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Forked Thread: Al Qadim Monsters to 4e
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<blockquote data-quote="Hodag" data-source="post: 4467597" data-attributes="member: 8767"><p><strong>More Red Steel 2e to AQ 4e conversions</strong></p><p></p><p>[code]Echyan Level 12 Brute</p><p>Large Natural Beast XP 700</p><p>Initiative +8 Senses Perception +6; tremorsense 20</p><p>HP 152; Bloodied 76</p><p>AC 24; Fortitude 25, Reflex 22, Will 20</p><p>Vulnerable 5 Fire</p><p>Speed 3, swim 12</p><p></p><p>Basic Melee: Bite (Standard; at-will)</p><p>+15 vs. AC; 1d8 + 6 and Secondary Attack </p><p>Secondary Attack: +13 vs. For; Target is grabbed</p><p></p><p>Melee: Suck Flesh and Blood (Minor; at-will)</p><p>Only vs. grabbed target; +15 vs. AC; 1d4 damage; </p><p>May not attack any other targets </p><p></p><p>Melee: Swallow (Standard; at-will)</p><p>The echyan attempts to swallow a bloodied Medium </p><p>or smaller creature it is grabbing; +13 vs. Fortitude; </p><p>on a hit, the target is swallowed and restrained (no save) </p><p>and takes 10 damage plus 5 acid damage on subsequent </p><p>rounds at the start of the echyan's turn. The swallowed </p><p>creature can make melee basic attacks only, and only </p><p>with one-handed or natural weapons. If the echyan dies, </p><p>any creature trapped in its gullet can escape as a move </p><p>action, ending that action in a square formerly occupied </p><p>by the echyan.</p><p></p><p>Transparent Body</p><p>The echyan is treated as Totally Concealed when in water.</p><p></p><p>Alignment Unaligned Languages</p><p>Skills Stealth +13</p><p>Str 22 (+12) Dex 14 (+8) Wis 10 (+6)</p><p>Con 22 (+12) Int 1 (+1) Cha 6 (+4)</p><p></p><p>These large, predatory sea worms live in the Crowded Sea </p><p>and, at times, in the rivers of the Ruined Kingdoms.</p><p> A typical echyan is approximately 12 feet in length and </p><p>2 feet in diameter, tapering into a flat tail. A barely </p><p>noticeable bulge around the head area houses what small </p><p>brain it possesses. It has no discernible eyes, and its skin </p><p>and flesh are translucent, making it all but invisible in the </p><p>water until it strikes. The mouth of the creature forms a </p><p>giant suction cup, lined with three rows of crystalline fangs </p><p>that help it lock onto and swallow its prey.</p><p></p><p>Combat: Echyans will prey on almost anything. They attack </p><p>from behind or underneath, detecting their victims by motion. </p><p>On a successful hit, they lock onto their prey and suck both </p><p>blood and flesh. Only one echyan will attack at a time. A </p><p>worm that is Bloodied will disengage, and another will </p><p>attempt to attack. This rotation occurs until all are damaged.</p><p> At that point, those still able to swim away will attempt to do so.</p><p></p><p>Habitat/Society: Echyans breed in the main rivers along</p><p> the coast of the Ruined Kingdoms, digging into the mud</p><p> to lay eggs which hatch in the spring. Newborn, already</p><p> four feet in length when they emerge from the mud, swim</p><p> down to the Crowded Sea. They grow quickly, spending</p><p> the summer months off the coast, following schools of </p><p>migrating fish. When possible, they also go for larger prey</p><p> such as walruses, manatees, and whales. In the winter </p><p>they return to the rivers and spawn a new generation. </p><p>Many other large creatures sometimes enter the echyan </p><p>mating grounds to feed on the exhausted worms.</p><p> Echyans have been encountered as far as the Al-Illtifat </p><p>River, and the Nogoro River hosts thousands of spawning </p><p>echyans every winter.. They feed on turtle eggs, and </p><p>other river creatures during their brief freshwater stay. </p><p>Once in the sea, they feed mostly on fish, though the </p><p>occasional worm will crawl up on the beach in search of </p><p>turtle eggs, which they particularly like. An echyan caught </p><p>on shore after dawn will burrow partially into the sand to </p><p>protect itself from the burning rays of the sun.</p><p></p><p>Ecology: Echyans are one of the more dangerous water </p><p>predators along the Zakharan coasts because of their </p><p>near-invisibility in water and powerful bite. Despite this, </p><p>most humanoid victims are those unlucky enough to </p><p>stumble across an echyan that has been stranded on </p><p>shore during the daylight. Echyans are not particularly </p><p>useful and so are left to their own devices by most races. </p><p></p><p>Enduk Trooper Level 12 Soldier</p><p>Medium Natural Humanoid XP 700</p><p>Initiative +8 Senses Perception +8</p><p>HP 124; Bloodied 62</p><p>AC 28; Fortitude 24, Reflex 22, Will 22</p><p>Vulnerable 5 Fire</p><p>Speed 6, fly 9 (clumsy)</p><p></p><p>Basic Melee: Large Bastard Sword (Standard; at-will)</p><p>+19 vs. AC; 1d10 + 6</p><p></p><p>Melee: Gore (Standard; at-will)</p><p>+19 vs. AC; 1d8 + 5 damage</p><p></p><p>Melee: Strike and Gore (Standard; at-will)</p><p>The enduk can make a Basic Melee Attack and Gore </p><p>at the same time.</p><p></p><p>Melee: Goring Charge (Standard; encounter)</p><p>The enduk makes a charge attack; +19 vs. AC; 1d8 + 5 </p><p>damage and the target is knocked Prone</p><p></p><p>Alignment Unaligned Languages Enduk, Yikkarian, Midani</p><p>Skills Nature +11</p><p>Str 20 (+11) Dex 14 (+8) Wis 14 (+8)</p><p>Con 20 (+11) Int 11 (+6) Cha 14 (+8)</p><p>Equipment Large Bastard Sword</p><p></p><p></p><p>Enduk Shaman Level 14 Controller (Leader)</p><p>Medium Natural Humanoid XP 1200</p><p>Initiative +8 Senses Perception +10</p><p>HP 140; Bloodied 70</p><p>AC 29; Fortitude 28, Reflex 24, Will 27</p><p>Speed 6, fly 9 (clumsy)</p><p></p><p>Basic Melee: Staff (Standard; at-will)</p><p>+18 vs. AC; 2d8 + 3 damage</p><p></p><p>Basic Ranged: Earthen Dart (Standard; at-will)</p><p>+19 vs. AC; 2d8 + 4 damage</p><p></p><p>Close: Lightning Storm (Standard; daily) Lightning</p><p>Close Blast 7; +19 vs. Ref; 4d10 + 5 damage</p><p></p><p>Close: Healing Word (Standard; recharge 56)</p><p>Close Burst 10; The shaman heals all allies and </p><p>themselves for 1d6 +11 points of damage.</p><p></p><p>Area: Cyclonic Burst (Standard; recharge 6) Divine</p><p>Ranged 10 Burst 5; +19 vs. For.; The shaman creates </p><p>a whirlwind that inflicts 4d8 + 6 pushes all targets 5 squares</p><p>away from the center of the burst, and knocks all targets prone.</p><p></p><p>Alignment Unaligned Languages Enduk, Yikkarian, Midani</p><p>Skills Nature +14, Religion +16</p><p>Str 17 (+9) Dex 14 (+8) Wis 18 (+10)</p><p>Con 20 (+11) Int 15 (+8) Cha 18 (+10)</p><p>Equipment Staff</p><p></p><p></p><p>Enduk Battle Leader Level 12 Elite Soldier (Leader)</p><p>Medium Natural Humanoid XP 1,400</p><p>Initiative +9 Senses Perception +9</p><p>HP 254; Bloodied 127</p><p>AC 30; Fortitude 28, Reflex 23, Will 26</p><p>Saving Throws +2</p><p>Speed 6, fly 9 (clumsy)</p><p>Action Points 1</p><p></p><p>Basic Melee: Large Great Sword (Standard; at-will)</p><p>+22 vs. AC; 1d12 + 6 damage</p><p></p><p>Melee: Gore (Standard; at-will)</p><p>+22 vs. AC; 1d10 + 7 damage</p><p></p><p>Melee: Goring Charge (Standard; recharge 456)</p><p>The enduk makes a charge attack; +22 vs. AC; 1d10+ 6 </p><p>damage and the target is knocked Prone</p><p>Close: Reinvigorate (Minor; daily)</p><p>Close Burst 5; The War Leader and all allies immediately </p><p>heal 1/4 of their maximum hit points plus an additional </p><p>5 points and may make saves against any ongoing effect.</p><p></p><p>Battle Cunning</p><p>All allies within line of sight of the war leader gain a </p><p>+2 to all Defenses</p><p></p><p>Alignment Unaligned Languages Enduk, Yikkarian, Midani</p><p>Skills Nature +14, Intimidate +17</p><p>Str 22 (+12) Dex 16 (+9) Wis 16 (+9)</p><p>Con 23 (+12) Int 14 (+8) Cha 20 (+11)</p><p>Equipment Great Sword</p><p></p><p>Originally from the World Pillar Mountains, these winged</p><p> minotaurs were driven from their lands and have only </p><p>recently returned.</p><p> Standing six to seven feet tall, enduks are smaller and </p><p>lighter than regular minotaurs though still very muscular. </p><p>Their bodies are covered with short fur ranging from </p><p>black to light brown. The head of an enduk resembles </p><p>that of a bull—with horns, a square muzzle, large, </p><p>heavily-lidded eyes, and a strong mouth filled with </p><p>large teeth. Long, coarse hair tufts at the throat and </p><p>shoulders, running in a </p><p>mane the back. The head of an enduk is most often </p><p>spotted and splotched with white and black, though </p><p>features such as the eyes and muzzle are highlighted </p><p>in brown.</p><p> Enduks also possess huge, powerful wings. A typical </p><p>enduk wingspan measures from eight to ten feet, and </p><p>when folded, the wings reach from the ground to one </p><p>foot over the enduk's head. Feather color varies from </p><p>white to black, including various shades of gray. The </p><p>underside of an enduk's wings usually bears a design </p><p>that they show off by spreading their wings when on </p><p>the ground. These marks tend to be genetic and can </p><p>convey information about an enduk's family.</p><p> The enduk have their own language. This guttural, </p><p>heavy dialect requires a range that few outside their </p><p>own race can command. Most enduks also know </p><p>Midani and Yikkarian, the language of the Yakmen.</p><p></p><p>Combat: Because their size and strength allows </p><p>them to wield it one-handed with full effect, the </p><p>two-handed sword is one of their favorite weapons.</p><p>Enduks prefer fighting on the ground because they </p><p>suffer a –2 penalty to all attack rolls while airborne.</p><p></p><p></p><p>Habitat/Society: The enduks have always been a </p><p>simple, trusting people with a system of deeply felt </p><p>religious beliefs. When the Yakmen entered their lands, </p><p>the enduk agreed to share the World Pillars with them. </p><p>When betrayed, the enduks fled their homeland and </p><p>relocated in the area of Rog’osto. There they sought </p><p>to both preserve their simple lifestyle and prepare to </p><p>battle for claim to the World Pillars.</p><p> The enduks put family ahead of other concerns. </p><p>Enduks take a mate for life, rarely taking a second </p><p>even if the first dies. A couple will average one child </p><p>every few years—four to six young over their lifetime </p><p>together. Normally one enduk represents the entire </p><p>extended family for purposes of organized government, </p><p>whether it is a local organization or a temporary </p><p>clan-council responsible for matters concerning all </p><p>enduks. (The last clan-council to be held was over </p><p>the matter of returning to World Pillars.) This leader </p><p>is generally an enduk who has lost a mate, or never </p><p>took one, and has embraced a more martial and </p><p>possibly religious lifestyle. Sometimes, a mated pair </p><p>will devote their lives to such pursuits, both becoming </p><p>leaders for the family.</p><p> Enduk are typically stoic creatures unless enraged. </p><p>They get along well with all other races except the </p><p>yakmen, who have possibly earned the eternal </p><p>animosity of the enduks. Their philosophy demands </p><p>an ascetic life of peasantry</p><p></p><p>Ecology: The enduks would like nothing more than </p><p>to live in peace with their neighbors, raising crops </p><p>and hunting for meat as needed. However, that </p><p>choice has been taken from them, and for the time</p><p> being, the enduks are pursuing this war with vigor. </p><p>Unless the yakmen make amends for their actions, </p><p>the violence is likely to continue until one race or </p><p>the other is destroyed. </p><p> Besides the killing, this conflict has forced the </p><p>enduks into a higher level of craftsmanship and </p><p>commerce. The enduks are natural metalsmiths, </p><p>making some of the best tools and weapons available. </p><p>Enduks do not make items specifically for trade with </p><p>other races yet, so most weapons and tools are created </p><p>for enduk physique. Still, these items are gaining a </p><p>following in the surrounding lands as trade items.</p><p></p><p></p><p>Fachan Level 11 Brute</p><p>Large Natural Humanoid XP 600</p><p>Initiative +5 Senses Perception +11</p><p>HP 137; Bloodied 68</p><p>AC 23; Fortitude 23, Reflex 19, Will 21</p><p>Speed 5</p><p></p><p>Basic Melee: Club (Standard; at-will)</p><p>Reach 2; +14 vs. AC; 3d6 + 4</p><p></p><p>Melee: Leaping Stomp (Standard; recharge 456)</p><p>Only vs. Medium or smaller targets; +12 vs. Ref; </p><p>3d8+5 and target is knocked Prone and is Dazed </p><p>until the end of the fachan's next turn.</p><p></p><p>Ranged: Hurl Rock (Standard; at-will)</p><p>Range 10/20; +12 vs. AC; 2d6 +4 damage</p><p></p><p>Alignment Chaotic Evil Languages Ogre</p><p>Skills Acrobatics +10</p><p>Str 19 (+9) Dex 10 (+5) Wis 13 (+6)</p><p>Con 17 (+8) Int 7 (+3) Cha 7 (+3)</p><p>Equipment Club, Hide Armor</p><p></p><p>This unusual creature looks grotesque even compared </p><p>to other ogres. Its vaguely humanoid body possesses </p><p>only one leg, one arm, and one eye. The leg attaches </p><p>to a special joint in the center of its pelvis, and the </p><p>arm hangs from a socket set in the middle of the </p><p>creature's chest. The fachan's eye is centered in its </p><p>face like that of a cyclops. </p><p> A fachan has dull gray skin, wiry black hair on its </p><p>head, and no body hair. Its eye is purple with a white </p><p>pupil, like an ogre's, and they tend to possess very </p><p>large ears. A fachan's heavily muscled body is actually </p><p>quite agile. They move about with a short hopping run.</p><p> Fachans have a lifespan of approximately 90 years. </p><p>They usually speak the languages of the local ogres.</p><p></p><p>Combat: In combat, fachans use clubs as weapons, </p><p>though some have discovered the usefulness of axes </p><p>or swords. Because they have only one hand, fachans </p><p>cannot use missile weapons or polearms. </p><p>If unarmed, a fachan may kick or stomp any creatures </p><p>less than 6 feet tall. Fachans can also hurl rocks.</p><p></p><p>Habitat/Society: One out of every 400 ogre births </p><p>produces a fachan, which may stay with the tribe </p><p>but usually seeks out its own kind. Fachans prey on </p><p>any creature other than ogres, showing marked </p><p>preference for the flesh of humans and demihumans. </p><p>Fachans are also prone to exceptionally cruel </p><p>behavior, directing it at anyone nearby. Only ogres </p><p>make any attempt to get along with the creatures, </p><p>only trying because of the thin bonds of kinship between them.</p><p></p><p></p><p>Sea Glutton Level 18 Solo Brute</p><p>Gargantuan Natural Beast XP 10,000</p><p>Initiative +12 Senses Perception +17; blindsight 20</p><p>HP 895; Bloodied 447</p><p>AC 32; Fortitude 34, Reflex 27, Will 29</p><p>Saving Throws +5</p><p>Speed 5, swim 9</p><p>Action Points 2</p><p></p><p>Basic Melee: Bite (Standard; at-will)</p><p>+14 vs. AC; 3d8 + 10 damage and target is </p><p>grabbed (until escape)</p><p></p><p>Melee: Tail Slap (Standard; recharge 3456)</p><p>Reach 3 Close Burst 1 around central target; </p><p>+19 vs. Ref; 4d10+10 damage</p><p></p><p>Melee: Constrict (Standard; at-will)</p><p>Affects a target the sea glutton has grabbed;</p><p>+19 vs. For.; 2d8 + 20 damage, and the target </p><p>is stunned until the end of the sea glutton's </p><p>next turn</p><p></p><p>Melee: Swallow Whole (Standard; at-will)</p><p>The sea glutton attempts to swallow a bloodied </p><p>Huge or smaller creature it is grabbing; </p><p>+19 vs. Fortitude; on a hit, the target is swallowed </p><p>and restrained (no save) and takes 15 damage </p><p>plus 5 acid damage on subsequent rounds at the start </p><p>of the sea glutton's turn. The swallowed creature can </p><p>make melee basic attacks only, and only with </p><p>one-handed or natural weapons. If the sea glutton </p><p>dies, any creature trapped in its gullet can escape </p><p>as a move action, ending that action in a square </p><p>formerly occupied by the sea glutton.</p><p></p><p>Alignment Chaotic Evil Languages</p><p>Skills Intimidate +17</p><p>Str 30 (+19) Dex 16 (+12) Wis 16 (+12)</p><p>Con 27 (+17) Int 4 (+6) Cha 16 (+12)</p><p></p><p>The sea glutton is a form of giant serpent—the kind </p><p>mariners have whispered tales of since the beginning </p><p>of ocean travel. They are most often reported lying </p><p>on top of the water, sunning themselves; provoking </p><p>one is a poor idea.</p><p> The creature has a long serpentine body covered </p><p>with dark green, glistening scales. Its underbelly is a </p><p>chalky gray. The head of a sea glutton resembles a </p><p>dragon more than an actual serpent, with a large </p><p>mouth full of sharp teeth and two protruding fangs.</p><p> All sea gluttons have a ridge of webbed spikes </p><p>running down their backs. These spikes start out </p><p>tiny on the creature's nose ridge, grow quickly to </p><p>make a large crest over its head, and then trail off </p><p>over the next 20 feet or so. The spikes can lie flat </p><p>along the back or be extended to provide protection. </p><p>Males also have a webbed fan of spikes circling their </p><p>heads. These are usually flared during fights to make </p><p>the creature's head seem larger and more threatening.</p><p></p><p>Combat: Sea gluttons provoke an attack only when </p><p>in search of food. Food consists of almost anything </p><p>under or on top of the water. The creature can </p><p>attack with both a bite and a tail slap.</p><p></p><p>Habitat/Society: Sea gluttons roam the open sea </p><p>waters, traveling alone or with a mate. Its young </p><p>are abandoned at birth and left to fend for </p><p>themselves, many falling prey to other sea creatures</p><p>during this vulnerable period. Those who survive </p><p>their first year are considered adults and can pretty </p><p>well take care of themselves. No one knows how old </p><p>or how large a sea glutton can get, though sailors </p><p>speak of one that is commonly mistaken for a small island.</p><p>Sea gluttons are most often spotted by sailing vessels </p><p>off the al-Sartan. The channel between the Archipelago </p><p>of the Great Crab and the Djinni’s Claws provides the deep </p><p>saltwater these creatures prefer and supports a large </p><p>variety of sea life on which they can feed. Though sea </p><p>gluttons do not stake out a territory, they are wary of </p><p>each other. Battles have been witnessed between two </p><p>males or two females but never between opposite </p><p>genders. Sea gluttons often hunt the surface of the water </p><p>for food, and they love to sun themselves right after a meal. </p><p>Otherwise they remain in deep water.</p><p></p><p>Ecology: Sea gluttons are possibly the most feared creature </p><p>in the Crowded Sea and almost certainly along the waters </p><p>of the Dhinni’s Claws. Their primary food staple is the echyan; </p><p>they provide a critical check in keeping down the population </p><p>of these sea worms.</p><p></p><p>Malfera Level 16 Elite Skirmisher</p><p>Large Shadow Humanoid XP 2,800</p><p>Initiative +12 Senses Perception +15; blindsight 15</p><p>HP 316; Bloodied 158</p><p>AC 30; Fortitude 28, Reflex 27, Will 28</p><p>Immune non-magical weapons, acid, poison; Vulnerable 10 radiant</p><p>Saving Throws +2</p><p>Speed 3</p><p>Action Points 1</p><p></p><p>Basic Melee: Pincers (Standard; at-will)</p><p>Reach 2; +21 vs. AC; 2d8 + 5 damage; Secondary Attack</p><p>Secondary Attack: +19 vs. AC; target is grabbed (escape ends)</p><p></p><p>Melee: Fangs (Standard; at-will) Poison</p><p>+21 vs. AC; 2d8+7 damage and </p><p>ongoing 5 points poison (save ends)</p><p></p><p>Acidic Slime Poison</p><p>Against grabbed targets only; +19 vs. For; </p><p>1d10+7 poison damage</p><p></p><p>Alignment Evil Languages All</p><p>Skills Stealth +17, Intimidate +18, Arcana +13</p><p>Str 20 (+13) Dex 18 (+12) Wis 14 (+10)</p><p>Con 22 (+14) Int 11 (+8) Cha 20 (+13)</p><p></p><p>The malfera is a foul creature sprung from the Shadowfell, </p><p>where many bad dreams are bred and released into the </p><p>minds of sleeping people.</p><p> A malfera has a large, elephantlike face and a short </p><p>prehensile trunk, flanked by large fangs. Its head is topped </p><p>by large crescent-shaped ivory horns. The chest is a mass </p><p>of slimy, short tentacles resembling tube worms, and its </p><p>long, muscular arms end in large, jagged pincers. Its black </p><p>skin is wrinkled and leathery, much like the skin of an</p><p>elephant, and it has a prominent weblike network of red </p><p>veins running all over its skin. Its eyes glow a deep crimson.</p><p></p><p>Combat: In combat, a malfera attacks with its pincers and </p><p>fangs. If a pincer successfully hits, it is possible that the </p><p>malfera can drag the victim to its chest trapping it in the </p><p>tentacles. The tentacles are coated with a thick, acidic </p><p>slime which can cause poison damage.</p><p> In addition, the noxious, rancid breath of a malfera is </p><p>equivalent to an insidious poison. Each time the malfera </p><p>succeeds with a bite attack, its victim may be poisoned</p><p> Malferas are immune to acid and poisons and can be </p><p>struck only by magical weapons.</p><p></p><p>Habitat/Society: While away from the Shadowfell, malferas</p><p> are loners. They are also rapacious and wasteful carnivores. </p><p>A malfera will often kill intelligent humanoids, eating only </p><p>the heart and leaving the rest of the body to waste and </p><p>rot. Malferas also take trophies from their victims.</p><p></p><p>Ecology: Malferas are not part of the natural world and </p><p>exist on the Prime Material only at the whim of some </p><p>powerful creature. Luckily, a malfera must return to its </p><p>hideous home once it has accomplished its mission.</p><p> The malfera is a jungle nightmare, preferring to stalk in </p><p>hot areas overgrown by jungle. These creatures are firmly </p><p>entrenched in the myths of the inhabitants of the Ruined Kingdoms. </p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="Hodag, post: 4467597, member: 8767"] [b]More Red Steel 2e to AQ 4e conversions[/b] [code]Echyan Level 12 Brute Large Natural Beast XP 700 Initiative +8 Senses Perception +6; tremorsense 20 HP 152; Bloodied 76 AC 24; Fortitude 25, Reflex 22, Will 20 Vulnerable 5 Fire Speed 3, swim 12 Basic Melee: Bite (Standard; at-will) +15 vs. AC; 1d8 + 6 and Secondary Attack Secondary Attack: +13 vs. For; Target is grabbed Melee: Suck Flesh and Blood (Minor; at-will) Only vs. grabbed target; +15 vs. AC; 1d4 damage; May not attack any other targets Melee: Swallow (Standard; at-will) The echyan attempts to swallow a bloodied Medium or smaller creature it is grabbing; +13 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 5 acid damage on subsequent rounds at the start of the echyan's turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the echyan dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the echyan. Transparent Body The echyan is treated as Totally Concealed when in water. Alignment Unaligned Languages Skills Stealth +13 Str 22 (+12) Dex 14 (+8) Wis 10 (+6) Con 22 (+12) Int 1 (+1) Cha 6 (+4) These large, predatory sea worms live in the Crowded Sea and, at times, in the rivers of the Ruined Kingdoms. A typical echyan is approximately 12 feet in length and 2 feet in diameter, tapering into a flat tail. A barely noticeable bulge around the head area houses what small brain it possesses. It has no discernible eyes, and its skin and flesh are translucent, making it all but invisible in the water until it strikes. The mouth of the creature forms a giant suction cup, lined with three rows of crystalline fangs that help it lock onto and swallow its prey. Combat: Echyans will prey on almost anything. They attack from behind or underneath, detecting their victims by motion. On a successful hit, they lock onto their prey and suck both blood and flesh. Only one echyan will attack at a time. A worm that is Bloodied will disengage, and another will attempt to attack. This rotation occurs until all are damaged. At that point, those still able to swim away will attempt to do so. Habitat/Society: Echyans breed in the main rivers along the coast of the Ruined Kingdoms, digging into the mud to lay eggs which hatch in the spring. Newborn, already four feet in length when they emerge from the mud, swim down to the Crowded Sea. They grow quickly, spending the summer months off the coast, following schools of migrating fish. When possible, they also go for larger prey such as walruses, manatees, and whales. In the winter they return to the rivers and spawn a new generation. Many other large creatures sometimes enter the echyan mating grounds to feed on the exhausted worms. Echyans have been encountered as far as the Al-Illtifat River, and the Nogoro River hosts thousands of spawning echyans every winter.. They feed on turtle eggs, and other river creatures during their brief freshwater stay. Once in the sea, they feed mostly on fish, though the occasional worm will crawl up on the beach in search of turtle eggs, which they particularly like. An echyan caught on shore after dawn will burrow partially into the sand to protect itself from the burning rays of the sun. Ecology: Echyans are one of the more dangerous water predators along the Zakharan coasts because of their near-invisibility in water and powerful bite. Despite this, most humanoid victims are those unlucky enough to stumble across an echyan that has been stranded on shore during the daylight. Echyans are not particularly useful and so are left to their own devices by most races. Enduk Trooper Level 12 Soldier Medium Natural Humanoid XP 700 Initiative +8 Senses Perception +8 HP 124; Bloodied 62 AC 28; Fortitude 24, Reflex 22, Will 22 Vulnerable 5 Fire Speed 6, fly 9 (clumsy) Basic Melee: Large Bastard Sword (Standard; at-will) +19 vs. AC; 1d10 + 6 Melee: Gore (Standard; at-will) +19 vs. AC; 1d8 + 5 damage Melee: Strike and Gore (Standard; at-will) The enduk can make a Basic Melee Attack and Gore at the same time. Melee: Goring Charge (Standard; encounter) The enduk makes a charge attack; +19 vs. AC; 1d8 + 5 damage and the target is knocked Prone Alignment Unaligned Languages Enduk, Yikkarian, Midani Skills Nature +11 Str 20 (+11) Dex 14 (+8) Wis 14 (+8) Con 20 (+11) Int 11 (+6) Cha 14 (+8) Equipment Large Bastard Sword Enduk Shaman Level 14 Controller (Leader) Medium Natural Humanoid XP 1200 Initiative +8 Senses Perception +10 HP 140; Bloodied 70 AC 29; Fortitude 28, Reflex 24, Will 27 Speed 6, fly 9 (clumsy) Basic Melee: Staff (Standard; at-will) +18 vs. AC; 2d8 + 3 damage Basic Ranged: Earthen Dart (Standard; at-will) +19 vs. AC; 2d8 + 4 damage Close: Lightning Storm (Standard; daily) Lightning Close Blast 7; +19 vs. Ref; 4d10 + 5 damage Close: Healing Word (Standard; recharge 56) Close Burst 10; The shaman heals all allies and themselves for 1d6 +11 points of damage. Area: Cyclonic Burst (Standard; recharge 6) Divine Ranged 10 Burst 5; +19 vs. For.; The shaman creates a whirlwind that inflicts 4d8 + 6 pushes all targets 5 squares away from the center of the burst, and knocks all targets prone. Alignment Unaligned Languages Enduk, Yikkarian, Midani Skills Nature +14, Religion +16 Str 17 (+9) Dex 14 (+8) Wis 18 (+10) Con 20 (+11) Int 15 (+8) Cha 18 (+10) Equipment Staff Enduk Battle Leader Level 12 Elite Soldier (Leader) Medium Natural Humanoid XP 1,400 Initiative +9 Senses Perception +9 HP 254; Bloodied 127 AC 30; Fortitude 28, Reflex 23, Will 26 Saving Throws +2 Speed 6, fly 9 (clumsy) Action Points 1 Basic Melee: Large Great Sword (Standard; at-will) +22 vs. AC; 1d12 + 6 damage Melee: Gore (Standard; at-will) +22 vs. AC; 1d10 + 7 damage Melee: Goring Charge (Standard; recharge 456) The enduk makes a charge attack; +22 vs. AC; 1d10+ 6 damage and the target is knocked Prone Close: Reinvigorate (Minor; daily) Close Burst 5; The War Leader and all allies immediately heal 1/4 of their maximum hit points plus an additional 5 points and may make saves against any ongoing effect. Battle Cunning All allies within line of sight of the war leader gain a +2 to all Defenses Alignment Unaligned Languages Enduk, Yikkarian, Midani Skills Nature +14, Intimidate +17 Str 22 (+12) Dex 16 (+9) Wis 16 (+9) Con 23 (+12) Int 14 (+8) Cha 20 (+11) Equipment Great Sword Originally from the World Pillar Mountains, these winged minotaurs were driven from their lands and have only recently returned. Standing six to seven feet tall, enduks are smaller and lighter than regular minotaurs though still very muscular. Their bodies are covered with short fur ranging from black to light brown. The head of an enduk resembles that of a bull—with horns, a square muzzle, large, heavily-lidded eyes, and a strong mouth filled with large teeth. Long, coarse hair tufts at the throat and shoulders, running in a mane the back. The head of an enduk is most often spotted and splotched with white and black, though features such as the eyes and muzzle are highlighted in brown. Enduks also possess huge, powerful wings. A typical enduk wingspan measures from eight to ten feet, and when folded, the wings reach from the ground to one foot over the enduk's head. Feather color varies from white to black, including various shades of gray. The underside of an enduk's wings usually bears a design that they show off by spreading their wings when on the ground. These marks tend to be genetic and can convey information about an enduk's family. The enduk have their own language. This guttural, heavy dialect requires a range that few outside their own race can command. Most enduks also know Midani and Yikkarian, the language of the Yakmen. Combat: Because their size and strength allows them to wield it one-handed with full effect, the two-handed sword is one of their favorite weapons. Enduks prefer fighting on the ground because they suffer a –2 penalty to all attack rolls while airborne. Habitat/Society: The enduks have always been a simple, trusting people with a system of deeply felt religious beliefs. When the Yakmen entered their lands, the enduk agreed to share the World Pillars with them. When betrayed, the enduks fled their homeland and relocated in the area of Rog’osto. There they sought to both preserve their simple lifestyle and prepare to battle for claim to the World Pillars. The enduks put family ahead of other concerns. Enduks take a mate for life, rarely taking a second even if the first dies. A couple will average one child every few years—four to six young over their lifetime together. Normally one enduk represents the entire extended family for purposes of organized government, whether it is a local organization or a temporary clan-council responsible for matters concerning all enduks. (The last clan-council to be held was over the matter of returning to World Pillars.) This leader is generally an enduk who has lost a mate, or never took one, and has embraced a more martial and possibly religious lifestyle. Sometimes, a mated pair will devote their lives to such pursuits, both becoming leaders for the family. Enduk are typically stoic creatures unless enraged. They get along well with all other races except the yakmen, who have possibly earned the eternal animosity of the enduks. Their philosophy demands an ascetic life of peasantry Ecology: The enduks would like nothing more than to live in peace with their neighbors, raising crops and hunting for meat as needed. However, that choice has been taken from them, and for the time being, the enduks are pursuing this war with vigor. Unless the yakmen make amends for their actions, the violence is likely to continue until one race or the other is destroyed. Besides the killing, this conflict has forced the enduks into a higher level of craftsmanship and commerce. The enduks are natural metalsmiths, making some of the best tools and weapons available. Enduks do not make items specifically for trade with other races yet, so most weapons and tools are created for enduk physique. Still, these items are gaining a following in the surrounding lands as trade items. Fachan Level 11 Brute Large Natural Humanoid XP 600 Initiative +5 Senses Perception +11 HP 137; Bloodied 68 AC 23; Fortitude 23, Reflex 19, Will 21 Speed 5 Basic Melee: Club (Standard; at-will) Reach 2; +14 vs. AC; 3d6 + 4 Melee: Leaping Stomp (Standard; recharge 456) Only vs. Medium or smaller targets; +12 vs. Ref; 3d8+5 and target is knocked Prone and is Dazed until the end of the fachan's next turn. Ranged: Hurl Rock (Standard; at-will) Range 10/20; +12 vs. AC; 2d6 +4 damage Alignment Chaotic Evil Languages Ogre Skills Acrobatics +10 Str 19 (+9) Dex 10 (+5) Wis 13 (+6) Con 17 (+8) Int 7 (+3) Cha 7 (+3) Equipment Club, Hide Armor This unusual creature looks grotesque even compared to other ogres. Its vaguely humanoid body possesses only one leg, one arm, and one eye. The leg attaches to a special joint in the center of its pelvis, and the arm hangs from a socket set in the middle of the creature's chest. The fachan's eye is centered in its face like that of a cyclops. A fachan has dull gray skin, wiry black hair on its head, and no body hair. Its eye is purple with a white pupil, like an ogre's, and they tend to possess very large ears. A fachan's heavily muscled body is actually quite agile. They move about with a short hopping run. Fachans have a lifespan of approximately 90 years. They usually speak the languages of the local ogres. Combat: In combat, fachans use clubs as weapons, though some have discovered the usefulness of axes or swords. Because they have only one hand, fachans cannot use missile weapons or polearms. If unarmed, a fachan may kick or stomp any creatures less than 6 feet tall. Fachans can also hurl rocks. Habitat/Society: One out of every 400 ogre births produces a fachan, which may stay with the tribe but usually seeks out its own kind. Fachans prey on any creature other than ogres, showing marked preference for the flesh of humans and demihumans. Fachans are also prone to exceptionally cruel behavior, directing it at anyone nearby. Only ogres make any attempt to get along with the creatures, only trying because of the thin bonds of kinship between them. Sea Glutton Level 18 Solo Brute Gargantuan Natural Beast XP 10,000 Initiative +12 Senses Perception +17; blindsight 20 HP 895; Bloodied 447 AC 32; Fortitude 34, Reflex 27, Will 29 Saving Throws +5 Speed 5, swim 9 Action Points 2 Basic Melee: Bite (Standard; at-will) +14 vs. AC; 3d8 + 10 damage and target is grabbed (until escape) Melee: Tail Slap (Standard; recharge 3456) Reach 3 Close Burst 1 around central target; +19 vs. Ref; 4d10+10 damage Melee: Constrict (Standard; at-will) Affects a target the sea glutton has grabbed; +19 vs. For.; 2d8 + 20 damage, and the target is stunned until the end of the sea glutton's next turn Melee: Swallow Whole (Standard; at-will) The sea glutton attempts to swallow a bloodied Huge or smaller creature it is grabbing; +19 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 15 damage plus 5 acid damage on subsequent rounds at the start of the sea glutton's turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the sea glutton dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the sea glutton. Alignment Chaotic Evil Languages Skills Intimidate +17 Str 30 (+19) Dex 16 (+12) Wis 16 (+12) Con 27 (+17) Int 4 (+6) Cha 16 (+12) The sea glutton is a form of giant serpent—the kind mariners have whispered tales of since the beginning of ocean travel. They are most often reported lying on top of the water, sunning themselves; provoking one is a poor idea. The creature has a long serpentine body covered with dark green, glistening scales. Its underbelly is a chalky gray. The head of a sea glutton resembles a dragon more than an actual serpent, with a large mouth full of sharp teeth and two protruding fangs. All sea gluttons have a ridge of webbed spikes running down their backs. These spikes start out tiny on the creature's nose ridge, grow quickly to make a large crest over its head, and then trail off over the next 20 feet or so. The spikes can lie flat along the back or be extended to provide protection. Males also have a webbed fan of spikes circling their heads. These are usually flared during fights to make the creature's head seem larger and more threatening. Combat: Sea gluttons provoke an attack only when in search of food. Food consists of almost anything under or on top of the water. The creature can attack with both a bite and a tail slap. Habitat/Society: Sea gluttons roam the open sea waters, traveling alone or with a mate. Its young are abandoned at birth and left to fend for themselves, many falling prey to other sea creatures during this vulnerable period. Those who survive their first year are considered adults and can pretty well take care of themselves. No one knows how old or how large a sea glutton can get, though sailors speak of one that is commonly mistaken for a small island. Sea gluttons are most often spotted by sailing vessels off the al-Sartan. The channel between the Archipelago of the Great Crab and the Djinni’s Claws provides the deep saltwater these creatures prefer and supports a large variety of sea life on which they can feed. Though sea gluttons do not stake out a territory, they are wary of each other. Battles have been witnessed between two males or two females but never between opposite genders. Sea gluttons often hunt the surface of the water for food, and they love to sun themselves right after a meal. Otherwise they remain in deep water. Ecology: Sea gluttons are possibly the most feared creature in the Crowded Sea and almost certainly along the waters of the Dhinni’s Claws. Their primary food staple is the echyan; they provide a critical check in keeping down the population of these sea worms. Malfera Level 16 Elite Skirmisher Large Shadow Humanoid XP 2,800 Initiative +12 Senses Perception +15; blindsight 15 HP 316; Bloodied 158 AC 30; Fortitude 28, Reflex 27, Will 28 Immune non-magical weapons, acid, poison; Vulnerable 10 radiant Saving Throws +2 Speed 3 Action Points 1 Basic Melee: Pincers (Standard; at-will) Reach 2; +21 vs. AC; 2d8 + 5 damage; Secondary Attack Secondary Attack: +19 vs. AC; target is grabbed (escape ends) Melee: Fangs (Standard; at-will) Poison +21 vs. AC; 2d8+7 damage and ongoing 5 points poison (save ends) Acidic Slime Poison Against grabbed targets only; +19 vs. For; 1d10+7 poison damage Alignment Evil Languages All Skills Stealth +17, Intimidate +18, Arcana +13 Str 20 (+13) Dex 18 (+12) Wis 14 (+10) Con 22 (+14) Int 11 (+8) Cha 20 (+13) The malfera is a foul creature sprung from the Shadowfell, where many bad dreams are bred and released into the minds of sleeping people. A malfera has a large, elephantlike face and a short prehensile trunk, flanked by large fangs. Its head is topped by large crescent-shaped ivory horns. The chest is a mass of slimy, short tentacles resembling tube worms, and its long, muscular arms end in large, jagged pincers. Its black skin is wrinkled and leathery, much like the skin of an elephant, and it has a prominent weblike network of red veins running all over its skin. Its eyes glow a deep crimson. Combat: In combat, a malfera attacks with its pincers and fangs. If a pincer successfully hits, it is possible that the malfera can drag the victim to its chest trapping it in the tentacles. The tentacles are coated with a thick, acidic slime which can cause poison damage. In addition, the noxious, rancid breath of a malfera is equivalent to an insidious poison. Each time the malfera succeeds with a bite attack, its victim may be poisoned Malferas are immune to acid and poisons and can be struck only by magical weapons. Habitat/Society: While away from the Shadowfell, malferas are loners. They are also rapacious and wasteful carnivores. A malfera will often kill intelligent humanoids, eating only the heart and leaving the rest of the body to waste and rot. Malferas also take trophies from their victims. Ecology: Malferas are not part of the natural world and exist on the Prime Material only at the whim of some powerful creature. Luckily, a malfera must return to its hideous home once it has accomplished its mission. The malfera is a jungle nightmare, preferring to stalk in hot areas overgrown by jungle. These creatures are firmly entrenched in the myths of the inhabitants of the Ruined Kingdoms. [/code] [/QUOTE]
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