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Converting original D&D and Mystara monsters
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<blockquote data-quote="Shade" data-source="post: 5474341" data-attributes="member: 287"><p><strong>Lizard Kin (Savage Coast), Shazak </strong></p><p>Climate/Terrain: Temperate to subtropical swamps and forests </p><p>Frequency: Rare </p><p>Organization: Tribe </p><p>Activity Cycle: Any </p><p>Diet: Omnivore </p><p>Intelligence: Average (8-10) </p><p>Treasure: K (A) </p><p>Alignment: Neutral </p><p>No. Appearing: 3d6 </p><p>Armor Class: 5 </p><p>Movement: 9 </p><p>Hit Dice: 3 </p><p>THAC0: 17 </p><p>No. of Attacks: 3 </p><p>Damage/Attack: 1d2/1d2/1d6 (or by weapon) </p><p>Special Attacks: Nil </p><p>Special Defenses: Nil </p><p>Magic Resistance: Nil </p><p>Size: M (6’ tall) </p><p>Morale: Elite (13-14) </p><p>XP Value: 65</p><p>6 HD Leader: 270 </p><p></p><p>The lizard kin of the Orc’s Head Peninsula were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The lizard kin were created to serve as soldiers and slaves, but none of the three races were suitable. The shazaks and caymas were set free, while the savage gurrash escaped from Herathian control. Now the great marsh known as the Bayou and the surrounding regions are home to three distinct races of lizard kin: the shazaks (much like the lizard men), the more barbaric gurrash (also called “gator men”), and the diminutive caymas.</p><p></p><p>All lizard kin speak a variant of the shazak tongue, which has a written form that shazaks and a few gurrash mages understand. Fluency with one dialect gives a basic understanding of the other two. A few lizard kin also speak common, although this ability is very rare.</p><p></p><p>The shazaks are peaceful primitives. They stand about 6 feet tall and have dark green or brown scaly skin and slitted gold eyes. Shazaks sometimes serve as mercenaries for Herathian nobles. They have developed a written language, art, and trade since establishing their own society. They are ruled by a monarch known as the Shaz.</p><p></p><p>Combat: Though not as ferocious as the gurrash, shazaks are strong, hardy, and far more dependable. They can choose from many different weapons, ranging from spears to swords. They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.</p><p></p><p>Habitat/Society: Shazaks are survivors. When they were turned out by the Herathians, they adapted to the bayou. Chased from that habitat by the gurrash, they adapted to their woodland home. They pursue peaceful callings like pottery and fishing, but they also serve Herathians in times of war. They must defend their homes often from both gurrash raids and rakastan invasions from Bellayne.</p><p></p><p>Ecology: Shazaks are to some extent the caretakers of their woodland homes. They cull old trees and trade the rare woods to Herath and keep the plant and animal populations within bounds. Shazaks have no widespread effect on the rest of the Savage Coast and the Orc’s Head Peninsula.</p><p></p><p>Originally appeared in Savage Coast Monstrous Compendium Appendix (1996).</p></blockquote><p></p>
[QUOTE="Shade, post: 5474341, member: 287"] [B]Lizard Kin (Savage Coast), Shazak [/B] Climate/Terrain: Temperate to subtropical swamps and forests Frequency: Rare Organization: Tribe Activity Cycle: Any Diet: Omnivore Intelligence: Average (8-10) Treasure: K (A) Alignment: Neutral No. Appearing: 3d6 Armor Class: 5 Movement: 9 Hit Dice: 3 THAC0: 17 No. of Attacks: 3 Damage/Attack: 1d2/1d2/1d6 (or by weapon) Special Attacks: Nil Special Defenses: Nil Magic Resistance: Nil Size: M (6’ tall) Morale: Elite (13-14) XP Value: 65 6 HD Leader: 270 The lizard kin of the Orc’s Head Peninsula were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The lizard kin were created to serve as soldiers and slaves, but none of the three races were suitable. The shazaks and caymas were set free, while the savage gurrash escaped from Herathian control. Now the great marsh known as the Bayou and the surrounding regions are home to three distinct races of lizard kin: the shazaks (much like the lizard men), the more barbaric gurrash (also called “gator men”), and the diminutive caymas. All lizard kin speak a variant of the shazak tongue, which has a written form that shazaks and a few gurrash mages understand. Fluency with one dialect gives a basic understanding of the other two. A few lizard kin also speak common, although this ability is very rare. The shazaks are peaceful primitives. They stand about 6 feet tall and have dark green or brown scaly skin and slitted gold eyes. Shazaks sometimes serve as mercenaries for Herathian nobles. They have developed a written language, art, and trade since establishing their own society. They are ruled by a monarch known as the Shaz. Combat: Though not as ferocious as the gurrash, shazaks are strong, hardy, and far more dependable. They can choose from many different weapons, ranging from spears to swords. They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them. Habitat/Society: Shazaks are survivors. When they were turned out by the Herathians, they adapted to the bayou. Chased from that habitat by the gurrash, they adapted to their woodland home. They pursue peaceful callings like pottery and fishing, but they also serve Herathians in times of war. They must defend their homes often from both gurrash raids and rakastan invasions from Bellayne. Ecology: Shazaks are to some extent the caretakers of their woodland homes. They cull old trees and trade the rare woods to Herath and keep the plant and animal populations within bounds. Shazaks have no widespread effect on the rest of the Savage Coast and the Orc’s Head Peninsula. Originally appeared in Savage Coast Monstrous Compendium Appendix (1996). [/QUOTE]
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