D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

perhaps... i need to study more and see how we're at. this was one of my more recent conversions, so it should'nt require that much work. you'll notice it's the older/more complex conversions that are taking so damn long. ;)

in the meantime, here are the original entries for the bichir:

DRAGON 89:

BICHIR

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 5”//14”
HIT DICE: 5-7
% IN LAIR: 40%
TREASURE TYPE: J, K ,L, M, N, Q, S, X (up to three types per individual)
NO. OF ATACKS: 1 bite
SPECIAL ATTACKS: Entangling
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 60%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (9’-12’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: 5 HD, IV/205 + 5/hp
6 HD, V/350 + 6/hp
7 HD, VI/525 + 8/hp

The bichir inhabits marshes and thickets along lake shores and river banks. Despite the nickname it has acquired (“marsh lizard”), the bichir is actually a curious creature related to sharks and fishes. It has both gills and a lunglike swim bladder, and must come to the surface and gulp air at least once every turn to survive. Giant bichirs can also “walk” on land, although they must keep their skin moist, and they will never stray far from water.
The bichir gets its nickname from its strong pectoral finds, which it uses to stand or walk upon (as a seal walks on its flippers, dragging its body behind). Often it will stand immobile with its head raised, in the manner of a lizard. When hunting, it moves slowly forward like a snake, freezing momentarily to sniff around and then move forward again. Because its eyes are adapted for underwater vision, it can see only 2” ahead of itself on land (but up to 8” in water, although muddy conditions lessen this range). It has a keen sense of smell that works better in the air (9” range) than underwater (2” range). It can sense underwater vibrations up to half a mile away.
Bichirs prey on worms, frogs, fish, insects (including giant species), and animals up to the size of tall (9’) humanoids. A bichir prowls whenever it encounters something new or unusual, and whenever it is hungry. It can dart backward almost instantly underwater if alarmed. When swimming rapidly (which it can do all day, if need be) it flattens its fins close to its body and drives itself through the water with side-to-side wriggling like that of an eel.
The bichir can cast an entangle spell on plants (not including intelligent sorts, such as shambling mounds) up to 6” away, 6 times per day. It can do this in six consecutive rounds if necessary, and will always employ the power to escape from powerful opponents or to aid in killing formidable ones. The bichir is naturally resistant to spells, but fears magic and will avoid or seek to ambush creatures employing magic in its vicinity. It does not value treasure, and will possess only items swallowed while devouring prey. Its favorite food is said to be the flesh of lizard men.
The bichir breeds whenever its swamps are flooded (e.g., by spring run-off), males and females traveling far to seek each other out. The female will bear 1-3 newtlike, feathery-gilled young 3-6 months after mating. These young typically have AC 8, MV 3”//14”, 2-3 HD, and bite for 2-4 damage. They can entangle only three times per day, but possess the same magic resistance as an adult bichir.
Bichirs looks like long, thick-bodied, powerful fish with white-fanged jaws, black pupil-less eyes, and a camouflage brown/cream coloration (in alternate bands on fins and tail, darkening to black with white mottlings on the head). They have flat heads, smooth scales, a broad tail, a fringe of joined finlets running along their backs, and fan-shaped, powerful pectoral fins. Bichirs cannot speak, but sometimes emit a breathy, open-mouthed panting noise, presumably to signal or attract prey.


MC3:

Bichir (Lungfish, Giant)

CLIMATE/TERRAIN: Any swamp
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: J, K, L, M, N, Q, S, and X (up to three types per individual)
ALIGNMENT: Nil

NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 6, Sw 15
HIT DICE: 5 to 7
THAC0: 15 (if 5-6 HD)
13 (if 7 HD)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Entangle
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
SIZE: L (9’ to 12’ long)
MORALE: Average (8-10)
XP VALUE: 1,400 (5 HD)
3,000 (7 HD)

The bichir is a giant relative of the more common lungfish that is found throughout the temperate and tropical swamps of the world. Although often mistaken for a lizard, the bichir is actually related to sharks and similar fishes.
Bichirs have long, thick bodies that are a tan, brown, and cream color to provide them with camouflage in their native environment. They have strong jaws set with sharp white teeth and black, pupil-less eyes. Their heads are broad and flat. Although covered with small scales, the hide of bichirs feels smooth to the touch. A ridge of fins runs down their backs to end in a broad, fan-shaped tail.

Combat: When hunting on land, a bichir moves forward slowly, much as a snake does, until it reaches a point where it can strike at its prey. As it moves, it pauses frequently to sniff around before continuing onward.
When it strikes, the bichir lunges forward to snap with its powerful jaws and sharp teeth. Despite the size of its maw, the bichir never swallows its prey whole.
If confronted by a creature that it cannot overcome or if it is having difficulty slaying its victim, the bichir can cast an entangle spell. This spell can be used as many as six times per day and has a range of 60 yards; it is otherwise identical to the priest’s spell of the same name. The bichir can make use of the entangle spell to flee from danger or to aid in defeating a creature more powerful than itself.
Although the bichir has a natural resistance to magical spells and their effects, it greatly fears such attacks. When confronted by creatures that clearly have magical abilities, the bichir will either flee or, if that is impossible, attempt to ambush them.

Habitat/Society: Bichir are able to dwell with equal ease in water or on land. They have lungs for breathing and swim bladders much like those of fish. When they move about in water, they swim with broad strokes of their wide tail fins. On land, they use their front fins to move about much as seals do (dragging their bodies behind them.) When on land, they must keep their skins moist and so never stray far from water.
Bichir live in small schools, although only those on a hunt are normally encountered. When hunting underwater, the bichir uses its keen eyesight to track its prey. The favorite food of a bichir is the flesh of lizard men, which they find to be a great delicacy. Bichir also enjoy a wide variety of frogs, fish, and insects. They have been known to hunt large animals as well and can devour creatures as large as a nine-foot-tall humanoid.
Because of the unusual structure of their eyes, they can see clearly as far as 80 yards while submerged. Of course, unusually murky of muddy water can greatly reduce the effective range of their sight. On land, their eyes are far less effective, seeing for only 20 yards.
Conversely, their sense of smell is more acute on land than in the water. When hunting out of the water, the bichir can smell prey as far as 90 yards away. In the water, however, they can only smell creatures within 20 yards.
When in the water, a bichir can also sense even the most minute of vibrations. In fact, bichir have been known to move toward a faint vibration whose source was as far as half a mile away.

Ecology: The bichir breeds whenever its swamps are flooded (by spring run-off, for example). Males and females have been known to cross great distances to find each other for mating.
The young, from 1-3 in number, are born three to six months after the mating. These newt-like creatures typically have an Armor Class of 8, a movement rate of 3 on land (or 12 in the water), and 2 or 3 Hit Dice. As a rule, their bite inflicts only 1d4+1 points of damage. They can employ their ability to entangle only three times per day, but they have their parents’ full magic resistance.
Although the bichir cannot talk and have no language of their own, they have been known to emit an open-mouthed panting noise that is quite unusual and can be heard for great distances. It is believed that they use this sound to signal each other or attract mates.
 

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I've noticed that another trend in WOTC's 3.5 monster format is to almost always list the creature's height, weight, and the languages it speaks. Perhaps we should start doing this with our conversions as well?

For example: "Sword archons speak Celestial and Infernal. They stand 10 feet tall and weigh 550 pounds."
 

sure, why not. if you have ideas, suggest them. compare to other monsters for ideas.

also, something i forgot... i don't always remember to take into account creature size bonus/penalty for Hide checks. :) are there any other such automatic adjustments that i may have forgotten? time to go correct this little problem...
 

Because I'm anxious to get on to round 2... :p

The creature looks like a fish, nearly 10 feet long, with a ridge of fins running down its back, ending in a broad fan-shaped tail. Alternating bands of brown and cream colors line its smooth scales, darkening to black and white mottling on its broad, flat head. Its face is vaguely humanlike, exept for its black, pupil-less eyes and tooth-lined maw.
 

ok, go check out the CC homepage. :D

so that means officially, we are in round #2! go to the first page of this thread, and pick out two monsters of your choice that you would like to work on here and now. (mind the monsters in BoED and Underdark - i haven't removed them yet)

i'll give it a head start and pick:

Skuz
Uldra

two of my oldest conversions. :)
 



Caiveh-kitty man rather easy.
Werebadger! Go Wisconsin!

god there are soooo many i want to see done!

I second the hive mother.
 

BOZ said:
if we do the werebadger, it will be fairly easy, just plug in the appropriate values into the already existing lycanthrope template. :)
The were-badger is in Denizens of the Dark (the Ravenloft monster book), I'm 99% sure.

Inquisitor
Nic'Epona
 

BOZ said:
can someone verify that? if so, we'll have to pick out a new 10th monster. other than that, looks like we have our 10. :)
The werebadge is indeed in Denizens of Darkness.

Since there's one monster left to be picked for this batch, I'd like to see the dusanu/rot fiend.

By the way, the grim and the zombie lord are in Denezins of Darkness as well, if that matters.
 

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