BOZ
Creature Cataloguer
Some threads are too good to die! 
well, I wasn’t expecting that. I thought that 2E had 6-second rounds. Well, I had heard that 1E had one-minute rounds, and I assumed that it was changed for 2E… but I guess that was not changed until 3E. hmm, go figure… I would have been converting some things a lot differently in that case. Eh, c’est la vie.
so, in this case I will be generous – an azmyth can be invisible for up to 6 minutes. Thus, listed as is under spell-like abilities is just fine.
*shrugs*
the damage given previously was standard for the time (1d8 +1 per caster level). so, it should deal 2d6 now, as you say. I’d still like to keep this one separate from the other spell-like abilities in its own description.
sounds good, for all I know.
true, but these are not rilmani. As low level CN beasts, I would only want to see two of those – either good and evil, or chaos and law. Or at most, good, evil, and law. It’s either those or detect thoughts.
Before, it had Hide 5, Intuit Direction 5, Listen 5, Move Silently 5, Search 3, Spot 5 – but back then, Magical Beasts had a lot more skill ranks.
Using Shade’s ranks, plus adjustments, this would give it Hide +10, Listen +7, Move Silently +6, Spot +6. would adding Search and/or Survival back in be worth it?

Knight Otu said:Didn't rounds last longer back then? Anyway, invisibility is 1 minute per level, that should be enough.
2E PHB said:A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds.
well, I wasn’t expecting that. I thought that 2E had 6-second rounds. Well, I had heard that 1E had one-minute rounds, and I assumed that it was changed for 2E… but I guess that was not changed until 3E. hmm, go figure… I would have been converting some things a lot differently in that case. Eh, c’est la vie.

so, in this case I will be generous – an azmyth can be invisible for up to 6 minutes. Thus, listed as is under spell-like abilities is just fine.
Knight Otu said:I thought there was a devil capable of knowing the alignment of anyone by looking at it, but that must have been dropped in 3.5.
*shrugs*

Knight Otu said:As for shocking grasp, maybe make its damage 2d6 or 3d6, to resemble the spell more closely? (I'd be more in favor of 2d6 if we go that route)
the damage given previously was standard for the time (1d8 +1 per caster level). so, it should deal 2d6 now, as you say. I’d still like to keep this one separate from the other spell-like abilities in its own description.
Knight Otu said:I'd say +2 (cohort) on first glance.
sounds good, for all I know.

Shade said:It seems to me when converting the rilmani we found that "know alignment" translated to "detect chaos/evil/good/law".
true, but these are not rilmani. As low level CN beasts, I would only want to see two of those – either good and evil, or chaos and law. Or at most, good, evil, and law. It’s either those or detect thoughts.
Shade said:Most bats have Hide, Listen, Move Silently, and Spot as skills, so I'd go with Hide 4, Listen 4, Move Silently 4, Spot 3.
Before, it had Hide 5, Intuit Direction 5, Listen 5, Move Silently 5, Search 3, Spot 5 – but back then, Magical Beasts had a lot more skill ranks.

Using Shade’s ranks, plus adjustments, this would give it Hide +10, Listen +7, Move Silently +6, Spot +6. would adding Search and/or Survival back in be worth it?