new FIENDIES conversions!

BOZ

Creature Cataloguer
here's a trio i whipped up this week; the thork, assassin bug, and eye killer! :) i may do more before i get to the drakes, and i may not. enjoy!
 

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THORK
Large Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2 (Dex)
Speed: 15 ft, swim 15 ft
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Bite +5 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Boiling spit
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 15, Int 2, Wis 11, Cha 10
Skills: Hide +3, Listen+2, Spot +2, Swim +4

Climate/Terrain: Temperate and warm marsh and aquatic
Organization: Solitary or flock (1-6)
Challenge Rating: 2
Treasure: Standard coins (platinum only)
Alignment: Always neutral
Advancement: 2-3 HD (Tiny); 17-24 HD (Large)

The thork, also known as the boiler bird, is a large waterfowl that generates intense heat from its body. This aquatic bird appears very similar to a stork from a distance, but closer inspection reveals that its feathers are actually made of pure copper. Wisps of steam seem to continually rise from the bird's beak, though with its mouth closed there is no abnormal heat radiating from its body. This bird likes to collect platinum pieces and items made from platinum, which it hides under a boulder or other inconspicuous location.

COMBAT
The thork is inherently benign and only attacks to defend itself. This bird had the ability to generate intense heat in its abdomen. It can suck water into its stomach and heat it to boiling in one round, spitting it out the next round at enemies. Any hostile-looking creatures approaching within 30 feet of the bird are likely to be spat upon. If this is insufficient to deal with foes, the thork will attack with its beak or swim away.
Boiling Spit (Su): 3 times per day, the thork can squirt out a jet of boiling hot water, in a cone 40 feet long, and 10 feet wide at its end. Anyone in this range suffers 4d8 damage (Reflex save DC 13 for half damage) from the heat of the steaming water.

The thork first appeared in the Fiend Folio (1981).
 

ASSASSIN BUG
Tiny Vermin
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 15 ft, fly 50 ft (average)
AC: 15 (+2 size, +2 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4-3 and poison (male) or eggs (female)
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Poison, eggs
Special Qualities: Vermin
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 10, Cha 5
Skills: Listen +6, Spot +6
Feats: Weapon Finesse (bite)

Climate/Terrain: Temperate and warm marsh and underground
Organization: Pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)

Assassin bugs are large insects that lay their eggs inside the bodies of humanoids. They have the appearance and color of giant bluebottle flies, with females being a slightly lighter shade than males. They possess four limbs which are like miniature arms and legs, that are a light tan color. Assassin bugs have two pairs of wings on their backs, which are almost transparent with a faint silvery hue.
Assassin bugs are solitary by nature, but stay well out of sight most of the time. They only time they are likely to be encountered is during their mating season, every other month, when a lone male and female will pair together to search for a host creature for their egg. These eggs are 4 - 5 inch long ovals of deep blue color, and are considered delicacies by trolls, troglodytes, and bugbears.

COMBAT
When a mated pair of assassin bugs encounter a human or other humanoid, they attack. The male will attack with his paralyzing bite, which injects a local anesthetic, and will continue to attack until killed. The female assassin bug will hover just out of melee range, waiting until the male has successfully attacked a target. The female follows the scent of the male's saliva and bites the infected area, injecting her eggs and dying in the process. When the female dies, the male will fly away, and the female will flee if the male is killed before paralyzing a host.
Poison (Ex): Bite; DC 12; initial and secondary damage 1d3 Dexterity. This poison also causes paralysis in the affected area of the body.
Eggs (Ex): A female assassin bug's bite implants an egg into a victim's body. At this point, only spells as powerful as limited wish or heal will remove and kill the egg. 1d12+12 hours after implantation, the egg will hatch and produce 1d6+6 larvae. Each larva causes 1 hit point of damage from intense pain to the host creature per hour as it feasts on the host's muscles and internal organs. After two weeks of this, the larvae burrow out of the host's body, causing an additional 1d4+4 hit points of damage per surviving larvae (assuming the host has survived the process in the first place.) Upon reaching the outside air, the larvae will metamorphose into adult assassin bugs and fly away separately.
Assassin bug larvae are difficult to kill while the host is still alive, and usually require a well-placed spell or potion to do so. Cure serious wounds will kill one larva for every level of experience the caster has above 6th level, and cure critical wounds kills all larvae. The heal spell also kills all the larvae and functions as usual. Limited wish or wish spells, if properly worded, can kill all the larvae and heal the character fully.
Vermin: Immune to mind-influencing effects. Assassin bugs have darkvision with a range of 60 feet.

The assassin bug first appeared in the Fiend Folio (1981).
 

EYE KILLER
Medium-Size Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4 (Dex)
Speed: 20 ft
AC: 19 (+4 Dex, +5 natural)
Attacks: Tail slap +7 melee
Damage: Tail slap 1d6+4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constrict 1d6+4, death stare
Saves: Fort +6, Ref +8, Will +1
Abilities: Str 16, Dex 18, Con 14, Int 2, Wis 10, Cha 14
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Alertness

Climate/Terrain: Any underground
Organization: Solitary, pack (1-4) or swarm (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)

Eye killers are subterranean dwellers that reflect bright light as a powerful gaze attack. The eye killer is a strange hybrid monster, somehow an unlikely combination of bat and snake. Its upper half consists of a bat-like torso with stunted wings that are incapable of flight. This upper part of its body is covered with a dark grayish-green fur, and in its face rest two large, disproportionately large, lidless eyes. The lower half of the eye killer looks like a constrictor snake tail, its scales a medium green in color with dull yellow flecks.
Eye killers hate daylight, and cannot stand light from open flames. They dwell underground in dark places, where very little light can touch their sensitive eyes. Eye killers are limbless spherical things at birth, but take form as they develop.

COMBAT
Eye killers are hostile to all who enter their territory, but especially to those who carry lights with them. If there are any lit torches or lanterns carried by an approaching party, the eye killers will use their death stare. If this is insufficient to deal with all of the intruders, or if none of them is carrying lights, the eye killer will attack with its coiling tail. If opponents bearing torches or lanterns come too close to an eye killer, it will turn away, and it will try to flee if three or more of these light sources come within 10 feet of it. Any eye killer will attack with its coils if opponents come too close but fail to drive it off.
Improved Grab (Ex): To use this ability, the eye killer must hit with its tail slap attack. If it gets a hold, it can constrict.
Constriction (Ex): Eye killers wrap their coils around their victims like snakes, causing 1d6+4 points of damage per round. Victims can break free from the constriction on a successful Strength check (DC 15).
Death Stare (Su): The eye killer has the dreaded ability to reflect the light of lanterns, torches, and other bright flames to deadly effect. This attack has a range of 50 feet, and can only be used once per day. The eyes of an eye killer absorb the illumination from bright flame, amplify it, and project it in a deadly ray, usually aimed back at the person carrying the light. The victim of this searing light must succeed at a Will save (DC 14) or die instantly. If the save is successful, the victim instead takes 3d6 points of damage from the heat of the ray.
The light from a death stare can be reflected in the same way as other gaze attacks, but is not harmful to the eye killer. The eye killer will again gather the reflected illumination and project it at another victim, as a free action that same round.

The eye killer first appeared in the Fiend Folio (1981).
 

More from the "who ever playes with this lot anyway" pile I see ;) No, actually they're very nice, I doubt I'll use them, but you never know, do ya? So how's it going with the Psionics Conversion? :D
 

haven't really done anything with it lately... but i don't like the idea of leaving it for too long!
 

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