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Converting original D&D and Mystara monsters
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<blockquote data-quote="Mortis" data-source="post: 5536174" data-attributes="member: 16284"><p>Here's a bit more info on them. Including their <em>tail slap</em> and <em>drowning</em> attacks, plus a <em>berserk</em> attack.</p><p></p><p><strong>Combat:</strong> Gurrash make formidable warriors. The bite of a gurrash causes 2d4 points of damage, and its prodigious strength gives it a +2 bonus on any weapon damage it inflicts. A gurrash can either use its claws to attack or it can wield a weapon; it can even use a weapon and bite in the same round. Gurrash are very warlike, protecting their territories from all trespassers. They are also naturally savage and difficult to control, often (10% chance per melee round) going berserk when crossed or wounded. A berserk gurrash gains an additional attack, a +1 bonus to hit and damage, and can fight to -7 hp.</p><p></p><p>Gurrash also have several special unarmed combat moves. If an opponent is behind a gurrash, the gurrash can make a <em>tail slap</em> attack in addition to its other attacks, inflicting 1d8 points of damage. To use its special <em>drowning</em> attack, the gurrash must successfully attack with both front claws. If this happens, the gurrash drags its opponent underwater. The victim will then drown in 1d3+1 rounds. The DM should treat this as a wrestling unarmed combat manoeuvre.</p><p></p><p>In most cases, the village chief will be noticeably larger than the other gurrash in the tribe. Gurrash leaders must show extreme ferocity during their raids or face displacement through ritual challenge. The village chief causes 3d4 points of damage with its bite and possesses a 19 Strength, gaining a +3 bonus to attack rolls and a +7 bonus to damage rolls with a weapon.</p><p></p><p>So on to the stats then.</p><p></p><p>Str 16-17 (cuz of the +2 to weapon damage)</p><p>Dex 10 (don't see anything to indicate other wise)</p><p>Con 13-15 (I see them as slightly hardier than standard lizardfolk)</p><p>Int 5-7 (spelled ou in the above stat block)</p><p>Wis 10 (same as standard lizardfolk?)</p><p>Cha 10 (same as standard lizardfolk?)</p><p></p><p>Large size but same Hit Dice as Shazak?</p><p></p><p>Faster than the shazak - 40 ft? and get a swim speed of 30 ft? (although the original was higher I can't see them swimming faster than a crocodile)</p><p></p><p>Looking at the crocodile entry of the SRD, a tail slap is a standard attack. And I guess if we give them Improved Grab that will do for the drowning attack.</p><p></p><p>Berserk - rage, ferocity, or a combo of both. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>All I've got time for for now.</p><p></p><p>Regards</p><p>Mortis</p></blockquote><p></p>
[QUOTE="Mortis, post: 5536174, member: 16284"] Here's a bit more info on them. Including their [i]tail slap[/i] and [i]drowning[/i] attacks, plus a [i]berserk[/i] attack. [b]Combat:[/b] Gurrash make formidable warriors. The bite of a gurrash causes 2d4 points of damage, and its prodigious strength gives it a +2 bonus on any weapon damage it inflicts. A gurrash can either use its claws to attack or it can wield a weapon; it can even use a weapon and bite in the same round. Gurrash are very warlike, protecting their territories from all trespassers. They are also naturally savage and difficult to control, often (10% chance per melee round) going berserk when crossed or wounded. A berserk gurrash gains an additional attack, a +1 bonus to hit and damage, and can fight to -7 hp. Gurrash also have several special unarmed combat moves. If an opponent is behind a gurrash, the gurrash can make a [i]tail slap[/i] attack in addition to its other attacks, inflicting 1d8 points of damage. To use its special [i]drowning[/i] attack, the gurrash must successfully attack with both front claws. If this happens, the gurrash drags its opponent underwater. The victim will then drown in 1d3+1 rounds. The DM should treat this as a wrestling unarmed combat manoeuvre. In most cases, the village chief will be noticeably larger than the other gurrash in the tribe. Gurrash leaders must show extreme ferocity during their raids or face displacement through ritual challenge. The village chief causes 3d4 points of damage with its bite and possesses a 19 Strength, gaining a +3 bonus to attack rolls and a +7 bonus to damage rolls with a weapon. So on to the stats then. Str 16-17 (cuz of the +2 to weapon damage) Dex 10 (don't see anything to indicate other wise) Con 13-15 (I see them as slightly hardier than standard lizardfolk) Int 5-7 (spelled ou in the above stat block) Wis 10 (same as standard lizardfolk?) Cha 10 (same as standard lizardfolk?) Large size but same Hit Dice as Shazak? Faster than the shazak - 40 ft? and get a swim speed of 30 ft? (although the original was higher I can't see them swimming faster than a crocodile) Looking at the crocodile entry of the SRD, a tail slap is a standard attack. And I guess if we give them Improved Grab that will do for the drowning attack. Berserk - rage, ferocity, or a combo of both. :-) All I've got time for for now. Regards Mortis [/QUOTE]
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