Converting original D&D and Mystara monsters

None at all other than personal inclination. ;)

I just 'feel' that they should be more agile than standard lizardfolk. :)

Regards
Mortis

Oh, different strokes and all that. They feel like they should be as agile as ordinary Lizardfolk to me.

Shade seems to feel the same way, so I'm afraid you're probably stuck with NA +5, Dex +0. :o
 

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Oh, different strokes and all that. They feel like they should be as agile as ordinary Lizardfolk to me.

Shade seems to feel the same way, so I'm afraid you're probably stuck with NA +5, Dex +0. :o

Yeah, everything in the original text screams "strong brute" rather than agile to me.
 



Sis'Thik Working Draft

Lizardfolk, Sis'thik
Medium Humanoid (Reptilian)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2) or scimitar +5 melee (1d6+3/18-20) or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (1d3+1); or scimitar +5 melee (1d6+2/18-20) and claw +2 melee (1d4+1) and bite +2 melee (1d3+1); or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Desert adaptations, fire resistance 5, low-light vision, sandwalking
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 10
Skills: Hide +1*, Move Silently +2, Ride +1, Spot +2, Survival +0*
Feats: Multiattack, Weapon Focus (scimitar)
Environment: Warm deserts
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 100% noncombatants, 2d4 bodyguards of 3rd–6th level, 1d4 shamans (adepts, clerics, or sorcerers of 1st to 6th level) and 1 queen of 8th–10th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3

A humanoid like a tailless lizard covered in leathery, light tan hide.

Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in tribes ruled by a queen. Females control the tribe and do all the fighting, the noncombatant males are only allowed to contribute with mating and drudgery. These lizardfolk reproduce relatively slowly, most desert scourge females lay 2 to 8 eggs every other year.

Sis'thik tribes are nomadic and claim vast territories. The sis'thik maintain mudbrick shelters throughout their territory, usually near oases, and do not appreciate intruders using these structures. All who live in or cross their "property" do so only by the sis'thiks' goodwill. Parties seeking permission to enter desert scourge territory must abase themselves before the sis'thik queen and shower the tribe with gifts - sis'thiks favor metal goods, gems and fine wine.

Sis'thik breed various animals as mounts, particularly the xytar, and often ride them into battle. They also get meat from herds of livestock watched by the tribes' males. Sis'thik hunt many desert creatures for food, including lions, camels, jackals, and wyverns, but most savor the flesh of copper dragons. These lizardfolk also enjoy eating figs, dates, and cacti.

Desert scourge tribes occasionally form short-term alliances with blue dragons to attack humanoid settlements just outside the tribes' territory.

A sis'thik lizardfolk is usually 6 feet tall and can weigh from 200 to 250 pounds.

Sis'thik speak Draconic.

COMBAT

Desert scourges are cunning and ferocious warriors who have no scruples about using dirty tactics if it will bring them victory. They favor ambushes or surprise attacks that overwhelm their opponents like a raging sandstorm. If surprise is not possible they use archery to whittle down their enemy, concentrating fire upon the most effective target (most likely the water-carrying camels or the opponent's spellcasters).

Most sis'thiks favor scimitars and composite shortbows in battle, they may also wield falchions or spears. Sis'thiks sometimes employ heavy shields (giving them AC 17) or tower shields (AC 19), especially against opponents who have strong ranged attacks. They often drop their shields once they've entered melee, so they can use their off-hand claw attack.

Tribes that maintain xytar cavalry have two sis'thik warriors attached to each battle-trained xytar. Usually, one rider controls the xytar and wields a longspear, the other rider fires a bow or uses another longspear.

Desert Adaptations (Ex): A sis'thik can cover its eyes with nictating membranes and has natural dust-filters in its throat and nostrils, giving it immunity to blinding or chocking caused by windblown particles. Thus, a sis'thik caught in a sandstorm suffers no reduction in vision and will not choke, and it is immune to dazzling attacks and dust of sneezing and choking.

Sis'thik suffer no harm from being in temperatures up to 140 degrees Fahrenheit, and their fire resistance gives them formidable resistance to environments of a more extreme temperature.

A sis'thik requires one-fourth the water intake of a normal humanoid of its size. If it has no water, it suffers from thirst at one-quarter the rate of a normal humanoid (e.g. 4 days without water is equivalent to 1 day without water for a normal humanoid).

Sis'thiks have a +4 bonus on Fortitude checks against dehydration and heat-based effects.

Sandwalking (Ex): A sis'thik can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.

Skills: Sis'thik have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide checks and Survival checks.

Sis'thik As Characters
Sis’thik lizardfolk characters possess the following racial traits.

● +4 Strength, +6 Constitution, -2 Intelligence.
● Medium size.
● A sis'thik lizardfolk's base land speed is 30 feet.
● Racial Hit Dice: A sis'thik begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
● Racial Skills: A sis'thik's humanoid levels give it skill points equal to 6 × (2 + Int modifier, minimum 1). Its class skills are Hide, Move Silently, Ride, Spot and Survival. Sis'thik lizardfolk have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide and Survival checks.
● Racial Feats: A sis'thik lizardfolk's humanoid levels give it two feats.
● Weapon and Armor Proficiency: A sis'thik is automatically proficient with simple weapons and shields.
● +5 natural armor bonus.
● Natural Weapons: 2 claws (1d4) and bite (1d3).
● Special Qualities (see above): Desert adaptations, fire resistance 5, low-light vision, sandwalking.
● Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Ignan, Orc.
● Favored Class: Fighter.
● Level adjustment +3.
 
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Hold on! I just realized we forgot to adjust the Gurrash's attacks for its higher Strength.

It ought to be something like:

Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3) or trident +6 melee (1d8+4) or trident +3 ranged (1d8+3)
Full Attack: 2 claws +5 melee (1d4+3) and bite +3 melee (1d6+1) and tail slap +3 melee (2d4+3); or trident +6 melee (1d8+3) and claw +3 melee (1d4+1) and bite +3 melee (1d6+1) and tail slap +3 melee (2d4+3); or trident +3 ranged (1d8+2)

The skills appear to be correct - we sorted them out after we increased the Strength.

Skills: Balance +4, Intimidate +4, Jump +7, Survival +6, Swim +11
 
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Lizardfolk, Sis'thik

Anyhow, a word on the Sis'thik. I decided to give them a lower Str and higher Con in the end, to distinguish them more from Gurrash - they are smaller than gurrash and are supposedly tough desert creatures, so I thought that made sense.

I also gave them falchions instead of scimitars, just for the damage output, but we can swap that around if necessary.

Oh, and the original Sis'thik have 1d6 damage claws and 1d3 damage bites. While I'm fine lowering the bite damage I wasn't sure about the claw damage, so I used 1d4 like most lizardfolk. I'd be willing to consider changing it - what do you think?
 

The slightly lower Str and higher Con work. Falchions are good, too.

I'd be willing to bump up the claw damage, but I don't mind much either way. Just something to differentiate them a bit more.
 

The slightly lower Str and higher Con work. Falchions are good, too.

I'd be willing to bump up the claw damage, but I don't mind much either way. Just something to differentiate them a bit more.

I'd rather not increase the claw damage, since it would make them much more effective than the falchion. They already do a bit more damage (2d4+4 vs 2d4+3, although the falchion has a better threat range). Actually, that was another reason for dropping the Strength bonus from +3, since originally the claws added up to 2d4+6 vs the falchion's 2d4+4.
 

Anyhow, a word on the Sis'thik. I decided to give them a lower Str and higher Con in the end
Well the lower Str is in the ballpark of my original suggestion and I guess I can cope with the higher Con. ;-)

I also gave them falchions instead of scimitars
I'm fine either way here, although the originals did use scimitars.

Oh, and the original Sis'thik have 1d6 damage claws and 1d3 damage bites.
I'd prefer d4 too.

Regards
Mortis
 

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