Forgotten Realms conversions from MC3

Why? I didn't need it, and I knew someone would convert it sooner or later... :D Now I need to start designing a continent based on south america...hmm... Couatl (MM)....hmmm... yes, I think I have enough now... It's funny how some creatures can easily fit into a campaign based on a continent other than europe with very few changes, take the basilisk, make it dwell solely in jungles and marshes, give it water breathing, and there is a challege that fits with an aztec style campaign. :D
 

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BICHIR

BICHIR (Giant Lungfish)
Large Magical Beast (Aquatic)
Hit Dice: 5d8+5 (27 hp)
Initiative: +1 (Dex)
Speed: 15 ft, swim 40 ft
AC: 14 (-1 size, +1 Dex, +4 natural)
Attacks: Bite +7 melee
Damage: Bite 3d4+4
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Entangle
Special Qualities: SR 17, keen scent, tremorsense
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Skills: Hide +6, Spot +6
Feats: Alertness

Climate/Terrain: Any marsh
Organization: Solitary or school (1-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

The bichir is a larger relative of the amphibious fish known as the lungfish, with minor magical powers. This creature has much in common with shark and similar fishes, though it is often mistaken for a swamp lizard or eel. The favorite food of the highly carnivorous bichirs is lizardfolk flesh, and they also enjoy a wide variety of frogs, fish, and insects.
This fish has a 9 to 12 long, thick body of a tan, brown, or cream color that provides it with camouflage in its natural environment. Their strong jaws are set with a row of sharp white teeth. Their broad, flat heads have a vaguely humanlike face, with black, pupil-less eyes. Their hide feels smooth to the touch, despite being covered in small scales. A ridge of fins runs down the back, ending in a broad fan-shaped tail.
Bichir can live on land or in water with equal ease. They have both lungs for breathing air, and swim bladders like those of other fish. On land, they use their front fins for locomotion, the same way that seals do, and in water they move about with broad strokes from their wide tailfins. They never stray far from water, as they must keep their bodies moist when on land.
Bichir young are usually born 1-3 at a time, six months after mating. These newt-like creatures have 2-3 HD, +2 natural armor, land speed of 10 feet and swim speed of 30 feet. Their bite does 1d4 damage, they have full SR, and they can use their entangle ability 3 times per day.
Bichirs cannot speak and have no language skills, but communicate by an unusual open-mouthed panting noise that can be heard for great distances. This sound may be the creature’s mating call.

COMBAT
A bichir hunting on land stalks prey much like a snake, striking quickly when it gets its chance. It lunges forward to snap with its powerful jaws and teeth. If confronted with prey it cannot overcome, or if it has a difficult time slaying its victim, the bichir will use its entangle ability. Despite its Spell Resistance, the bichir fears magic and will seek to flee from a magic wielding enemy, if it cannot immobilize such an enemy.
Entangle (Sp): The bichir can use this ability, as the spell of the same name, 6 times per day. This effect has a range of 60 feet; otherwise it functions exactly like the spell as cast by a 4th-level druid.
Keen Scent (Ex): A bichir can notice creatures in the water by scent in a 60–foot radius. On land, this sense is even keener, and the radius increases to 270 feet.
Tremorsense (Ex): A submerged bichir can automatically sense the location of anything moving in the water within half a mile.
Skills: The bichir receives a +4 racial bonus to Hide checks in any marsh. Their sensitive eyes also provide them with a +4 racial bonus to Spot checks when in water.


The bichir first appeared in DRAGON Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood). It later appeared in Monstrous Compendium 3 (1989).
 





i'll compare the bichir with your version, then add these three plus the shee and maybe another yet-to-come conversion or 2 to the CC. :)
 

Re: BICHIR

Let's see... ;)

BOZ: BICHIR (Giant Lungfish)
Large Magical Beast (Aquatic)
Hit Dice: 5d8+5 (27 hp)

Otu: Bichir (Giant Lungfish)
Large Magical Beast (Aquatic)
Hit Dice:
5d10+15 (42 hp)

Not much of a surprise here. My version is a bit tougher, with more Hit Dice.

BOZ: Initiative: +1 (Dex)
Speed: 15 ft, swim 40 ft
AC: 14 (-1 size, +1 Dex, +4 natural)

Otu: Initiative: +0
Speed: 20 ft., swim 40 ft.
AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14

Again, quite similar. The speed differences are due to different rounding.

BOZ: Attacks: Bite +7 melee
Damage: Bite 3d4+4
Face/Reach: 5 ft by 10 ft/5 ft

Otu: Attacks: Bite +8 melee
Damage: Bite 3d4+6
Face/Reach: 5 ft. by 10 ft./5 ft.

Again, not much of a surprise. My version deals somewhat more damage.

BOZ: Special Attacks: Entangle
Special Qualities: SR 17, keen scent, tremorsense
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 13, Con 13, Int 1, Wis 12, Cha 2

Otu: Special Attacks: Spell-like ability
Special Qualities: Darkvision 60 ft./250 ft.*, scent, SR 14
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 11, Con 16, Int 1, Wis 12, Cha 9

Getting interesting here. I was more generous with ability scores, while you gave more effective Special Qualities.

BOZ: Skills: Hide +6, Spot +6
Feats: Alertness

Otu: Skills: Hide -4*, Listen +5, Spot +6*
Feats: Alertness

A bit surprised about the Hide skill modifier... did you assume that it would be only found in water?

BOZ: Climate/Terrain: Any marsh
Organization: Solitary or school (1-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

Otu: Climate/Terrain: Temperate and warm marshs
Organization: Solitary or school (1-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6 - 10 HD (Large); 11 - 15 HD (Huge)

Interestingly, my version is more dangerous, but has a lower CR. Other than that and the treasure, nit much of a surprise.
Since there is not much point to compare the different special abilities...

BOZ: Skills: The bichir receives a +4 racial bonus to Hide checks in any marsh. Their sensitive eyes also provide them with a +4 racial bonus to Spot checks when in water.

Otu: Skills: *A bichir receives a +8 racial bonus to Hide checks in its natural surroundings. It receives a +8 racial bonus to Spot checks underwater.

Again, I was more generous with the skill bonuses.
 


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