Creature Catalogue Overhaul Project Revisited


log in or register to remove this ad

Cleon

Hero
I'll just go with 3 ft in diameter and 50-100 lb for the size. Do you have any thoughts on descriptive text?

Let's see…

A colorful ball of spines about a yard across.

Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. They live in shallow coastal waters and on shoals. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that it has a round body protected by long spines. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but do sometimes venture onto land when the tide is low.

A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.

Greater urchins generally grow to be about 3 feet across and weigh from 50 to 100 pounds.

Combat
Greater urchins are primarily scavengers. While they occasionally hunt tiny marine animals for food, they only attack other creatures in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.


There was no mention in the original AD&D version about them being filter feeders and the MC version says they hunt fish, so I rewrote the first line of the combat description.
 





Cleon

Hero
Oh dang it, I forgot a subentry I wanted to add!

The original White Dwarf Fiend Factory version of the greater urchin lived in dungeons and could fly with - it had Movement: 12″ (18″ flying).

That's too tempting not to include:

Flying Greater Urchin
These rare relatives of the greater urchin fly in a similar manner to a beholder and are equally at home in air and water. They live in dark, damp and spacious areas such as "wet" cave systems, dungeons and subterranean oceans. Flying urchins are much more dangerous than their marine cousins. Not only will they actively hunt larger prey, they are intelligent enough to fly out of melee reach while shooting spines at their opponents.

A flying urchins has identical statistics to a greater urchin except for the following changes:

Speed: 30 ft., fly 50 ft. (good), swim 50 ft.
Special Qualities: Amphibious, all-around vision, blind, clairvoyance, blindsight 60 ft., flight
Challenge Rating: As greater urchin +1
Environment: Underground

Flight (Ex): A flying greater urchin’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 50 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
 

freyar

Extradimensional Explorer
Hahahaha, running into that thing would be hilarious, at least until you have to fight it. :devil: I'm happy to add that.
 



freyar

Extradimensional Explorer
Well, you can see how much time I've had to post recently :( , so I think we'd better pause this thread and work on new conversions.
 


Cleon

Hero
I was updating the CC with the 3.5 update of the Greater Urchin Working Drafts and they look under-CR'd to me. This is a hold-over from the original conversions.

We gave our Land Urchin conversion CR 2 will feels about right.

The Silver Urchin is a much more formidable foe than the Land Urchin - almost the same damage but much more accurate attacks, higher AC & saves, so I feel it ought to be CR 3.

The Yellow Urchin and Red Uchin are only CR 1 but are arguably pretty close to the Land Urchin as far as being formidable foes. The Red is arguably somewhat weaker as its poison is less potent, although its average damage is actually slightly higher (three 1d4+1 spines versus six 1d2 spines works out to 10.5 vs 9, plus the Red has +9 ranged accuracy versus the Land having +5).

I suggest amending the Challenge Ratings of the Greater Urchin 3.5 updates:

Black CR 1/2
Green CR 1
Red CR 2
Yellow CR 2
Silver CR 3
 





Cleon

Hero
By the unholy powers of the interwebs I call upon this thread to arise from its slumbering death and quicken with monstrous life anew!

Rise! Rise I say!

By our unimpeachable authority we masters of Ye Creatures command the Afanc to appear before us in its raiment of 3.0 mechanisms and submit to be transcended into 3.5.

Yeah! Freyar and Cleon mote it be so and so it shall be!!

[insert megalomaniacal laughter here if desired]
 

Cleon

Hero
Here's the 3.0 Creature Catalog conversion:

Afanc [Enworld Creature Catalog 3.0 Conversion]
Gargantuan Beast (Aquatic)
Hit Dice: 15d10+105 (187 hp)
Initiative: 0
Speed: Swim 40 ft
AC: 14 (-4 size, +8 natural)
Attacks:Bite +17 melee, or 2 flippers +17 melee
Damage: Bite 5d4+18, or flipper 3d4+12
Face/Reach: 20 ft by 40 ft/10 ft
Special Attacks: Whirlpool, swallow whole
Special Qualities:
Saves:
Fort +16, Ref +9, Will +6
Abilities: Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10
Skills: Listen +12, Spot +12, Swim +16
Feats:
Climate:
Warm aquatic
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral (evil tendencies)
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)

The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. This great fish does have a whale-like body, though it has fish head, scales, and a vertical tail. They are capable of breathing both air and water, but have no capacity to move on land.

Afanc are minimally intelligent, and have learned how to trick sailors to their doom. Some stories suggest that some afanc have learned to speak or even sing, in voluminous yet dry voices.

COMBAT
The afanc likes to attack small ships with its whirlpool attack, or charge at small boats and rafts to capsize them. It will usually avoid ships more than 60 feet in length, but it may ram then to see what happens. If it can swallow prey in the water it will, otherwise it attacks with bite or flippers. Using its "disguise" as a whale, the afanc often waits for prey to come looking for it, rather than hunting.

Whirlpool (Ex): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed.

It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons.

Swallow Whole (Ex): An afanc can try to swallow an opponent of Large or smaller size by making a successful bite attack. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points of acid damage per round from the afanc's digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the afanc's digestive tract (AC 12). The afanc's gullet can hold two Large, four Medium-size, or eight Small or smaller creatures.
 
Last edited:

Cleon

Hero
The Afanc appears twice in 2E AD&D, initially in the Al-Qadim City of Delight (1993) boxed set and later in the Monstrous Compendium Annual Volume One (1994).

Here's the MCA1 version:


Afanc [MCA1 (1994)]
CLIMATE/TERRAIN:Warm ocean waters
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5–7)
TREASURE TYPE: See below
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: Sw 15 (see below)
HIT DICE: 15
THAC0: 5
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 5d4 or 3d4 (×2)
SPECIAL ATTACKS: Whirlpool, swallows whole
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (50′ long)
MORALE: Elite (13–14)
XP VALUE:11,000

This huge fish is greatly feared for its ability to create whirlpools. The afanc’s body is gray or blue-gray, and its scales blend very smoothly. This and its great size lead many to confuse the creature with a whale when it is first sighted. The afanc’s vertical tail and its head—wide-mouthed with obvious gills—make it clear that the creature is a fish.

Afanc are somewhat intelligent, and some sailors tell of specimens that have learned to speak (and even sing) human tongues in a loud, gravelly voice. These afanc are said to use their voices to lead sailors into danger.

Combat: A afanc seldom hunts for prey, preferring to feed on those who would hunt it. It is usually encountered in shallow salt water, where it leisurely swims along at the surface of the ocean, waiting to be mistaken for a whale. When approached by a vessel between 30 and 60 feet in length, the afanc attacks by swimming rapidly around it in ever-closing circles, creating a whirlpool that pulls the craft into the depths. It begins circling its target at its normal movement rate, at a distance of 100 feet. At this time it is near the surface of the water, but the partial cover of the water gives opponents firing missiles a –2 penalty to attack rolls (in addition to any range modifiers). Those who attempt to melee with the afanc cause the creature to break off its attack on the ship and attempt to eat them.

The afanc requires 1d4 + 4 rounds to create a whirlpool. Each round it moves faster, closing to within 40 feet of the vessel, while the ship spins faster and the afanc gains depth, increasing missile attack penalties by –2 per round (to a maximum penalty of –12). The great fish eventually reaches a movement rate of 30 and creates a whirlpool that draws the ship underwater after a period equal to one round per 10 feet of length. The attack is partially magical in nature, so a dispel magic cast on the afanc, or some sort of magic resistance on the ship, decreases the rate of sinking by half (one round per 5 feet of ship length).

Seagoing vessels more than 60 feet long are generally unmolested, but they may be rammed by the creature. Boats and rafts less than 30 feet long are almost always rammed in an attempt to capsize them. A vessel is considered AC 5 (AC 3 if evading). If the afanc’s attack roll is at least 4 more than the number needed to hit, the ship capsizes. At the DM’s discretion, extraordinary materials or magical aid can add to a ship’s AC. When a ship is rammed, a successful saving throw vs. crushing blow must be rolled or the ship sinks in 1d10 rounds. Most hulls are treated as thin wood for the saving throw, meaning a 13 or greater must be rolled to avoid sinking.

The afanc attacks those who try to escape a sinking ship, inflicting 3d4 damage with each front flipper and 5d4 damage with its bite. If the creature’s attack roll on a bite is at least 4 more than the roll needed to hit, it swallows victims of size L and smaller. A swallowed creature dies in six rounds and is completely digested in two hours.

Anyone trapped inside an afanc can attempt to cut an escape route. Its interior is AC 8, but the creature’s digestive juices weaken the victim each round, imposing a cumulative –1 penalty to the damage a victim can inflict.

Habitat/Society: Though native to salt water, a afanc enters the mouth of a large river to lay its eggs. The eggs are a delicacy to many creatures, including humans.

Ecology: The afanc is a dangerous predator with few natural enemies. Humans have many uses for its scales and bones, however, using them for weapons and decorations.

Young afanc: Young afanc (up to 15 feet long) may inhabit rivers. They have 5 HD each and roam in packs of 3d6 members. Six or more can form a whirlpool equivalent to an adult’s. Their flipper damage is 1d4 and their bite damage is 3d4.

Here's the Al-Qadim version, which is basically identical except for the regional flavour:

Afanc (Gawwar Samakat) [City of Delights (1993)]
CLIMATE/TERRAIN:Ocean
FREQUENCY:Very rare
ORGANIZATION:Solitary
ACTIVITY CYCLE:Any
DIET:Carnivore
INTELLIGENCE:Low (5-7)
TREASURE:See below
ALIGNMENT:Neutral (evil)
NO. APPEARING:1
ARMOR CLASS:6
MOVEMENT:Sw 15 (see below)
HIT DICE:15
THAC0:5
NO. OF ATTACKS:1 or 2
DAMAGE/ATTACK:5d4 or 3d4/3d4
SPECIAL ATTACKS:Whirlpool, swallows whole
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE:Nil
SIZE:G (50 ft. long)
MORALE:Elite (13)
XP VALUE:11,000

This huge fish is greatly feared in Zakhara for its ability to create whirlpools. Originally given its name because people confused it with a creature of the Moonshae Isles that also created whirlpools, the afanc is called gawwar samakat in Zakhara. The afanc’s body is gray or blue-gray, and its scales blend very smoothly. This and its great size lead many to confuse the creature with a whale when it is first sighted. The afanc’s vertical tail and its head, wide-mouthed with obvious gills, make it clear that the creature is a fish.

Gawwar samak are somewhat intelligent, and some sailors tell of afanc that have learned to speak (and even sing) human tongues in a loud, gravelly voice. These afanc are said to use their voices to lead sailors into danger.

Combat: A gawwar samakat seldom hunts for prey, preferring to feed on those who would hunt it. It is usually encountered in shallow salt water, where it swims along leisurely at the surface of the ocean, waiting to be mistaken for a whale.

When approached by a vessel between 30 and 60 feet in length, the afanc attacks by swimming rapidly around it in ever-closing circles, creating a whirlpool that pulls the craft into the depths. It begins circling its target at its normal movement rate, at a distance of 100 feet. At this time, it is near the surface of the water, but the partial cover of the water gives opponents firing missiles a -2 penalty to attack rolls, in addition to any range modifiers. Those foolish enough to enter melee with the afanc cause the creature to break off its attack on the ship and attempt to eat its attackers.

The afanc requires 1d4+4 rounds to create a whirlpool. Each round, it moves faster, closing to within 40 feet of the vessel. During each succeeding round, the ship spins faster and the afanc gains depth, increasing opponents’ missile attack penalties by -2 per round, to a maximum penalty of -12. The great fish eventually reaches a movement rate of 30, its increasing speed and innate magic creating a whirlpool that draws the ship down into the water after a period equal to one round per 10 feet of ship’s length. Since the attack is partially magical in nature, a dispel magic cast on the afanc, or some sort of magic resistance on the ship, decreases the rate of sinking by half (one round per 5 feet of ship’s length).

Seagoing vessels more than 60 feet long are generally unmolested, but they may be rammed by the creature. Boats and rafts less than 30 feet long are almost always rammed in an attempt to capsize them. A vessel is considered AC 5, AC 3 if evading. If the afanc’s attack roll is 4 or more greater than that needed to hit, the ship capsizes (an attack roll of 4 or more capsizes a regular vessel, while an attack roll of 6 or more capsizes one trying to evade). At the DM’s discretion, extraordinary materials or magical aid can add to a ship’s AC.

When a ship is rammed, a successful saving throw vs. crushing blow must be rolled, or the ship sinks in 1d10 rounds. Most hulls are treated as thin wood for the saving throw, meaning a 13 or greater must be rolled to avoid sinking.

The gawwar samakat attacks those who try to escape a sinking ship, causing 3d4 damage with each front flipper and 5d4 damage with its bite. If the creature’s attack roll on a bite is 4 or more greater than the roll needed to hit, it swallows victims of size large and smaller. A swallowed creature dies in six rounds and is completely digested in two hours.

Anyone trapped inside a gawwar samakat can attempt to cut an escape route. Although the interior is AC 8, each round the creature’s digestive juices weaken the victim, causing a cumulative -1 penalty to the damage a victim can inflict.

Victims are affected very little by a dazzle, at most feeling exhausted and emotionally drained after several hours in the creature’s presence. If the dazzle is careful, it can prey on the same people for years without them ever realizing the truth.

Habitat/Society: Though native to salt water, a gawwar samakat enters the mouth of a large river to lay its eggs. The eggs are a delicacy to many creatures, including humans.

Ecology: The gawwar samakat is a dangerous predator with few natural enemies. Humans have many uses for its scales and bones, however, using them for weapons and decorations.

Young Afanc
Young afanc (up to 15 feet long) may be encountered in rivers. They have 5 HD each and roam in packs of 3d6 individuals. A pack of six or more can form a whirlpool as an adult. Their flipper damage is 1d4 and their bite damage is 3d4.


For the sake of completeness, here's the original 1E AD&D version:

AFANC [Monster Manual II (1981)]
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: //15″ (see below)
HIT DICE: 15
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 5-20 or 3/12/3-12
SPECIAL ATTACKS: Whirlpool (see below)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: L (50′ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: VIII/4000 + 20/hp


The afanc is dreaded because of its ability to swim rapidly and cause a whirlpool. An afanc is generally found in shallow salt water, where it will be swimming leisurely, and it is then usually mistaken for a whale of some sort. While able to attack by bite (5-20) or by striking with its 2 flippers (for 1d12 each), the creature usually attacks surface prey by swimming rapidly around it in closing circles, starting 100 feet out and closing at 20 feet per round to 40 feet. From its usual 15″ rate, the circling afanc propels itself at ever-faster speed, until a rate of as much as 30″ or more is attained. This swimming creates a whirlpool of size and power sufficient to draw down a ship of small to small-medium size (up to 60 feet in length). Ships will be dragged to the bottom at a rate of 10 feet per round. It will avoid larger ships. As it takes some 5-8 rounds for the circling afanc to create the whirlpool, and because the monster must be at the surface to do so, concerted attack by spells and/or heavy missile fire might drive the creature off. Creatures dragged down are subject to attack as the afanc is 10% likely to submerge and try either some other mode of attack or seek easier prey. Of course, rafts, boats, and similar small craft (30 feet or less in length) are typically rushed, knocked so as to capsize, and the passengers consumed by the greedy beast.

An afanc appears similar to a cross between a whale and a great fish. The body is whale-like, but the head is more fish-like, and the tail is vertical. Its color is gray to blue-gray. These creatures are fishes, although they breathe both air and water.
 
Last edited:

Dungeon Delver's Guide

An Advertisement

Advertisement4

Top