Converting Monsters from Polyhedron Magazine


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I still feel like it doesn't really fit, but I don't see a way around it for dual material/ethereal critters.
 

Moving on to the other "rusalka"...

Lesser Rusalka
CLIMATE/TERRAIN: Temperate shores
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Constant
DIET: Nil
INTELLIGENCE: Low (5-7)
TREASURE: 0
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-8
ARMOUR CLASS: 8
MOVEMENT: 9, Sw 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1d3/1d3/1d4+1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 save vs fire
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Fanatic (17-18)
XP VALUE: 250

Greater Rusalka
CLIMATE/TERRAIN: Temperate shores
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Constant
DIET: Nil
INTELLIGENCE: Average (8-10)
TREASURE: Mx2, X
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOUR CLASS: 6
MOVEMENT: 9, Sw 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1d4/1d4/1d6+1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 save vs fire
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Fanatic (17-18)
XP VALUE: 500

Rusalki are female undead who haunt bodies of water in temperate regions. A lesser rusalka is created when a female human or demi-human is drowned by either variety of rusalka. This new rusalka is then under the control of the pack leader (a greater rusalka, or the lesser rusalka with the most hit points). A new rusalka retains the physical characteristics she had in life. For example, an elf would be have a light build and pointed ears, a dwarf would be stout and have a beard. In undeath, the rusalka's skin becomes pale, bloated and slightly scaled. Her most noticeable feature is her eyes, which burn with green fire.

For every pack there is an 80% chance that one of the rusalka will be the greater variety. If a greater rusalka is present, she will always be pack leader. In her true form, a greater rusalka appears much like her lesser companions, but with tougher skin and a more intense fire in her eyes. The true form of a greater rusalka is rarely seen due to a permanent illusion surrounding her. This illusion causes the viewer to see an image of the fairest possible female that his or her mind can concoct, clad in only a robe of mist. True seeing, a gem of seeing, or a robe of eyes will allow the viewer to see the greater rusalka's true form.

Combat: The tactics of the rusalki vary depending on whether or not there is a greater rusalka in the pack. If the pack consists entirely of lesser rusalki, they will hide on land close to the water. There they will wait until someone passes nearby, at which time they will attack. Their first action will be to use their gaze attack on one creature with which they are engaged in melee. They can use their gaze attack once per day, with the effect of ray of enfeeblement as cast by a 3rd level mage. They will then proceed to attack with their sharp nails and teeth.

If a greater rusalka is in the pack, she will lure victims into the water where the others hide in waiting. She does this through the use of an audio illusion, a singing voice so sweet it would put an elven minstrel to shame. This song charms (save vs spell to negate) humanoids into approaching its source from up to 30' away. When they come into view of the greater rusalka, they see her (or rather the illusion) standing at the edge of the water. Those males not already charmed must make another save vs spell, with a -2 penalty, or be charmed as well. If unaffected by the charms, the viewer sees past the illusion and retains free will. Those charmed must follow the greater rusalka into the water. When the victim is waist-deep, the lesser rusalki surface behind the victim and attack. As their first attack, both variety of rusalki will attempt to overbear the closest victims and hold them underwater until they drown. If this fails, they will use their gaze attacks and engage in regular melee. The gaze attack ofthe greater rusalki has the effect of the spell eyebite cast by a 5th level mage using the sicken option. The greater rusalki can use their gaze attack 3 times per day, though multiple uses on the same target have no effect.

If a female human or demihuman drowns in the hands of a rusalka, she will rise as a lesser rusalka in six turns unless a remove curse is cast on the body. If a female dies by means other than drowning, she escapes the horrible fate. The pack leader eats all those who die and do not rise as lesser rusalki, including all males. lesser rusalki can be turned as 5 HD undead. Greater rusalki can be turned as 9 HD undead.

Habitat/Society: Rusalki are organized into packs of lesser rusalki led by a greater rusalka. Should the greater rusalka die, the lesser rusalka with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader will begin transforming into a greater rusalka. None but the pack leader is allowed to eat at this strange ritual.

Ecology: No one knows where the rusalki menace came from. The most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along. Whatever their origins, rusalki are unnatural and are not a part of the natural ecology.

Originally appeared in Polyhedron Gencon Special Edition (1999).[/QUOTE]

Definitely different monsters for the two different types of rusalka (though the "greater" rusalka in the second batch might just be an underbar for the advancement of the "lesser" rusalka).

The second "pack" Rusalka seems more like an aquatic vampire than a drowning ghost.

There's also an obscure Slav faerie called a Bereginya or Berehinya that's mentioned in a 15th century manuscript. There's a scholar, one Boris Rybakov, who argues it's an earlier name for a Rusalka. The manuscript mentions "vampires and bereginyas" as creatures worshipped by the pre-Christian Slavs.

So, how about Potoplenytsia for the ghostly one and Bereginya for the ghoulish ones?

Potoplenytsia and Bereginya seem best, as Vila is already used in Dragon Magazine #290.
 

Bereginya it is. I'm starting to think the greater version has enough extra to warrant a new statblock, the same way a greater barghest does.

For the lesser:
Claws and a bite, enfeebling gaze, create spawn, turn resistance +2, and probably imp grab to help with drowning. Am I missing anything?
 

Bereginya it is. I'm starting to think the greater version has enough extra to warrant a new statblock, the same way a greater barghest does.

Yes, there are enough differences in their characteristics and powers to justify separate statblocks.

For the lesser:
Claws and a bite, enfeebling gaze, create spawn, turn resistance +2, and probably imp grab to help with drowning. Am I missing anything?

They've also got +2 on save vs fire.

Either fire resistance 5 or a bonus on saves vs fire effects?
 

Let's figure out the essentials.

Int is given. Dex is at best 14 (+2 bonus), considering the AC of 8. If we give 'em any natural armor, Dex will be lower. Str is probably similar to a wight (Str 12). Wis 13 like a wight as well? Cha 12 like a ghoul?
 

Hmmm, Str 12, Dex 12, Con -, Int 5, Wis 13, Cha 12, +1 NA? Could work, though I might like Dex 14, 0 NA better.

I'd go with fire resistance 5 for conformity's sake.
 

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