new conversions from MMII!

BOZ

Creature Cataloguer
sorry, didn't mean to confuse you. ;) i was talking about new conversions i have done from the original monster manual II. :) first off are the selkie and the taer. soon to follow will be the pyrolisk, muckdweller, and carnivorous flying squirrel. :)

and yes, krishnath, the very next thing i'm doing after that, will be the drakes. :D
 

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SELKIE
Medium-Size Shapechanger
Hit Dice: 3d8+3 (16 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft, swim 90 ft
AC: 18 (+3 Dex, +5 natural)
Attacks: Bite +5 melee; or longsword +3 melee
Damage: Bite 1d6+1; or longsword 1d8+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Alternate form
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 12, Dex 16, Con 13, Int 13, Wis 12, Cha 14
Skills: Disguise +6, Hide +7, Listen +5, Move Silently +7, Spot +5, Swim +5, Wilderness Lore +5
Feats: Improved Initiative, Weapon Finesse (bite)

Climate/Terrain: Cold aquatic
Organization: Solitary or tribe (12-30 plus 1 leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral (with good tendencies)
Advancement: By character class

Selkies are creatures that resemble seals, who have the ability to adopt humanoid form. In their true form, they look like normal seals at first glance, but they have humanoid legs and webbed hands where flippers would be. Though not a lycanthrope, the selkie is often referred to as a “sealwere”.
In humanoid form, selkies like to visit the surface world (or “otherworld”, as they call it) for brief times out of simple curiosity. At other times they have a quest, seeking information or necessary supplies. Selkies who visit the otherworld many times sometimes acquire a taste for heavy ornamentation, wearing fine clothes and jewelry. They also gain an appreciation for human customs, food, and fine wines. Such selkies blend in better with humans and often serve as diplomats.

COMBAT
Selkies usually do not carry weapons underwater, as they cannot swim rapidly while carrying anything. They bite when cornered, but prefer to swim away when opponents are too powerful. On land, selkies carry weapons that they have scavenged from shipwrecks.
Alternate Form (Ex): Once per month, a selkie can transform into the form of a humanoid, usually human, for as much as one week. This form is very attractive, and tends to garner attention from the locals. Their human eyes are always a bright, shiny emerald green or light blue. This transformation is non-magical and cannot be dispelled, but true seeing spells will reveal the selkie's true form.
Spell-like Abilities: Once per day, once per round – augury, cure light wounds, and cure disease. Once per week – weather summoning and control weather. Venerable leaders among the selkie gain these powers as they age, as selkies are not born with them. They do not use these powers for ill, lest the sea take out its vengeance on them.

SOCIETY
In a selkie tribe, females account for about 2/3 of the population. Females serve in a domestic capacity, while males hunt for fish, crustaceans, and seaweed. The sexes are equally respected within the lair and the community.
Selkies prefer colder waters, and lair in large underwater caverns and grottoes with pockets of air. They often build their lairs near sunken ships, which they explore and pillage for pearls and magical treasure. Such items are used in service of the community, and for defense of the lair.

The selkie first appeared in the Monster Manual II (1983). They also appeared in Monstrous Compendium Volume 2 (1989), and the Monstrous Manual (1993).

Edit: The "Silkie" from Dragon Magazine #41 is very similar to the well-known selkie, but they are definitely different creatures.
 
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TAER
Medium-Size Monstrous Humanoid (Cold)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 50 ft
AC: 16 (+1 Dex, +5 natural)
Attacks: Kick +6 melee, punch +1 melee, bite +1 melee; or longspear +4 ranged
Damage: Kick 1d6+3, punch 1d4+1, bite 1d4+1; longspear 1d8+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Stench
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Skills: Climb +7, Hide +6, Listen +7, Spot +7
Feats: Alertness

Climate/Terrain: Cold mountains
Organization: Solitary, band (2-10), or clan (10-40)
Challenge Rating: 2
Treasure: 25% standard
Alignment: Usually neutral
Advancement: By character class


Taer are shaggy, primitive naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike, with large, sloping heads and almost no forehead. Their bodies are covered in thick, matted fur of snowy-white or grayish color. The fur is coated with an oily, fatty substance excreted through the pores, which protects them from any degree of cold. Taer can see clearly even in heavy snowstorms, due to a second transparent eyelid that protects the eye from snow. Taer wear nothing except for polished teeth and horns.
Taer live in nomadic clans consisting of several interrelated families, and patrol the edges of high mountain ranges. During the day, adults of the clan scrounge for food, which could be just about anything except sentient beings.
Taer are extremely superstitious, and fear metal and clothing, and those who use them. They have their own guardian snow-god, represented by the large stone idol carried by a clan. Clans also may carry a single metal item taken from another sentient race. This item can be anything metal, and is purely religious in nature, believed by the taer to grant protection against those who use metal.
These creatures communicate through grunts, hooting, and yelling, as well as a body language consisting of body slapping.

COMBAT
Taer usually attack with natural attacks, but they occasionally carry huge stone spears to throw. They are fierce creatures, capable of incredible cunning, which they use to defend and expand territory. They can use their home terrain to their advantage, causing avalanches, hurling rocks, burrowing under snow, and using snow-covered pit traps. They are rarely murderous, and prefer to drive intruders off rather than kill them.
Stench (Ex): The oil that protects a taer from cold is extremely foul-smelling. Any creature within 10 feet of a taer must succeed at a Will save (DC 13) or be disoriented and nauseous for 1d4+1 hours. Affected creatures suffer a –2 penalty to attack rolls and –1 penalty to damage rolls. Any creature, besides other taer, who has the Scent special quality adds +4 to the save DC.

The taer first appeared in the Monster Manual II (1983).
 



Qstor- yes. It will be there along with the rest of the therianthropes (animals that assume human form). Others include:


jackalwere, wolfwere, lionwere, foxwere (the foxwoman from MM2), owlwere, baboonwere.

As a side note, there will be a monster list forthcoming that lists every monster going into the book.
 




PYROLISK
Small Magical Beast (Fire)
Hit Dice: 6d10+12 (45 hp)
Initiative: +4 (Dex)
Speed: 20 ft, fly 60 ft (poor)
AC: 15 (+1 size, +4 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Burning gaze, pyrotechnics
Special Qualities: Immune to fire
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 7, Dex 18, Con 14, Int 5, Wis 14, Cha 14
Skills: Hide +9, Listen +9, Spot +9
Feats: Alertness, Dodge

Climate/Terrain: Any temperate and warm land and underground
Organization: Solitary or flight (1-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Small); 13-24 HD (Medium-Size)

The pyrolisk is foul creature, even more deadly than its cousin, the cockatrice. This creature is much more malignant and evil than a cockatrice, and revels in creating mayhem. It appears almost identical to the cockatrice, save for its single red tail feather, and the reddish cast of its wings. It is said that the mortal enemy of the pyrolisk is the phoenix, though it is likely to attack any creature it encounters.

COMBAT
The pyrolisk is a true pyromaniac, setting alight to every creature it meets. It will try to use its gaze attack on opponents, but failing that it will use its weak bite attack to flee.
Burning Gaze (Su): Any creature that meets the gaze of the pyrolisk must succeed at a Will save (DC 15) or instantly burst into flames, dying at the end of the round. If the save is made, the creature will suffer 1d12 points of fire damage. Creatures immune to or protected from fire are not affected by this attack, and any creature that makes its saving throw is thereafter immune to the gaze of that pyrolisk.
Pyrotechnics (Su): Once per round, at will, a pyrolisk can affect any fire source within 30 yards as the pyrotechnics spell. The area of effect for this power is 10 times that of the fire source.

The pyrolisk first appeared in the Monster Manual II (1983), and later appeared in both Monstrous Compdenium One (1989) and the Monstrous Manual (1993) under the "cockatrice" entry.
 

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