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<blockquote data-quote="Judou Ashita" data-source="post: 4433644" data-attributes="member: 59290"><p>I know, I know, double posts are annoying...</p><p> </p><p>And yes, I did some misspelling in my previous post. I'll get around to it as soon as possible.</p><p> </p><p>Anyway, my next creation is something a little more down-to-earth. A "simple" giant vermin, convertions of which I have never found in any rulebook or Dungeon/Dragon magazine. Since this is such a common creature, I spiced up my convertion by adding an advanced version of it, but it's still quite basic. So, don't expect too much.</p><p> </p><p>To make up for the unimaginative nature of this new monster, the next one will be far<em>, far</em>, <em>FAR</em> more outlandish!It will take some time for it to come out, though. For now, I hope this vermin will do...</p><p> </p><p> </p><p><strong>Giant Locust</strong></p><p><em>An overlarge locust, dull brown in colour with short antennae and sail-like wings, turns its head at you and stares blankly through its composed eyes. </em></p><p></p><p><strong>Giant Locust CR 3</strong></p><p><strong>Always N Large Vermin</strong></p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft, Listen +3, Spot +7</p><p><u>Defense</u></p><p><strong>AC</strong> 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14</p><p><strong>hp</strong> 34 (4d8+16)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will </strong>+4</p><p><strong>Special Qualities</strong> jump</p><p><u>Offense</u></p><p><strong>Spd </strong>30 ft; flying 60 ft. (poor)</p><p><strong>Melee </strong>bite +7 melee (1d6+5) and 2 kicks +2 melee (1d6+2)</p><p><strong>Space</strong> 10 ft; <strong>Reach </strong>5 ft</p><p><strong>Special Attacks</strong> trample 1d8+7</p><p><u>Tactics</u></p><p><strong>During Combat</strong> Being unintelligent, giant locusts have no strategy during a fight. They just go for the nearest opponent, kicking and biting madly at it in an attempt to bring it down or buy itself some time</p><p><strong>Morale</strong> Giant locusts dislike fighting and will much rather flee before a genuine menace. They try to jump and fly away to safety, only staying to fight if they have no other option. Even then, they flee the first chance they get.</p><p><u>Statistics</u></p><p><strong>Str</strong> 21, <strong>Dex </strong>16, <strong>Con</strong> 18, <strong>Int</strong> -, <strong>Wis</strong> 16, <strong>Cha</strong> 5 </p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +12</p><p><strong>Feats</strong> none</p><p><strong>Skills</strong> Hide +3, Jump +25*, Listen +3, Spot +7 </p><p><strong>Languages</strong> none</p><p><u>Ecology</u></p><p><strong>Environment</strong> temperate and warm plains, hills and deserts</p><p><strong>Organization</strong> solitary, cluster (2-8), colony (6-12) or swarm (20-50)</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 5-8 HD (Large); 9-12 HD (Huge) </p><p></p><p><u>Special Abilities</u></p><p><strong>Trample (Ex): </strong>1d8+7 points of damage, Reflex DC 17 for half. The save DC is Strength-based</p><p><strong>Skills:</strong> Giant locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Giant locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks. </p><p></p><p>These creatures are the bane of cultivations and of anyone who depends on them to survive, to the point where they are considered a divine punishment. Quite unaggressive by themselves, they yearly gather into huge swarms, flying over miles of land and devouring all they find.</p><p></p><p><strong>Ecology</strong></p><p>Giant locusts are omnivores, though they prefer plant matter, and are especially dangerous for grain and other cereals. They are also unusual among giant vermin in that they do not pass through a larval stage - instead, they hatch as "nymphs", smaller and unfinished versions of their adult selves who gather in small bands until they are strong enough to survive on their own. They can breed rapidly under under suitable conditions, and become gregarious and migratory. During migration periods, they experience a slight physical change, becoming more colourful and at the same time more aggressive. </p><p>Lots of carnivoures prey on giant locusts, which explains their quick reproduction rate. Other than dragons, rocs, cloud mantas, larger vermin and such predators, they are also considered to be a delicacy by desert-dwelling human tribes.</p><p></p><p><strong>Habitat and Society</strong></p><p>Giant locusts are simple, mindless creatures. They do not have a society to call their own and live as simple parasites. However, for reason that have yet to be determined, giant locusts are sometimes compelled to gather into swarms and migrate long distances, even flying above entire oceans and continents (giant locusts are resistant, while hardly agile, flyers), rapidly stripping fields and greatly damaging crops.</p><p></p><p><strong>Treasure</strong></p><p>Needless to say, giant locusts do not have any treasure. They neither have the mental ability to recognize it, nor the means to gather it.</p><p> </p><p> </p><p><strong>ADVANCED VERSION</strong></p><p><strong></strong><em>Advanced Celestial Giant Locust</em></p><p><em></em><strong>Divine Scourge Locust CR 8</strong></p><p><strong>Always LG Huge Magical Beast (Extraplanar)</strong></p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft, Listen +3, Spot +7</p><p><u>Defense</u></p><p><strong>AC</strong> 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16</p><p><strong>hp</strong> 126 (12d8+72)</p><p><strong>Fort</strong> +14, <strong>Ref</strong> +6, <strong>Will </strong>+7</p><p><strong>Damage reduction</strong> 10/magic; <strong>SR </strong>17; <strong>Resist</strong> acid, cold and electricity 10; <strong>Special Qualities</strong> jump</p><p><u>Offense</u></p><p><strong>Spd </strong>40 ft; flying 70 ft. (poor)</p><p><strong>Melee </strong>bite +17 melee (1d8+10) and 2 kicks +12 melee (1d8+5)</p><p><strong>Space</strong> 15 ft; <strong>Reach </strong>10 ft</p><p><strong>Special Attacks</strong> smite evil, trample 2d6+15</p><p><u>Tactics</u></p><p><strong>During Combat</strong> Both cannier and more combat-capable than a "normal" giant locust, divine scourge locusts use numbers and flanking positions to take down enemies, attacking like a well-organized pack of wolves. They have a basic understanding of Celestial, and if summoned by another creature, will obey orders at the best of their abilities. They usually try to use their smite evil ability on the opponent that looks nastier.</p><p><strong>Morale</strong> A divine scourge locust usually stays in the fight a lot more than its mundane counterpart, only retreating after its hit points have been lowered to a dangerous level. They re also more aggressive, and will usually attack evil (especially demons) on sight</p><p><u>Statistics</u></p><p><strong>Str</strong> 30, <strong>Dex </strong>15, <strong>Con</strong> 22, <strong>Int</strong> 3, <strong>Wis</strong> 16, <strong>Cha</strong> 5 </p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +27</p><p><strong>Feats</strong> none</p><p><strong>Skills</strong> Hide +2, Jump +30*, Listen +3, Spot +7 </p><p><strong>Languages</strong> none (has a basic understanding of Celestial)</p><p><u>Ecology</u></p><p><strong>Environment</strong> Seven Mounting Heavens of Celestia</p><p><strong>Organization</strong> solitary, cluster (2-8), colony (6-12) or swarm (20-50)</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> - </p><p></p><p><u>Special Abilities</u></p><p><u></u><strong>Smite Evil (Su):</strong> Once per day, a divine scourge locust can make a normal melee attack to deal 12 extra damage to an evil foe.</p><p><strong>Trample (Ex): </strong>2d6+10 points of damage, Reflex DC 26 for half. The save DC is Strength-based</p><p><strong>Skills:</strong> Divine scourge locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Divine scourge locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks.</p><p> </p><p></p><p>A divine scourge locust is a particularly large, powerful extraplanar insect normally used as a punishment for tyrannical rulers and slavers. Descending down in a cloud of righteous fury, swarms of these dreaded bugs devour supplies and destroy armies, reminding such haughty oppressors that no evil deed goes unnoticed by the forces of good. The orderly, split-second precise coordination of a swarm of divine scourge locusts is a sight for the eyes, if one is not on the receiving side of their attack.</p><p>A divine scourge locust looks very much like an "ordinary" giant locust, but is much larger and its exoskeleton has a golden or silver sheen to it. </p><p> </p><p> </p><p>------</p><p> </p><p>Nothing special, was it? </p><p> </p><p>Anyway, next time we'll take a look at the convertion of something veteran D&D players might have memories of. Yes indeed, guys, an old acquaintance from the earlier versions has decided to come back for an encore! Although, when you actually meet it, you'll probably be the ones performing an encore for IT instead...</p><p> </p><p>Hmmm, did I tip you off?</p><p> </p><p>We'll see... hopefully in a few weeks' time, the new conversion will be ready!</p><p></p></blockquote><p></p>
[QUOTE="Judou Ashita, post: 4433644, member: 59290"] I know, I know, double posts are annoying... And yes, I did some misspelling in my previous post. I'll get around to it as soon as possible. Anyway, my next creation is something a little more down-to-earth. A "simple" giant vermin, convertions of which I have never found in any rulebook or Dungeon/Dragon magazine. Since this is such a common creature, I spiced up my convertion by adding an advanced version of it, but it's still quite basic. So, don't expect too much. To make up for the unimaginative nature of this new monster, the next one will be far[I], far[/I], [I]FAR[/I] more outlandish!It will take some time for it to come out, though. For now, I hope this vermin will do... [B]Giant Locust[/B] [I]An overlarge locust, dull brown in colour with short antennae and sail-like wings, turns its head at you and stares blankly through its composed eyes. [/I] [B]Giant Locust CR 3 Always N Large Vermin Init[/B] +3; [B]Senses[/B] darkvision 60 ft, Listen +3, Spot +7 [U]Defense[/U] [B]AC[/B] 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 [B]hp[/B] 34 (4d8+16) [B]Fort[/B] +8, [B]Ref[/B] +4, [B]Will [/B]+4 [B]Special Qualities[/B] jump [U]Offense[/U] [B]Spd [/B]30 ft; flying 60 ft. (poor) [B]Melee [/B]bite +7 melee (1d6+5) and 2 kicks +2 melee (1d6+2) [B]Space[/B] 10 ft; [B]Reach [/B]5 ft [B]Special Attacks[/B] trample 1d8+7 [U]Tactics[/U] [B]During Combat[/B] Being unintelligent, giant locusts have no strategy during a fight. They just go for the nearest opponent, kicking and biting madly at it in an attempt to bring it down or buy itself some time [B]Morale[/B] Giant locusts dislike fighting and will much rather flee before a genuine menace. They try to jump and fly away to safety, only staying to fight if they have no other option. Even then, they flee the first chance they get. [U]Statistics[/U] [B]Str[/B] 21, [B]Dex [/B]16, [B]Con[/B] 18, [B]Int[/B] -, [B]Wis[/B] 16, [B]Cha[/B] 5 [B]Base Atk[/B] +3; [B]Grp[/B] +12 [B]Feats[/B] none [B]Skills[/B] Hide +3, Jump +25*, Listen +3, Spot +7 [B]Languages[/B] none [U]Ecology[/U] [B]Environment[/B] temperate and warm plains, hills and deserts [B]Organization[/B] solitary, cluster (2-8), colony (6-12) or swarm (20-50) [B]Treasure[/B] none [B]Advancement[/B] 5-8 HD (Large); 9-12 HD (Huge) [U]Special Abilities[/U] [B]Trample (Ex): [/B]1d8+7 points of damage, Reflex DC 17 for half. The save DC is Strength-based [B]Skills:[/B] Giant locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Giant locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks. These creatures are the bane of cultivations and of anyone who depends on them to survive, to the point where they are considered a divine punishment. Quite unaggressive by themselves, they yearly gather into huge swarms, flying over miles of land and devouring all they find. [B]Ecology[/B] Giant locusts are omnivores, though they prefer plant matter, and are especially dangerous for grain and other cereals. They are also unusual among giant vermin in that they do not pass through a larval stage - instead, they hatch as "nymphs", smaller and unfinished versions of their adult selves who gather in small bands until they are strong enough to survive on their own. They can breed rapidly under under suitable conditions, and become gregarious and migratory. During migration periods, they experience a slight physical change, becoming more colourful and at the same time more aggressive. Lots of carnivoures prey on giant locusts, which explains their quick reproduction rate. Other than dragons, rocs, cloud mantas, larger vermin and such predators, they are also considered to be a delicacy by desert-dwelling human tribes. [B]Habitat and Society[/B] Giant locusts are simple, mindless creatures. They do not have a society to call their own and live as simple parasites. However, for reason that have yet to be determined, giant locusts are sometimes compelled to gather into swarms and migrate long distances, even flying above entire oceans and continents (giant locusts are resistant, while hardly agile, flyers), rapidly stripping fields and greatly damaging crops. [B]Treasure[/B] Needless to say, giant locusts do not have any treasure. They neither have the mental ability to recognize it, nor the means to gather it. [B]ADVANCED VERSION [/B][I]Advanced Celestial Giant Locust [/I][B]Divine Scourge Locust CR 8 Always LG Huge Magical Beast (Extraplanar) Init[/B] +2; [B]Senses[/B] darkvision 60 ft, Listen +3, Spot +7 [U]Defense[/U] [B]AC[/B] 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 [B]hp[/B] 126 (12d8+72) [B]Fort[/B] +14, [B]Ref[/B] +6, [B]Will [/B]+7 [B]Damage reduction[/B] 10/magic; [B]SR [/B]17; [B]Resist[/B] acid, cold and electricity 10; [B]Special Qualities[/B] jump [U]Offense[/U] [B]Spd [/B]40 ft; flying 70 ft. (poor) [B]Melee [/B]bite +17 melee (1d8+10) and 2 kicks +12 melee (1d8+5) [B]Space[/B] 15 ft; [B]Reach [/B]10 ft [B]Special Attacks[/B] smite evil, trample 2d6+15 [U]Tactics[/U] [B]During Combat[/B] Both cannier and more combat-capable than a "normal" giant locust, divine scourge locusts use numbers and flanking positions to take down enemies, attacking like a well-organized pack of wolves. They have a basic understanding of Celestial, and if summoned by another creature, will obey orders at the best of their abilities. They usually try to use their smite evil ability on the opponent that looks nastier. [B]Morale[/B] A divine scourge locust usually stays in the fight a lot more than its mundane counterpart, only retreating after its hit points have been lowered to a dangerous level. They re also more aggressive, and will usually attack evil (especially demons) on sight [U]Statistics[/U] [B]Str[/B] 30, [B]Dex [/B]15, [B]Con[/B] 22, [B]Int[/B] 3, [B]Wis[/B] 16, [B]Cha[/B] 5 [B]Base Atk[/B] +9; [B]Grp[/B] +27 [B]Feats[/B] none [B]Skills[/B] Hide +2, Jump +30*, Listen +3, Spot +7 [B]Languages[/B] none (has a basic understanding of Celestial) [U]Ecology[/U] [B]Environment[/B] Seven Mounting Heavens of Celestia [B]Organization[/B] solitary, cluster (2-8), colony (6-12) or swarm (20-50) [B]Treasure[/B] none [B]Advancement[/B] - [U]Special Abilities [/U][B]Smite Evil (Su):[/B] Once per day, a divine scourge locust can make a normal melee attack to deal 12 extra damage to an evil foe. [B]Trample (Ex): [/B]2d6+10 points of damage, Reflex DC 26 for half. The save DC is Strength-based [B]Skills:[/B] Divine scourge locusts have a +4 racial bonus on Hide checks because of their neutral colours, and a +4 racial bonus on Spot checks because of their composed eyes. Divine scourge locusts are also natural born jumpers, and have a +20 racial bonus on all Jump checks. A divine scourge locust is a particularly large, powerful extraplanar insect normally used as a punishment for tyrannical rulers and slavers. Descending down in a cloud of righteous fury, swarms of these dreaded bugs devour supplies and destroy armies, reminding such haughty oppressors that no evil deed goes unnoticed by the forces of good. The orderly, split-second precise coordination of a swarm of divine scourge locusts is a sight for the eyes, if one is not on the receiving side of their attack. A divine scourge locust looks very much like an "ordinary" giant locust, but is much larger and its exoskeleton has a golden or silver sheen to it. ------ Nothing special, was it? Anyway, next time we'll take a look at the convertion of something veteran D&D players might have memories of. Yes indeed, guys, an old acquaintance from the earlier versions has decided to come back for an encore! Although, when you actually meet it, you'll probably be the ones performing an encore for IT instead... Hmmm, did I tip you off? We'll see... hopefully in a few weeks' time, the new conversion will be ready! [FONT=Arial][SIZE=2][/SIZE][/FONT] [/QUOTE]
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