Lichlings

Amazing Mumford

First Post
Does anybody have a homebrew 3.5 conversion for the individual and/or mature lichling from 2.0 Nightmare Keep??

I was thinking maybe CR 1/2 or CR 1, 2 HD undead for the individual?

Crazy little fear-eating bug-things....
 

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You know, I don't have the original text, but I could work from the Bestiary of the Realms swarm version. What size were you thinking, maybe tiny (size of a cat) or diminutive (size of gerbil)?
 

Let's see, I think for the individual ones would probably be diminutive, as I remember they were about the size of an average human hand. I would guess Huge for the mature lichlings...
 

Well, I'll give a diminutive one a shot this weekend if I get a chance. Wow, advancement to huge! :] BTW, if you have the original text, that would be very helpful.
 

Some original (albeit 2.0) info:

HD: 2+2
Thac0: 19
No. of Attacks: 1
Dmg/Attack: 1d6 (bite)
AC: 1
Movement: 3, Fly 24 (B)
Al: CE
Size: 6" long

can only be struck by +1 or better weapons


They should also have the attachment ability a-la the Moray Rat:

"Attach (Ex): If a moray rat hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached moray rat loses its Dexterity bonus to Armor Class and has an AC of 12.
An attached moray rat can be struck with a weapon or grappled itself. To remove an attached moray rat through grappling, the opponent must achieve a pin against the creature"



As for the Mature:

HD: 20
Thac0: 5
No. of Attacks: 3
Dmg./Attack: 2d10/2d10/4d6
AC: 2
Movement: 9, Fly 18 (C)
Al: CE
Size: 80' long

SA- can spew a stream of bone fragments once every other round at a single target up to 100' away (make normal attack roll), inflicting 6d6 damage.

Can only be struck by +1 or better weapons.


I appreciate your help with these guys!!!
 

Ok, a start on the diminutive version. I'm basing a lot of this off the lichling swarm from the Realms Beastiary.

Lichling (Juvenile) CR 1
Always CE Diminutive Undead
Init +4; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2
Languages None
--------------
AC 19 (+4 size, +4 Dex, +1 natural armor) (touch 18, flat-footed 15)
HP 13 (2d12)
DR 5/magic
Immune cold, electricity, undead immunities
Fort +0 Ref +4 Will +5
--------------

Will continue tomorrow, comments welcome!
 
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Picking up where I left off...

Speed 10 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (good, 12 sq)
Melee Bite +8 (1d6-4)
Space 1ft; Reach 0ft
Base Atk +1; Grapple +1
Atk Options Attach
 
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Continuing...

Abilities Str 5 Dex 18 Con - Int - Wis 14 Cha 16
SQ Stench, Iron Mandibles, Undead Traits
Feats Weapon Finesse
Skills Climb +16, Hide +24, Move Silently +12
Advancement 3-4HD (Diminutive), 5-7HD (Tiny), 8-11HD (Small), 12-15HD (Medium),
16-19HD (Large), and special
-----------------
Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened.
Advancement An advanced lichling gains a cumulative +2 natural armor bonus each time it gains a size category from Diminutive to Medium, in addition to the usual natural armor bonus when increasing to Large. A lichling's base speed also increases by a cumulative 5ft each size category (to 30ft at Large). A lichling's flight maneuverability decreases to average when it reaches Medium size. Finally, a juvenile lichling that advances to 20HD becomes a mature lichling and develops new abilities.
Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above.
Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10.
Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 13 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour.
Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).
 
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Lichling (Juvenile)

Putting it together...

Lichling (Juvenile) CR 1
Always CE Diminutive Undead
Init +4; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2
Languages None
-------------------------------------------
AC 19 (+4 size, +4 Dex, +1 natural armor), touch 18, flat-footed 15
HP 13 (2d12)
DR 5/magic
Immune Cold, Electricity, Undead Immunities
Fort +0 Ref +4 Will +5
-------------------------------------------
Speed 10 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (good, 12 sq)
Melee Bite +8 (1d6-4 plus attach)
Space 1ft; Reach 0ft
Base Atk +1; Grapple +1
Atk Options Attach
-------------------------------------------
Abilities Str 5 Dex 18 Con - Int - Wis 14 Cha 16
SQ Stench, Iron Mandibles, Undead Traits
Feats Weapon Finesse(B)
Skills Climb +16, Hide +24, Move Silently +12
Advancement 3-4HD (Diminutive), 5-7HD (Tiny), 8-11HD (Small), 12-15HD (Medium),
16-19HD (Large), and special
--------------------------------------------
Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened.
Advancement An advanced lichling gains a cumulative +2 natural armor bonus each time it gains a size category from Diminutive to Medium, in addition to the usual natural armor bonus when increasing to Large. A lichling's base speed also increases by a cumulative 5ft each size category (to 30ft at Large). A lichling's flight maneuverability decreases to average when it reaches Medium size. Finally, a juvenile lichling that advances to 20HD becomes a mature lichling and develops new abilities.
Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings killed while attached remain attached (but do not deal bite damage, of course). Removing an attached lichling (killed or not) deals 1d6 points of damage to the victim unless a simultaneous DC 14 Heal check is made (the DC is Charisma-based). Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above.
Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10.
Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 13 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour. The save DC is Charisma-based.
Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).

Scuttling on the ground before you is an insect-like creature the size of a rat. As you get a good look at its fierce mouth, you notice that its head is a skull with no flesh! Then a wave of an overwhelming stench washes over you, probably from the black ichor dripping from its joints.

Lichlings are vicious but mindless undead created by undead spellcasters. The youngest lichlings found alone are the rodent-sized collections of bone with a nasty bite and grabbing limbs. These young lichlings are about six inches long and weigh less than a pound.

Combat Strategies and Tactics
Young lichlings simply charge toward their opponents and attach to them as soon as possible. Almost as if they can sense fear, they tend to attack the most frightened people first. Of course, young lichlings run in packs, so they end up attacking just about everyone soon enough.
 
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Let's start by advancing these suckers to Huge and 20 HD...

Lichling (Mature) CR ?
Always CE Huge Undead
Init -1; Senses Darkvision 60 ft, Tremorsense 60 ft, Listen +2, Spot +2
Languages None
-------------------------------------------
AC 19 (-2 size, -1 Dex, +12? natural armor), touch 9, flat-footed 18
HP 130 (20d12)
DR ?/magic
Immune Cold, Electricity, Undead Immunities
Fort +12 Ref +5 Will +8
-------------------------------------------
Speed 30 ft (2 sq), Climb 10 ft (2 sq), Fly 60 ft (average?, 12 sq)
Melee Bite +19 (3d8+13)
Space 15ft; Reach 10ft
Base Atk +10; Grapple +43?
Atk Options Attach
-------------------------------------------
Abilities Str 29 Dex 8 Con - Int - Wis 14 Cha 16
SQ Stench, Iron Mandibles, Undead Traits
Feats Weapon Finesse(B)
Skills Climb +21, Hide -1, Move Silently +7
Advancement -
--------------------------------------------
Skills A lichling has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on Move Silently checks. Lichling use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A lichling can always choose to take 10 on Climb checks even if rushed or threatened.
Attach (Ex) A lichling that hits with its bite attack automatically attaches to its opponent and is considered to be grappling. Each round that it maintains a grapple, it deals bite damage. A lichling may be removed through grappling if its opponent achieves a pin against it. Lichlings have a +16 racial bonus to grappling, which is already figured into the statistics above.
Iron Mandibles (Ex) Lichling mandibles are as strong as iron and therefore ignore any hardness less than 10.
Stench (Su) A lichling secretes an oily ichor that all forms of life find offensive. Any creature within 10 ft of a lichling must make a DC 23 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful, that creature may not be affected by any lichling's (or lichling swarm's) stench for an hour.
Tremorsense (Ex) A lichling can sense the position of any creature within 60 ft that is in contact with the ground (or wall).

Will need to think about a target CR and rejigger some of those things with question marks. Ideas so far: Up the DR to 10 or 15, maybe include some special material. Replace Attach with Improved Grab, Improved Grapple. Up the Stench radius and maybe number of rounds. Add breath weapon. Increase tremorsense radius? Reevaluate natural armor and maneuverability for target CR.
 
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