Hello, as you can see, I’m newcomer here, and I was very glad to find such wonderful site on D&D material in Internet and especially was glad to see that you are converting some old good creatures from previous editions here. Thinking that my help might be useful, I have decided to post here several conversions of my favorite Al-Qadim Campaign Setting creatures. Post your comments on it, and I will use your suggestions to improve my work.
OK, this is the first of my conversions of creatures from Monstrous Compendium - Al-Qadim Appendix (1992). The original stats go first, then my homebrew conversion to 3,5 D&D:
Ashira
CLIMATE/TERRAIN: Domesticated trees
FREQUENCY: Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Daylight
DIET: Sunlight
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic Good
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVEMENT: 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Meld with tree
MAGIC RESISTANCE: 10%
SIZE: M
MORALE:
LEVEL/XP VALUE:
Average (8): 270
The ashira are tree spirits that live in domesticated trees such as
date and coconut palms, and banana, orange, lemon, plum, fig,
and pomegranate trees. They are a joyous and lighthearted
group of faerie creatures native to the lands of Zakhara, referred
to as .close friends. by the humans who tend their trees. They
can sometimes be heard singing and dancing when their trees are
passed at night.
An ashira has unnaturally thin limbs and wild, curly black
hair. By day they are fidgety, almost incapable of standing still,
constantly swaying in a breeze, shifting their arms and wiggling
their fingers. Their hair sometimes moves by itself, curling first
one way and then another. By night they are quieter, swaying
slowly, eyes listless. In the blooming and fruiting seasons their
dress generally improves from rags and scraps of cloth to complicated
woven garments of leaves, flowers, and vines.
Combat: Ashira abhor all forms of violence and always flee
from combat unless their home trees are threatened. In defense
of their orchard they can grow fierce, even bloodthirsty. Some
claim that the ashira once demanded yearly blood sacrifices to
nourish their bountiful trees, but their present peaceful nature
seems to belie this tale.
They can cast charm person or mammal at will and frequently
do so to avoid combat. In general, though, they prefer to win
the trust and friendship of others without the use of magic.
Unlike dryads, ashira are not linked to a specific tree. Instead,
they are connected to a whole orchard or stand of trees under
the protection of a single caretaker. If the orchard is threatened,
all the ashira respond. If they must flee, they can enter and exit
any tree in the orchard; they are not restricted to a .home tree..
This ability functions as either a pass plant or plant door spell,
cast at the 8th level of ability.
If trapped away from its orchard or if its fellows are threatened,
an ashira can strike with its thorny hands and nails for 1d6
points of damage per attack. Even so, an ashira will never deliver
a killing blow to a wounded or unconscious opponent, preferring
to nurse him back to health and release him far away from
the orchard.
Habitat/Society: Ashira are very clannish and cannot live alone
without becoming morose and moody. They are almost always
in contact with one another when they are met, holding hands,
weaving their curls into ragged braids, dressing one another,
massaging each other.s hurts, and dancing and singing close together.
All of them make decisions together, arguing and voting
until they all agree (or until the majority manage to browbeat
the remainder into accepting a course of action).
The orchard itself is only half the domain of the ashira; they
also live in a separate faerie realm within the trees. This they
leave only on rare occasions, such as days of irresistible soft
breezes and sunshine, when no humans are in the orchard.
Ecology: The ashira can live on the sap and fruit that their orchard
provides, but more often they simply soak up sunlight
during the day and convert the light to food by night, thus giving
their orchard a faint, eerie glow from the magically stored
sunlight. This light is so dim that it can only be seen on moonless
nights, but it adds weight to the tales of orchards haunted
by faerie folk.
The ashira are dependent on humans for care, protection, and
usually for the propagation of the trees the creatures use for
nourishment. They form close attachments to the horticulturists
they meet, often plying them with song and dance at harvest
time and even performing favors for them, such as watching
over their children and livestock. They are friendly with winged
serpents as well. They are friendly with all other creatures often
found in orchards, especially the birds, hive insects, and monkeys.
They enjoy keeping pets, sometimes lodging them in the
branches of their trees and caring for them as a group.
ASHIRA
Medium Fey
Hit Dice: 3d6 (11 hp)
Initiative: +3
Speed: 18 ft. (5 squares)
Armor Class: 17 (+3 Dexterity, +2 natural, +1 dodge),
touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Damage: Dagger +5 melee (1d4/19-20) or slam +1 melee (1d3)
Full Attack: Dagger +5 melee (1d4/19-20) or slam +1 melee (1d3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage Reduction 5/cold iron, low-light vision, orchard dependent.
Saves: Fort. +3, Ref +6, Will +7
Abilities: Str 10, Dex 16, Con 10, Int 12, Wis 14, Cha 15
Skills: Escape Artist + 10, Heal + 9, Hide + 10, Knowledge (Nature) + 7, Listen + 9, Move Silently + 10, Perform (Sing) + 5, Spot + 5, Survival + 7
Feats: Dodge, Weapon Finesse
Environment: Warm lands (domesticated orchards)
Organization: Clan (5-12) plus 2d8 monkeys or other similar arboreal pet animals
Challenge Rating: 4
Treasure: No
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: -
This creature looks like young and joyous female human with unnaturally thin limbs and wild, curly black hair, which moves by itself, curling first one way and then another.
The ashira are tree spirits that live in domesticated trees such as date and coconut palms, and banana, orange, lemon, plum, fig, and pomegranate trees. They are a joyous and light-hearted group of faerie creatures native to the lands of Zakhara, referred to as “close friends” by the humans who tend their trees. They can sometimes be heard singing and dancing when their trees are passed at night. By day they are fidgety, almost incapable of standing still, constantly swaying in a breeze, shifting their arms and wiggling their fingers. By night they are quieter, swaying slowly, eyes listless. In the blooming and fruiting seasons their dress generally improves from rags and scraps of cloth to complicated woven garments of leaves, flowers, and vines. Unlike dryads, ashira are not linked to a specific tree. Instead, they are connected to a whole orchard or stand of trees under the protection of a single caretaker. If the orchard is threatened, all the ashira respond. If they must flee, they can enter and exit any tree in the orchard; they are not restricted to a home tree..
Ashira speak their own language, Sylvan and Midani [Common].
Combat: Ashira abhor all forms of violence and always flee from combat unless their home trees are threatened. In defence of their orchard they can grow fierce, even bloodthirsty. Some claim that the ashira once demanded yearly blood sacrifices to nourish their bountiful trees, but their present peaceful nature seems to belie this tale. If threatened or in need of ally, an ashira makes a liberal use of its charm person or charm animal spell-like abilities and frequently do so to avoid combat. If trapped away from its orchard or if its fellows are threatened, an ashira can strike with its thorny hands and nails, dealing slam attacks. Even so, an ashira will never deliver a killing blow to a wounded or unconscious opponent, preferring to nurse him back to health and release him far away from the orchard.
Low-light vision (Ex.): Ashira have the low-light vision of 60 ft.
Orchard dependent (Su): Ashira are mystically bound to their home orchard and must never stray more than 500 ft. from it. Any ashira who do become fatigued and die within 4d6 hours. The destruction of the whole orchard (but not an only one tree in it) instantly slays all ashira leaving there.
Spell-like abilities: At will – charm animal (DC 14), charm person (DC 14), speak with plants; 5/day – tree stride, deep slumber (DC 15). Caster level 8th. The save DCs are Wisdom-based.
Society: Ashira are very clannish and cannot live alone without becoming morose and moody. They are almost always in contact with one another when they are met, holding hands, weaving their curls into ragged braids, dressing one another, massaging each other.s hurts, and dancing and singing close together. All of them make decisions together, arguing and voting until they all agree (or until the majority manage to browbeat the remainder into accepting a course of action). The orchard itself is only half the domain of the ashira; they also live in a separate faerie realm within the trees. This they leave only on rare occasions, such as days of irresistible soft breezes and sunshine, when no humans are in the orchard.
Ecology: The ashira can live on the sap and fruit that their orchard provides, but more often they simply soak up sunlight during the day and convert the light to food by night, thus giving their orchard a faint, eerie glow from the magically stored sunlight. This light is so dim that it can only be seen on moonless nights, but it adds weight to the tales of orchards haunted by faerie folk.
The ashira are dependent on humans for care, protection, and usually for the propagation of the trees the creatures use for nourishment. They form close attachments to the horticulturists they meet, often plying them with song and dance at harvest time and even performing favors for them, such as watching over their children and livestock. They are friendly with winged serpents as well. They are friendly with all other creatures often found in orchards, especially the birds, hive insects, and monkeys. They enjoy keeping pets, sometimes lodging them in the branches of their trees and caring for them as a group.
If you have any critical remarks on this conversion, please, post it. I would be very glad to hear your opinion.
OK, this is the first of my conversions of creatures from Monstrous Compendium - Al-Qadim Appendix (1992). The original stats go first, then my homebrew conversion to 3,5 D&D:
Ashira
CLIMATE/TERRAIN: Domesticated trees
FREQUENCY: Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Daylight
DIET: Sunlight
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic Good
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVEMENT: 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Meld with tree
MAGIC RESISTANCE: 10%
SIZE: M
MORALE:
LEVEL/XP VALUE:
Average (8): 270
The ashira are tree spirits that live in domesticated trees such as
date and coconut palms, and banana, orange, lemon, plum, fig,
and pomegranate trees. They are a joyous and lighthearted
group of faerie creatures native to the lands of Zakhara, referred
to as .close friends. by the humans who tend their trees. They
can sometimes be heard singing and dancing when their trees are
passed at night.
An ashira has unnaturally thin limbs and wild, curly black
hair. By day they are fidgety, almost incapable of standing still,
constantly swaying in a breeze, shifting their arms and wiggling
their fingers. Their hair sometimes moves by itself, curling first
one way and then another. By night they are quieter, swaying
slowly, eyes listless. In the blooming and fruiting seasons their
dress generally improves from rags and scraps of cloth to complicated
woven garments of leaves, flowers, and vines.
Combat: Ashira abhor all forms of violence and always flee
from combat unless their home trees are threatened. In defense
of their orchard they can grow fierce, even bloodthirsty. Some
claim that the ashira once demanded yearly blood sacrifices to
nourish their bountiful trees, but their present peaceful nature
seems to belie this tale.
They can cast charm person or mammal at will and frequently
do so to avoid combat. In general, though, they prefer to win
the trust and friendship of others without the use of magic.
Unlike dryads, ashira are not linked to a specific tree. Instead,
they are connected to a whole orchard or stand of trees under
the protection of a single caretaker. If the orchard is threatened,
all the ashira respond. If they must flee, they can enter and exit
any tree in the orchard; they are not restricted to a .home tree..
This ability functions as either a pass plant or plant door spell,
cast at the 8th level of ability.
If trapped away from its orchard or if its fellows are threatened,
an ashira can strike with its thorny hands and nails for 1d6
points of damage per attack. Even so, an ashira will never deliver
a killing blow to a wounded or unconscious opponent, preferring
to nurse him back to health and release him far away from
the orchard.
Habitat/Society: Ashira are very clannish and cannot live alone
without becoming morose and moody. They are almost always
in contact with one another when they are met, holding hands,
weaving their curls into ragged braids, dressing one another,
massaging each other.s hurts, and dancing and singing close together.
All of them make decisions together, arguing and voting
until they all agree (or until the majority manage to browbeat
the remainder into accepting a course of action).
The orchard itself is only half the domain of the ashira; they
also live in a separate faerie realm within the trees. This they
leave only on rare occasions, such as days of irresistible soft
breezes and sunshine, when no humans are in the orchard.
Ecology: The ashira can live on the sap and fruit that their orchard
provides, but more often they simply soak up sunlight
during the day and convert the light to food by night, thus giving
their orchard a faint, eerie glow from the magically stored
sunlight. This light is so dim that it can only be seen on moonless
nights, but it adds weight to the tales of orchards haunted
by faerie folk.
The ashira are dependent on humans for care, protection, and
usually for the propagation of the trees the creatures use for
nourishment. They form close attachments to the horticulturists
they meet, often plying them with song and dance at harvest
time and even performing favors for them, such as watching
over their children and livestock. They are friendly with winged
serpents as well. They are friendly with all other creatures often
found in orchards, especially the birds, hive insects, and monkeys.
They enjoy keeping pets, sometimes lodging them in the
branches of their trees and caring for them as a group.
ASHIRA
Medium Fey
Hit Dice: 3d6 (11 hp)
Initiative: +3
Speed: 18 ft. (5 squares)
Armor Class: 17 (+3 Dexterity, +2 natural, +1 dodge),
touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Damage: Dagger +5 melee (1d4/19-20) or slam +1 melee (1d3)
Full Attack: Dagger +5 melee (1d4/19-20) or slam +1 melee (1d3)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage Reduction 5/cold iron, low-light vision, orchard dependent.
Saves: Fort. +3, Ref +6, Will +7
Abilities: Str 10, Dex 16, Con 10, Int 12, Wis 14, Cha 15
Skills: Escape Artist + 10, Heal + 9, Hide + 10, Knowledge (Nature) + 7, Listen + 9, Move Silently + 10, Perform (Sing) + 5, Spot + 5, Survival + 7
Feats: Dodge, Weapon Finesse
Environment: Warm lands (domesticated orchards)
Organization: Clan (5-12) plus 2d8 monkeys or other similar arboreal pet animals
Challenge Rating: 4
Treasure: No
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: -
This creature looks like young and joyous female human with unnaturally thin limbs and wild, curly black hair, which moves by itself, curling first one way and then another.
The ashira are tree spirits that live in domesticated trees such as date and coconut palms, and banana, orange, lemon, plum, fig, and pomegranate trees. They are a joyous and light-hearted group of faerie creatures native to the lands of Zakhara, referred to as “close friends” by the humans who tend their trees. They can sometimes be heard singing and dancing when their trees are passed at night. By day they are fidgety, almost incapable of standing still, constantly swaying in a breeze, shifting their arms and wiggling their fingers. By night they are quieter, swaying slowly, eyes listless. In the blooming and fruiting seasons their dress generally improves from rags and scraps of cloth to complicated woven garments of leaves, flowers, and vines. Unlike dryads, ashira are not linked to a specific tree. Instead, they are connected to a whole orchard or stand of trees under the protection of a single caretaker. If the orchard is threatened, all the ashira respond. If they must flee, they can enter and exit any tree in the orchard; they are not restricted to a home tree..
Ashira speak their own language, Sylvan and Midani [Common].
Combat: Ashira abhor all forms of violence and always flee from combat unless their home trees are threatened. In defence of their orchard they can grow fierce, even bloodthirsty. Some claim that the ashira once demanded yearly blood sacrifices to nourish their bountiful trees, but their present peaceful nature seems to belie this tale. If threatened or in need of ally, an ashira makes a liberal use of its charm person or charm animal spell-like abilities and frequently do so to avoid combat. If trapped away from its orchard or if its fellows are threatened, an ashira can strike with its thorny hands and nails, dealing slam attacks. Even so, an ashira will never deliver a killing blow to a wounded or unconscious opponent, preferring to nurse him back to health and release him far away from the orchard.
Low-light vision (Ex.): Ashira have the low-light vision of 60 ft.
Orchard dependent (Su): Ashira are mystically bound to their home orchard and must never stray more than 500 ft. from it. Any ashira who do become fatigued and die within 4d6 hours. The destruction of the whole orchard (but not an only one tree in it) instantly slays all ashira leaving there.
Spell-like abilities: At will – charm animal (DC 14), charm person (DC 14), speak with plants; 5/day – tree stride, deep slumber (DC 15). Caster level 8th. The save DCs are Wisdom-based.
Society: Ashira are very clannish and cannot live alone without becoming morose and moody. They are almost always in contact with one another when they are met, holding hands, weaving their curls into ragged braids, dressing one another, massaging each other.s hurts, and dancing and singing close together. All of them make decisions together, arguing and voting until they all agree (or until the majority manage to browbeat the remainder into accepting a course of action). The orchard itself is only half the domain of the ashira; they also live in a separate faerie realm within the trees. This they leave only on rare occasions, such as days of irresistible soft breezes and sunshine, when no humans are in the orchard.
Ecology: The ashira can live on the sap and fruit that their orchard provides, but more often they simply soak up sunlight during the day and convert the light to food by night, thus giving their orchard a faint, eerie glow from the magically stored sunlight. This light is so dim that it can only be seen on moonless nights, but it adds weight to the tales of orchards haunted by faerie folk.
The ashira are dependent on humans for care, protection, and usually for the propagation of the trees the creatures use for nourishment. They form close attachments to the horticulturists they meet, often plying them with song and dance at harvest time and even performing favors for them, such as watching over their children and livestock. They are friendly with winged serpents as well. They are friendly with all other creatures often found in orchards, especially the birds, hive insects, and monkeys. They enjoy keeping pets, sometimes lodging them in the branches of their trees and caring for them as a group.
If you have any critical remarks on this conversion, please, post it. I would be very glad to hear your opinion.