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Converting World of Greyhawk monsters

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Shade

Monster Junkie
BOZ said:
look again. ;)
Well I'll be... :eek:

Suggested Skill Ranks: Listen 5, Spot 6
Suggested Feats: Alertness, Improved Initiative, Point Blank Shot (or Great Fortitude as an alternate to any of these)

How about CR 5? It seems no more deadly than a plague ant swarm (also CR 5), but is slightly better than a centipede swarm (CR 4).

Distraction DC is 16.
 

BOZ

Creature Cataloguer
While researching the rilmani, I noticed that the quth-maren (on the facing page) have an attack that works like a grenade-like missile.
 



Krishnath

First Post
No, but it doesn't matter, their original description said they where immune to illusions, so keep illusion immunity. (Makes them immune to most shadow spells) :D
 



BOZ

Creature Cataloguer
BOZ said:
While researching the rilmani, I noticed that the quth-maren (on the facing page) have an attack that works like a grenade-like missile.
thoughts?
 

Shade

Monster Junkie
Alright, lets give it a try.

"The light ray deals 2d6 points of fire damage on a direct hit, and 2 points of fire damage to all creatures within 5 feet of where it hits."
 


BOZ

Creature Cataloguer
so, assuming those last three are finished... anyone else notice how many we have done since the last batch? oh, 10? does that mean i'm adding more conversions to the CC this week? hmm, could be. ;)
 





Shade

Monster Junkie
Sweetrock sounds like a special material.

"Weapons forged from sweetrock are particularly tempting to monsters that like to sunder, due to their chewy centers and flavor crystals." :p
 


BOZ

Creature Cataloguer
It’s a very finite list, so might as well go straight down the line, one at a time…


Ingundi
CLIMATE/TERRAIN: Temperate/Forests
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 3+2
THAC0: 17
NO. OF ATTACKS: 2 claws, 1 bite
DAMAGE/ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Nil
MAGIC RESISTACE: Nil
SIZE: M (5'-6' tall)
MORALE: Average (10)
XP VALUE: 420

The ingundi is an intelligent humanoid reptile that can cloak itself in illusion to fool its prey.
In its true form, the ingundi is similar in appearance to a small lizard man-a lightly built, bipedal reptile standing five to six feet tall, with a tail that balances its upper body. Its mouth is wider than a lizard man's, however, and is filled with sharp, rending teeth. Its forelimbs, though slimmer and weaker, bear long and hideously sharp claws. Ingundi skin color ranges from a light green on the back to a pale yellow on the creature's belly. Its small eyes are yellow with large black pupils. The ingundi wears no clothes or ornaments of any kind.
Ingundi have no language, but they communicate telepathically.

Combat: The ingundi rarely appears in its true form. It has a powerful form of ESP, a well-developed change self power, and typically appears as some other, more innocuous, creature. It can be any creature from the size of a large dog to that of a bear. It can disguise itself this way twice a day; the disguise lasts for 1d10 + 10 rounds.
When hunting humans or demihumans, it takes on the appearance of an attractive individual of the same race as its victim but of the opposite sex. The physical details of the illusion are picked right out of the mind of its prey. It always picks out a figure greatly desired, but frequently unattainable, by the victim. The ESP power can be blocked by magical spells, such as mind blank. With intelligent creatures there is always the danger of appearing as somebody who would not reasonably be there.
In this form, the ingundi approaches its victim and tries to engage him or her in flirtatious conversation. In the case of animal prey it uses courtship rituals. Unknown to the victim, the ingundi's side of the conversation is al1 telepathic. Anybody else witnessing the two hears only a one-sided conversation.
During the talk the ingundi casts a powerful, telepathic charm person or monster (as the case may be) spell. The victim gets a saving throw vs. spell with a - 2 penalty. If the ESP ability cannot read the victim's mind, the ingundi cannot charm him. If it is successful, the ingundi leads the victim away from prying eyes, where it convinces its victim to remove all armor. During the first round, it attacks with a +4 bonus to its attack roll and automatic surprise. After this initial round, the charm is dispelled, the bonus is lost, and its victim can strike back. If anything goes wrong, such as a failed charm or somebody intervening, it flees. It fights only if cornered.

Habitat/Society: An ingundi typically makes a small lair inside a dead tree or among exposed tree roots. Individuals approach each other only to mate, once a year during the depths of winter. The single egg the female lays is hidden and forgotten. Twelve weeks later it hatches. The newly hatched ingundi has full powers, but it hunts only small animals until it is full grown six months later.
The normal prey for ingundi are forest animals of a size that it can imitate through illusion, such as deer. It is not afraid of humans and hunts them if they are the nearest prey. It usually hunts only once every few days, a single kill being enough to feed it for that long.
Ingundi have no known culture or civilization.

Ecology: The ingundi is a highly efficient predator. It has no natural enemies. Its magical abilities are used defensively, the ESP warning it of stalkers. When one is detected, it merely changes into a creature that the hunter would not hunt, or even into a similar creature of the opposite sex. In this case the hunted becomes the hunter.
The ingundi produces nothing of value for humans or animals. Some ingundi take giant iguanas, charm them, and use them as mounts. They are controlled telepathically and obey their rider completely. Ingundi are believed to be responsible for many myths and legends about evil creatures that hunt wicked people. This is a common rationale when folk disappear without a trace and no natural cause can be found.


some preliminary stats for the ingundi:

Ingundi
Medium Monstrous Humanoid
Hit Dice: 3d8+X (X hp)
Initiative: +X
Speed: 30 ft (6 squares)
Armor Class: 14 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: (claw?)
Full Attack: 2 claws +X melee (1d6+X) and bite +X melee (1d12+X)
Space/Reach: 5 ft/5 ft
Special Attacks: charm
Special Qualities: change self (illusion), detect thoughts
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 6, Wis X, Cha X
Skills: X
Feats: 2

Environment: Temperate forest
Organization: Solitary
Challenge Rating: X
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class?
Level Adjustment: +X

Ingundi are 5-6 feet tall

COMBAT

Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 

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