion, tunneling through the desert until it detects movement on the surface. Then it whirls out of the ground, causing a whirlwind of sand to spray 30' in all directions, surprising anyone nearby on a 1-5. This blast of sand does no damage, but forces everyone caught in the area of effect to save vs. paralyzation or be incapacitated for one round due to stinging eyes.

Whirling dervishes are 4'-tall bipeds covered with fur. They have long teeth projecting out of their lower jaws, and their large eyes are always wide open above ground, but closed while tunneling through the sand.

Originally appeared in Polyhedron #29 (1986).
 

Monstrous humanoid?

We might borrow this...

Sandswim (Su): Asheratis gain a burrow speed equal to their base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if an asherati tries to drag a Medium or larger creature along. An asherati can breathe normally while sandswimming.

Str 14, Dex 17, Con 13, Int 6, Wis 13, Cha 8, +1 natural armor?
It looks like they are fairly strong, due to their high damage despite their size. They seem like they should be fairly agile. Con is giving them at least 1 bonus hp/HD. I figure a decent Wis for ascertaining prey.
 

That sand-whirlwind attack sounds very familiar. I've seen something like it recently, but can't recall where.

Shade's proposed abilities and Sandswim look good, but I was thinking Magical Beast rather than Monstrous Humanoid.

They'll need tremorsense if they hunt while burrowing.
 

Magical beast works just as well.

Added to Homebrews.

I'm not sure of the "blinding sand" precedent, but I'm sure one exists.

This isn't perfect, but might be adaptable...

Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
 

Magical beast works just as well.

Added to Homebrews.

I'm not sure of the "blinding sand" precedent, but I'm sure one exists.

This isn't perfect, but might be adaptable...

Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Doesn't look very close. I was thinking something like:

Sand Whirlwind (Ex): When a whirling dervish burrows from the ground to the surface it can create a whirlwind of sand as a standard action. All creatures within a 30 ft. spread must succeed at a DC 13? Reflex save or get sand in their eyes, which blinds them for 1 round and then dazzles them for 1d3 rounds. Whirling dervishes are immune. The save DC is Constitution-based.
 

Yeah, that's closer in spirit. Dex-based seems to make sense, since it is creating it with motion (and it helps the save DC). ;)
 

Yeah, that's closer in spirit. Dex-based seems to make sense, since it is creating it with motion (and it helps the save DC). ;)

Yes, we never pick an ability just because it gives the nastier DC, after all. :angel:

Revising...

Sand Whirlwind (Ex): When a whirling dervish burrows from the ground to the surface it can create a whirlwind of sand as a standard action. All creatures within a 30 ft. spread must succeed at a DC 15 Reflex save or get sand in their eyes, which blinds them for 1 round and then dazzles them for 1d3 rounds. Whirling dervishes are immune. The save DC is Dexterity-based.
 

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