Converting original D&D and Mystara monsters

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Let's emphasize the "O" in OD&D...

YAKSHAS "WEAKER DEMONS OF INDIA"
Armor Class -- 2
Move: 9/24
Hit Points: 50
Magic Ability: (See Below)
Fighter Ability: As Stone Giant
Psionic Ability: Class 6

Similar to the Rakshasas but much weaker in power having the abilities of efreets and djinns as per D&D.

Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).

Yaksha - Wikipedia, the free encyclopedia
Yaksha Kingdom - Wikipedia, the free encyclopedia

A few bits of interest from those articles that might inspire powers:

In Hindu, Jain, and Buddhist mythology, the yakṣa has a dual personality. On the one hand, a yakṣa may be an inoffensive nature-fairy, associated with woods and mountains; but there is also a darker version of the yakṣa, which is a kind of ghost(Bhuta) that haunts the wilderness and waylays and devours travelers, similar to the rakṣasas.

This supports a variety of alignments.

The yakṣas may have originally been the tutelary gods of forests and villages, and were later viewed as the steward deities of the earth and the wealth buried beneath.

In Indian art, male yakṣas are portrayed either as fearsome warriors or as portly, stout and dwarf-like. Female yakṣas, known as yakṣiṇīs, are portrayed as beautiful young women with happy round faces and full breasts and hips.

In the state of Kerala, in South India, Yakshis are depicted as enchantresses.

Sorcerous casting like a rakshasa?

The Yakshas, milking the Earth, got the power of disappearance at will

Invisibility?

When the spirit of Yakshas enters into the system of a human being by some accident, he loses his reason immediately, and such a spirit is called the Yaksha spirit.
 

I think we'd better follow the fierce warrior dwarf version if we're going for a Yaksha that resembles the Supplement IV stats.

Native Outsider rather than Fey I suppose.

We'd better consider the OD&D stats for Stone Giants, Djinni, Efreets and Rakshasas, since they're all mentioned in the Yaksha entry:

DJINN
AC: 5
MOVE: 9/24
HD: 7+1
% in Lair: Nil
Treasure: Nil

All Djinn are aerial creatures and have not the powers typically credited them in fairy tales. They fight as Giants with a -1 as far as damage is concerned, thus doing from 1-11 points of damage when hitting. They can carry up to 6,000 Gold Pieces in weight, walking or flying (the latter for short periods only). They can create soft goods and wooden objects of permanence, but metallic items last but a short time when created by them (the harder the metal the shorter the life), so that Djinn-Gold lasts but one day. They can create illusions which will remain until dispelled by touch or magic, and they need not concentrate upon the illusion to maintain them. They can form a whirlwind 1" base diameter, 2" top diameter, and 3" in height which otherwise is like that of an Air Elemental. Djinn are also able to become invisible or assume gaseous form.

EFREET
AC: 3
MOVE: 9/24
HD: 10
% in Lair: Nil
Treasure: Nil

These creatures are similar to the Djinn, but their basis is in fire and they tend to be Chaotic. Their fabled home is the City of Brass. They are enemies of the Djinn. The Efreet are otherwise like Djinn, with damage scored equal to that done by a Giant (two dice, 2-12 points), and they can carry up to 10,000 Gold Pieces weight. In addition, they can create a Wall of Fire and they can become incendiaries. They will serve for 1001 days.

GIANTS
#APP: 1-8
AC: 4
MOVE: 12
HD: 8-12+2 [Stone Giants have 9+2]
% in Lair: 30%
Treasure: 5,000 G.P. + Type E

As stated in CHAINMAIL, Giants act as mobile light catapults with a 20" range. Due to their huge weapons all Giants will score two dice of damage when hitting an opponent. Wandering Giants will carry from 1,000 to 6,000 Gold Pieces with them in their usual copious shoulder sack. Note that there can be many types of Giants including the following:

Giant Type: Stone Giant
Hit Dice: 9
Lair is: Cave
Approx. Size: 15'
Unusual Characteristic: Throw as heavy catapult

All the above are from Monsters & Treasures. I could only find an OD&D version of the Rakshasa in Strategic Review #5, but it's by Mr Gygax so I think it's OK:

RAKSHASAS
(f. Rakshasi)
Number Appearing 1-4
Armor Class -4
Move 12”
Hit Dice 7
% in Lair 20%
Treasure Type F
2 claws 1-3 pts. each, bite for 2-5 pts.
Highly Intelligent
Only Magical Weapons can Harm
Alignment = C

Known first in India, these evil spirits encased in flesh are spreading. They are fond of a diet of human meat, and as masters of illusion they can easily gain this end. Rakshasas are able to employ ESP and then create the illusion of what those who have encountered then deem friendly, and they then withhold attack until their prey can be taken off-guard. Although capable of using weapons, they prefer to attack with their claws and teeth. Rakshasas are also capable of using both Magic-User’s spells (up to 3rd level) and Cleric’s spells (1st level). It is not affected by spells under the 8th level. Rakshasas cannot be harmed by non-magical weapons, magical weapons below +3 do but one-half damage, but hits by crossbow bolts blessed by a Cleric kill them. If more than 1 Rakshasa is encountered in its lair the group will be a male and 1 or more females.
 

Now looking at those OD&D Monsters they aren't that different in their essentials from the AD&D versions.

Of the powers listed, the Djinni's invisibility illusions and create objects are the powers I want to adopt. I can't see it having the other Genie-powers, like whirlwind or wall of fire, even though the entry says it has the powers of a Djinn and Efreet.

They do seem more physically powerful than a Rakshasa, with Stone Giant fighting ability. That suggests they have 9 Hit Dice, which fits reasonably well with their 50 hp.

Any preference for what size they are? I'm thinking Medium.

What about ability scores?

Base the physical ones on a downsized Stone Giant and mental on a Rakshasa, but drop Charisma by 2 since they aren't as magically powerful?

Yaksha: Str 19, Dex 17, Con 15, Int 13, Wis 13, Cha 15
 

Further on the Yaksha, I'm thinking 9 HD is too much for them, no matter that it fits with the "Fights like OD&D Stone Giants" bit.

They're supposedly weaker than Rakshasa, so shouldn't they have less Hit Dice? I'm thinking 6 HD, like a Jann. If we do that I'd like to increase the Con to 19, so they have around the 50 hp of the original. Besides, if they're dwarf-like creatures they ought to be tough!

We can have them advance to Large size, which'll give them the same physical stats as Stone Giants. That seems a good way of covering both ends!

Armor Class is 2 worse than a Rakshasa, so I'd give them a NA 2 less than a Rakshasa's +9. I think Damage Reduction X/magic is appropriate, but I could be persuaded otherwise. They should probably have Spell Resistance too, just not as much as Rakshasas!

Weapon or slam attacks I guess. Let's say 2 slams like a Genie. Greatclub would fit the "fights as a Stone Giant" bit, but I'm tempted to give them a martial weapon. Perhaps a Greatax?

I'm also thinking they should be able to take on the form of human(oids) and animals, since I vaguely recall tales of them shapechanging into men or beasts to delude folk.

Finally, I favour "Always chaotic" for alignment, as that covers the full range from helpful (CG), indifferent (CN) and maneating (CE) nature-spirits.

Putting it together I get something like:

Yaksha
Size/Type: Medium Outsider (Native)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Weapon +10 melee (xdx+4 or xdx+6) or slam +10 melee (1d4+4) or rock +10 ranged (1d10+6)
Full Attack: Weapon +10 melee (xdx+4 or xdx+6) or 2 slams +10 melee (1d4+4) or rock +10 ranged (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Alternate form, [damage reduction 10/magic?], darkvision 60 ft., low-light vision, rock catching, [spell resistance CR+13?]
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 19, Dex 17, Con 19, Int 13, Wis 13, Cha 15
Skills: 9 at 9 ranks
Feats: 3
Environment: Warm forests and hills ?
Organization: Solitary or family (X-X) or clan (X-X) ?
Challenge Rating: 6?
Treasure: Standard coins; double goods; standard items ?
Alignment: Always chaotic
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: +7

Alternate Form (Su): A yaksha can assume any animal or humanoid form of its own size or smaller as a standard action three times per day. The yaksha can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Rock Throwing (Ex): Yakshas are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A yaksha of at least Medium size can hurl rocks weighing 20 pounds each (Tiny objects) up to five range increments, with a range increment of 180 feet. It uses both hands when throwing a rock. A Large yaksha can hurl rocks of 40 to 50 pounds each (Small objects).

Rock Catching (Ex): A yaksha can catch Small or Medium rocks and projectiles of similar shape, a Large yaksha can also catch Large rocks.

Once per round, a yaksha that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The yaksha must be ready for and aware of the attack in order to make a rock catching attempt. Yaksha have a +4 racial bonus on Reflex saves when attempting to catch a thrown rock.

Spell-Like Abilities (Sp):invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 15), wind walk. Once per day, a yaksha can assume gaseous form (as the spell) for up to 1 hour. Caster level 18th. The save DCs are Charisma-based.
 

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