Converting original D&D and Mystara monsters

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Updated Homebrews.

We're nearly done. Any thoughts on bonus languages? Efreet speak Auran, Common, Ignan, and Infernal. So maybe Auran, Celestial, and Infernal?
 

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Shade said:
Are we ready for the kna?
Not quite, we still need skills.

52 skill points, max rank is 13 = 4 maxed skills.

Fighter skills are Climb, Craft, Handle Animal, Intimidate, Jump, Ride, and Swim.

Racial skill: Knowledge (the planes)

So max out Climb, Handle Animal, Knowledge (the planes) and Ride?

I can't see them needing swim :)

Regards
Mortis
 


Mortis said:
So max out Climb, Handle Animal, Knowledge (the planes) and Ride?

Sounds good. I updated Homebrews with these ranks, and added Know (planes) to racial skills of characters section.

Mortis said:
I can't see them needing swim :)

Not even through lava flows? ;)
 

Onto the kna.

Kna
Climate/Terrain: Any ocean
Frequency: Common
Organization: Tribe
Activity Cycle: Any
Diet: Omnivore
Intelligence: Very (11-12)
Treasure: P (A)
Alignment: Neutral good (80%) or neutral evil (20%)
No. Appearing: 2d10
Armor Class: 5
Movement: Sw 15
Hit Dice: 7
THACO: 15
No of Attacks: 1 or 3
Damage/Attack: By weapon or 1d4 (claw)/1d4 (claw)/1d3 (bite)
Special Attacks: Nil
Special Defenses: Skin protects against fire, blunt weapons
Magic Resistance: Nil
Size: L (10’-12’ tall)
Morale: Elite (14)
XP Value: 975

A kna (pronounced NAH) is an aquatic humanoid well known for its strength. These creatures live exclusively in saltwater and cannot breathe air. They vary in occupation from peaceful traders to dangerous pirates.
Knas stand 10 to 12 feet tall and have very muscular builds. Prominent features include large fins on their backs and heads, clawed hands, and bulging eyes. Their orange skin looks scaly but has a rubbery texture. They speak Common and their own tongue and also can communicate in a special silent language.

Combat: Knas usually (70%) arm themselves with special bone spears made for underwater use. Some (30% of those armed) also wield light crossbows designed specifically for underwater combat. Unarmed knas attack with their claws and sharp teeth. All knas boast 120’ infravision.
Due to the knas’ rubbery skin, blunt weapons inflict only half damage on them. Their skin also gives them a +1 bonus to saving throws vs. normal fire.
Knas cannot breathe air. A kna taken out of the water suffocates in 2d4 rounds.

Habitat/Society: Knas live in tribes made up of several family groups (typically 2d4 families per tribe). Each family contains 4d4 adults and half as many noncombatant offspring. Kna children reach maturity in six months.
Like fish, knas reproduce by laying eggs. All females within a tribe share the same fertile period; autumn is the most common egg-laying season. A female kna lays an annual clutch of 3d6 eggs, 2d6 of which actually hatch. Two knas are appointed as the children’s full-time guardians for six months. During this time, the guardians teach the hatchlings everything they need to know to enter the adult world. If players encounter guardians with their charges, each guardian’s morale increases to Fearless (20) in combat situations.
Kna tribes dwell in shelters built into large barge-like platforms that float 20 to 30 feet above the sea bed. The knas construct these platforms from the light internal shells of giant squid and decorate them with bright shells and colored stones. Each tribe has its own distinctive decorative pattern.
Many knas live as peaceful traders, enjoying a prosperous relationship with other intelligent sea races as well as air breathers living along the shore. Sometimes trade between knas and humans is conducted by intermediates, such as sea elves, who feel at ease in both environments.
Unfortunately, some tribes that have seen their territories usurped by ships of surface dwellers resort to piracy. These tribes, called the uyagh in their own tongue, wreck surface ships on reefs, over come the crews, and plunder the cargo. Depending on the tribe’s temperament and the victim’s behavior, the uyagh might spare or slaughter a crew, (Expect the latter if the surface dwellers killed a kna while resisting.) Knas take no prisoners. Peaceful kna tribes, while disapproving of their pirate brethren, do not raise arms against them.
Besides their normal racial language, knas have developed a special system of hand gestures and body movements that allow them to speak silently, conveying simple concepts like “retreat,” “attack,”, “help,” and “friend.” Surface dwellers can learn this sign language using a nonweapon proficiency slot.
Knas tame sea creatures for use as watch animals and beasts of burden. Uyagh use larger sea creatures to help tow surface vessels onto reefs. A kna lair has a 60% chance of containing 2d6 domesticated sea creatures, especially hippocampi (15%), narwhals (25%), common whales (20%), dolphins (20%), and sea lions (20%).
Knas and koprus (see next page) are sworn enemies, as they compete for the same food supply and habitat. Their constant bickering keeps both races’ numbers down.

Ecology: Knas hunt many sea creatures that humans consider predators, reducing the population of sharks, manta rays, lampreys, and the like.
Unscrupilous alchemists have discovered how to use kna blood as an ingredient for potions of water breathing. These alchemists occasionally have been responsible for devastating raids ion communities of good and peaceful knas.

Source: MC Mystara Appendix.

Still need to check other sources.

Regards
Mortis
 

Large humanoids or monstrous humanoids. Higher strength than usual for creatures their size.

DR 10/slashing or piercing
Fire Resist 5
Water Breathing (Exclusively)

Full Attack: Spear +x melee (x+x); or 2 claws +x melee (x+x) and bite +x melee (x+x)
 

Here's the version from DMR2 Creature Catalog

Kna
Armor Class: 5
Hit Dice: 7 (L)
Move (swimming): 150' (50')
Attacks: 1 weapon
Damage: By weapon+5
No. Appearing: 0 (2d10)
Save As: Fighter: 7
Morale: 10
Treasure Type: (V) A
Intelligence: 11
Alignment: Neutral or Chaotic
XP Value: 450

Monster Type: Humanoid (Common).
Kna are tall (10 to 12 feet), strong, aquatic humanoids. They have orange, scaly skin, bulgy eyes, and large fins along their backs and heads. They generally arm themselves with short thrusting spears and with crossbows specially made for underwater use.
Kna capture and train mashers (see page 78) for use as beasts of burden. They remove the stingers from the huge, slow creatures and harness them to tow trains of as many as 10 large (up to 30-foot-long), semi-buoyant barge-like platforms which float 20 to 30 feet above the sea bed. These platforms are made from the light internal shells of giant squid and are gaily decorated with shells and colored stones.
Each family group within a tribe has its own masher and makes its home in shelters built on one or more of the platforms the masher pulls. The other platforms are used for freight, since the kna make their living as merchants and/or haulers, dealing both with undersea and terrestrial races. The kna are experts at packing goods so as to protect them from the effects of seawater.
Unfortunately not all kna are peaceful traders. Some tribes whose livings have been badly affected by the competition of surface ships have abandoned trading and have taken to piracy. Kna cannot breathe air, so their favorite tactic is to wreck ships, overcome the crew when they are in the water, and then collect the cargo when the vessel sinks. To sink a boat the kna harness a team of mashers to the vessel with chains. The mashers then tow the ship onto a reef or rocks where it is soon wrecked.
Terrain: Ocean.

And the character creation information from PC2 Sea People

Kna
The kna are the traders of the oceans, and they can be found anywhere there are creatures with something to trade. Since the dawn of time, the kna have traveled all over the oceans of the world. Most kna families are content to travel well-established routes, carrying goods that they know they can make a profit on. While not all kna are long-distance traders, news and information is passed freely among them making them reliable sources of information and news. Not all kna are traders, however. Some find trading not to their liking and seek action and adventure as adventurers or as soldiers and scouts in the army of Undersea. Their high Strength and large size makes them formidable opponents, and highly sought after as allies.
Certain kna families carry out a war against the ships of the Minrothad Guilds (see GAZ 9, The Minrothad Guilds). Many maintain a grudge against the Guilds for attacks carried out against kna trading parties. At least six kna families were exterminated by privateers operating out of Minrothad waters. Now these kna raiders attack Minrothad ships as often as they can. Because of their close ties to the Verdier Elves of the Minrothad Guilds, the Aquarendi are distrusted by the kna.
Out of the Water: Kna cannot breathe air, and have difficulty in staying out of the water for more than a minute. They have no legs so they tend to flop around on land. Speech out of water is impossible as a kna would keel over after only a couple of words. See "Underwater Adventuring" for rules on drowning.
Weapons: Kna prefer underwater crossbows and spears as weapons. The crossbows are made by the kna themselves to while away the hours during long sea crossings and are often sumptuously decorated. These weapons are very strong and fire with great force: treat as heavy crossbows which inflict 2d4 points of damage plus the user's damage bonus.

Kna
Code:
Experience
Title / Level	XP		HD
Fingerling	-48,000		2d8
Shrimp 		-46,000		3d8
Sprat		-42,000		4d8
Urchin		-36,000		5d8
Teenager	-24,000		6d8
(Normal Monster)		
0		0		7d8
1		48,000		8d8
2		140,000		9d8
3		330,000	
4		660,000		10d8
5		960,000	
6		1,260,000	11d8
7		1,560,000	
8		1,860,000	12d8
9		2,160,000	+ 2hp*
+ 1 Level for each extra + 300,000
* Constitution bonus no longer applies; + 2 hit points per level thereafter.
swimming 150' (50')
land 30' (10')
On land the kna require an air breathing spell or else they can only flop around and gasp for air.
Appearance: Kna are big and highly muscled. Even the fins running down the backs of their heads and bodies look like they've spent a lifetime pumping iron! Kna have small orange scales covering their bodies and fish-like tails. The fins are frequently of a different color—silver, gold, purple, electric blue, orange, and other bright colors. Their eyes are round and are brightly colored with blues, greens, and reds being common.
Average Size: 9' 10" + 2d12"
Physique:
1-2 skinny
3-4 normal
5-6 fat
Common Names: Kna names are usually descriptive: Bigeye, Bluefin, Brightleg, Goldencrest, Goggleye, Gold-fin, Greatgill, Largefin, Motormouth, Purplemouth, Silvercrest, Strongarm, Yelloweye.

Regards
Mortis
 
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