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Converting monsters from the second edition Monstrous Compendiums

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Shade

Monster Junkie
Centaur-Kin, Gnoat
CLIMATE/TERRAIN: Temperate or tropical hill or mountians
FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Day
DIET: Omnivorous
[NTELLIGENCE: Average (8-10)
TREASURE: M, Q (I)
ALIGNMENT: Neutral
NO. APPEARING: 3-12 (100-300)
ARMOR CLASS: 6
MOVEMENT: 15
HIT DICE: 3+1
THACO: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d6 (by weapon)
SPECIAL ATTACKS: Rear kick (1d6)
SPECIAL DEFENSES: +4 save vs. spell and poison
MAGIC RESISTANCE: Nil
SIZE: M (5' and taller)
MORALE: Steady (12)
XP VALUE:
Normal: 270
Chief 420
Illusionist: 420

A gnoat has the upper body of a gnome and the lower body of a large mountain goat. Gnoats usually have brown skin, varying in shade from tan to a deep chestnut. The shaggy coat on the goat hindquarters als varies in color, being brown, black, or gray with a white or cream underside. Hair is the same color as the coat and is usually worn short by both males and females. Hooves are usually black or very dark brown.

Male gnoats have beards which match the color of the goat hindquarters. Beards are kept fairly short and often are trimmed to form elaborate designs. Most gnoats have blue eyes, ranging from light, cool shades to deep cobalt blue, but a few individuals have brown or green eyes.

Clothing usually consists of shirts and jackets of cotton or leather, and hats of various design. Gnoats tend to avoid very bright colors, but they do wear clothes of many differing shades. A favorite garment among gnoats is a patchwork jacket, with swatches of many different colors and materials. These jackets are very strongly constructed and act as padded armor. Jewelry, when worn, consists of carved wooden pendants and bracelets.

Gnoats speak gnomish and common. Many gnoats can communicate with burrowing mammals, but a few clans have lost this ability.

Combat: On the whole, gnoats are peaceful, although they are wary of strangers until they prove themselves worthy. Gnoats will defend themselves if attacked, and the majority of males are proficient with weapons. Females rarely fight unless directly threatened.

Gnoats usually arm themselves with spears or clubs, and at least half of any group carries short bows. If unarmed, gnoats will kick with their rear hooves. This single attack causes 1d6 points of damage.

Like gnomes, gnoats are resistant to spells and poison, receiving a +4 bonus to their saving throws.

Any group encountered may be the entourage fo the clan chief and a 3rd-level illusionist (15% chance). If so, 2-8 additional gnoats accompany the group. The chief wears an elaborately decorated matching jacket and hat, and he carries a shield bearing the clan emblem. Typical emblems are horns, mountains, trees, or tools. The clan illusionist normally wears a plain black tunic and black leather skull cap.

Habitat/Society: For most of the year, gnoat clans inhabit cave systems in the lower foothills of high mountain ranges. They spend their time hunting and farming in order to produce enough food for the winter. During the winter months, gnoats usually keep to caverns deep within the mountains, where they have stockpiles of grain, cured meat, and honey. Gnoat clans have 100 to 300 members, of which 40% are females and 10% children. Each clan is led by a chief (5+1 HD, AC 5, THAC0 15) and advised by 1 to 4 illuisionists of levels 1-3.

Ecology: Gnoats are excellent wood-carvers and sculptors of stone. During the winter months, they develop their arts and produce many wonderful pieces ranging from delicately carved wooden animals and fruits small enough to fit in the palm of one's hand, to bold stone statues larger than a full-sized goat.

Gnoats leave their warm caverns in spring and attempt to trade some of their sculptures for pottery, metalwork, and fabrics. They do not stray far from their homesteads but wait for traveling merchants to cross the passes in their mountain homes. The gnoats approach merchants cautiously at first, but gradually build firm friendships. Some traders keep the gnoats' whereabouts secret in return for a ready supply of beautiful carvings each spring.

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 

Shroomy

Adventurer
Geez, how many centaur-kin did 2e produce?

Well, I would start with a 3HD, Medium monstrous humanoid. I would give it the gnome's speak to burrowing animals ability, keep the +4 bonus to saves versus poison and spells (as well as SLAs), give it Craft (stoncutting) and Craft (woodworking) as racial skills, keep the rear kick, and finally give it a favored class of wizard (illusionist), or going with 3.5e gnomes, bard.

Also, while its not mentioned in the description, its mountain goat half should give it some sort of mobility in hilly or mountainous terrain.
 


Shade

Monster Junkie
freyar said:
I'm waiting for the halfling-St. Bernard version. :p

Nah, the halfling's combined with a pony. Maybe you can combine an orc with the dog. ;)

freyar said:
The rest looks like quite a good start!

Agreed.

Shall we apply the gnome's racial modifiers (-2 Str, +2 Cha) to the traditional centaur, and downsize it to Medium?

That would give us: Str 8, Dex 16, Con 13, Int 8, Wis 13, Cha 11

Shall we drop stonecunning and go with some of the gnome's 3e traits?

Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

+2 racial bonus on saving throws against illusions.

Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 racial bonus on Listen checks.

+2 racial bonus on Craft (alchemy) checks.
 
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freyar

Extradimensional Explorer
Hmm, aren't ponies too big for the halfling version? Must be those oversized 4e halflings! :lol:

The rest sounds like the way to go.
 

Shade

Monster Junkie
Added to Homebrews.

Favored class wizard (illusionist)?

Clothing usually consists of shirts and jackets of cotton or leather, and hats of various design. Gnoats tend to avoid very bright colors, but they do wear clothes of many differing shades. A favorite garment among gnoats is a patchwork jacket, with swatches of many different colors and materials. These jackets are very strongly constructed and act as padded armor. Jewelry, when worn, consists of carved wooden pendants and bracelets.

They spend their time hunting and farming in order to produce enough food for the winter.

Gnoats are excellent wood-carvers and sculptors of stone. During the winter months, they develop their arts and produce many wonderful pieces ranging from delicately carved wooden animals and fruits small enough to fit in the palm of one's hand, to bold stone statues larger than a full-sized goat.

Gnoats leave their warm caverns in spring and attempt to trade some of their sculptures for pottery, metalwork, and fabrics. They do not stray far from their homesteads but wait for traveling merchants to cross the passes in their mountain homes. The gnoats approach merchants cautiously at first, but gradually build firm friendships. Some traders keep the gnoats' whereabouts secret in return for a ready supply of beautiful carvings each spring.

Craft (woodworking), Diplomacy, Profession (weaver), Sense Motive, and Survival as class skills?

Change gnome racial bonus on Craft (alchemy) to Craft (woodworking)?
 


Shade

Monster Junkie
GrayLinnorm said:
If you're going to make illusionist favored class, then it doesn't make sense to give a penalty to Intelligence.

Good point. I don't really see a need for the Int penalty. It was simply ported over from the centaur's scores.
 

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