Send In The Clowns… (or, Converting the Oddballs)

Drop the "sunder with flaming weapons" bit, and I'm happy. It's too niche fro my tastes. Keep that for the "Cleon Special" version. ;)

Dang it, my genius has been outvoted again.:mad: ;)

Looks like you hop-scotched over my last post. I'm OK with the plain boring version not including Sunder but I prefer "Vulnerable Wings" to "Fragile Wings", since water doesn't make them frangible, it just impairs their aerial performance.

Shall we work on a Training section?

Might as well. I'm thinking we should use a Hippogriff as a foundation, since it isn't an intelligence flying steed like a Griffin or Pegasus.

I'd set the gp value to equal a Griffin, since we've given the turtle the same CR.

We can add a mention of the supergluing chests and chairs to its back. I dropped mention of sovereign glue since that would add 2,400gp to the cost of the saddle.

So, that would make it something like:

Training A Dragonfly Turtle
A dragonfly turtle requires training before it can bear a rider in combat.

Training a dragonfly turtle requires six weeks of work and a DC 25 Handle Animal check. Riding a dragonfly turtle requires an exotic saddle A dragonfly turtle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

A dragonfly turtle's saddle usually takes the form of a throne-like chair glued to the back of the turtle's shell. Some dragonfly turtles also have chests or lockers glued to their shell for storing their master's possessions.

Dragonfly turtle eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a dragonfly turtle.

Carrying Capacity

A light load for a dragonfly turtle is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds.
 

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Looks good. Updated.

Anything left?

Well you haven't statted up every stage in their life-cycle with explanatory notes yet.

Something like this...:angel:

Dragonfly Turtle Growth Stages
Dragonfly turtles lay their eggs in water. Hatchlings are born with internal gills like a dragonfly nymph. When the young grow to about 6 feet in length (which usually takes about 4 years) they crawl onto land and metamorphose, exchanging their gills for lungs and shedding the outermost layers of their shell to reveal their first wings. They can fly as soon as they pump out and dry their wings – the whole metamorphosis usually takes 2-3 hours. It takes another 4 years for them to grow to adult size.

Dragonfly turtles live about 20 years. They grow throughout their lives and can reach Gargantuan size. Dragonfly turtles moult every few months, replacing their wings with each moult.

Skills: The aquatic stages of a dragonfly turtle have green and brown camouflage patterns which give them a +8 racial bonus on Hide checks if they are amongst mud or waterweed. They can also use their Strength or Dexterity bonus on Swim checks, whichever is better.

Hatchling
Dragonfly Turtle (Small Magical Beast (Aquatic), Hit Dice: 1d10+1 (6 hp); Init: +3; Speed: 10 ft. (2 squares), swim 20 ft.; AC: 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17; Base Attack/Grapple: +1/-4; Attack/Full Attack: Bite +5 melee (1d4-1); Space/Reach: 5 ft./5 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +3, Ref +5, Will +0; Abilities: Str 8, Dex 16, Con 13, Int 1, Wis 10, Cha 8; Skills: Hide +7* (+15 in ponds), Spot +4, Swim +11; Feats: Endurance, Weapon Finesse (B); Advancement: 2 HD (Small); 3-5 HD (Medium); 6-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan); CR: 1/2)

Hatchling dragonfly turtles are some 2-4 feet long, with shells up to 2 feet across, and weigh 10 to 75 pounds.

Aquatic Juvenile
Dragonfly Turtle (Medium Magical Beast (Aquatic), Hit Dice: 3d10+6 (22 hp); Init: +2; Speed: 10 ft. (2 squares), swim 20 ft.; AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18; Base Attack/Grapple: +3/+3; Attack/Full Attack: Bite +5 melee (1d6); Space/Reach: 5 ft./5 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 10, Dex 14, Con 15, Int 1, Wis 10, Cha 8; Skills: Hide +2* (+10 in ponds), Spot +6, Swim +10; Feats: Endurance, Swimby Attack, Weapon Finesse (B); Advancement: 4-5 HD (Medium); 6-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan); CR: 1)

These aquatic juvenile dragonfly turtles (or nymphs) are usually 4-6 feet long, with shells up to 3 feet across, and weigh 75 to 250 pounds.

Winged Juvenile
Dragonfly Turtle (Medium Magical Beast, Hit Dice: 4d10+8 (30 hp); Init: +2; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18; Base Attack/Grapple: +4/+6; Attack/Full Attack: Bite +6 melee (1d8+3); Space/Reach: 5 ft./5 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., low-light vision, scent, vulnerable wings; Saves: Fort +6, Ref +6, Will +1; Abilities: Str 14, Dex 14, Con 15, Int 1, Wis 10, Cha 8; Skills: Spot +7, Swim +10; Feats: Endurance, Flyby Attack, Hover (B); Advancement: 5 HD (Medium); 6-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan); CR: 2)

Juvenile winged dragonfly turtles are sometimes called hums by common folk, after the distinctive sound of their wings, although scholars call them subimagos, since they are a winged yet sexually immature stage. They are typically 6-8 feet long, with shells up to 4 feet across, and weigh 250 to 600 pounds. Small sized characters can ride a subimago dragonfly turtle, so they are sometimes trained as flying mounts.

Young Adult
Dragonfly Turtle (Large Magical Beast, Hit Dice: 6d10+18 (51 hp); Init: +1; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Attack/Grapple: +6/+14; Attack/Full Attack: Bite +9 melee (2d6+6); Space/Reach: 10 ft./5 ft.; Special Attacks: ; Special Qualities: Combustible wings, darkvision 60 ft., low-light vision, scent, water-sensitive wings; Saves: Fort +8, Ref +6, Will +2; Abilities: Str 18, Dex 12, Con 17, Int 1, Wis 10, Cha 8; Skills: Spot +9, Swim +12; Feats: Endurance, Flyby Attack, Hover (B), Wingover; Advancement: 7-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan); CR: 3)

A young adult dragonfly turtle is typically 8 feet long with a shell up to 5 feet across, weighing around 1,100 pounds. This is the size they normally begin training to take a rider, since they are strong enough to fly with a Medium-sized creature.

Adult
Dragonfly Turtle (Large Magical Beast, Hit Dice: 8d10+24 (68 hp); Init: +1; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Attack/Grapple: +8/+18; Attack/Full Attack: Bite +12 melee (2d8+9); Space/Reach: 10 ft./5 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., low-light vision, scent, vulnerable wings; Saves: Fort +9, Ref +7, Will +2; Abilities: Str 22, Dex 12, Con 17, Int 1, Wis 10, Cha 8; Skills: Spot +11, Swim +14; Feats: Endurance, Flyby Attack, Hover (B), Wingover; Advancement: 9-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan); CR: 4)

A typical dragonfly turtle – 10 feet long with a shell up to 6 feet across, weighing around 2,000 pounds.

Huge
Dragonfly Turtle (Huge Magical Beast, Hit Dice: 12d10+72 (138 hp); Init: +0; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 21 (-2 size, +0 Dex, +13 natural), touch 8, flat-footed 21; Base Attack/Grapple: +12/+30; Attack/Full Attack: Bite +20 melee (3d8+15); Space/Reach: 15 ft./10 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., low-light vision, scent, vulnerable wings; Saves: Fort +14, Ref +10, Will +4; Abilities: Str 30, Dex 10, Con 22, Int 1, Wis 10, Cha 8; Skills: Spot +15, Swim +18; Feats: Endurance, Flyby Attack, Hover (B), Improved Flyby Attack, Lightning Reflexes, Wingover; Advancement: 13-23 HD (Huge), 24-32 HD (Gargantuan); CR: 7)

A Huge dragonfly turtle is typically 20 feet long with a shell up to 12 feet across, and weighs around 16,000 pounds.

Gargantuan
Dragonfly Turtle (Gargantuan Magical Beast, Hit Dice: 24d10+192 (324 hp); Init: +0; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 23 (-4 size, +0 Dex, +17 natural), touch 6, flat-footed 23; Base Attack/Grapple: +24/+51; Attack/Full Attack: Bite +35 melee (4d8+22/19-20); Space/Reach: 20 ft./15 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., damage reduction 3/–, low-light vision, scent, vulnerable wings; Saves: Fort +22, Ref +20, Will +8; Abilities: Str 40, Dex 10, Con 27, Int 1, Wis 10, Cha 8; Skills: Spot +27, Swim +22; Feats: Damage Reduction, Endurance, Epic Reflexes, Flyby Attack, Hover (B), Improved Critical (bite), Improved Flyby Attack, Lightning Reflexes, Snatch, Wingover; Advancement: 25-32 HD (Gargantuan); CR: 12)

A Gargantuan dragonfly turtle is typically 40 feet long with a shell up to 24 feet across, and weighs around 60 to 70 tons.

Ancient
Dragonfly Turtle (Gargantuan Magical Beast, Hit Dice: 32d10+256 (432 hp); Init: +0; Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.; AC: 23 (-4 size, +0 Dex, +17 natural), touch 6, flat-footed 23; Base Attack/Grapple: +32/+60; Attack/Full Attack: Bite +44 melee (6d8+24/19-20); Space/Reach: 20 ft./15 ft.; Special Attacks: ; Special Qualities: Darkvision 60 ft., damage reduction 3/–, low-light vision, scent, vulnerable wings; Saves: Fort +26, Ref +24, Will +14; Abilities: Str 42, Dex 10, Con 27, Int 1, Wis 10, Cha 8; Skills: Spot +35, Swim +22; Feats: Damage Reduction, Endurance, Epic Reflexes, Epic Will, Flyby Attack, Hover (B), Improved Critical (bite), Improved Flyby Attack, Improved Natural Attack (bite), Lightning Reflexes, Snatch, Wingover; Advancement: ; CR: 14)

Ancient dragonfly turtles have advanced to their maximum hit dice. They are somewhat larger than regular Gargantuan dragonfly turtles –
typically 50 feet long with a shell up to 30 feet across, and weighs around 125 tons.

Note the advanced dragonfly turtles include ability score advancements for their extra HD. The Huge dragonfly turtle has +1 Constitution, the Gargantuan turtle +2 Strength and +2 Constitution, and the ancient turtle +4 Strength and +2 Constitution.
 



Never fear, I picked up a scroll of resurrection on my business trip! Now I just need to boost my Wis enough to cast it...
 

This one's not real silly, either, but since this thread has temporarily become a "converting the hybrids" thread, we might as well continue...

Owlbear, Arctic
CLIMATE/TERRAIN: Any arctic
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Dav
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Incidental
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-8)
ARMOR CLASS: 5
MOVEMENT: 12 Sw 9
HIT DICE: 8+2
THACO: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: ld10/ld10/2d6
SPECIAL ATTACKS: Hug, surprise
SPECIAL DEFENSES: Immune to cold
MAGIC RESISTANCE: Nil
SIZE: L (12' tall)
MORALE: Steadv (11-12)
XP VALUE: 2,000

Arctic owlbears are the polar cousins of the normal owlbear. They resemble a cross between a snowy owl and a polar bear. Both their fur and their feathers are a snowy white, while the claws and beak are both black. Yellow, glowing eyes look forward from a rounded head. Like other owlbears, arctic owlbears communicate with hoots and loud screeches.

Combat: Due to its ability to blend into the arctic environment, an arctic owlbear is 75% likely to surprise its prey when hunting. Arctic owlbears are as foul-tempered as their forest cousins, immediately attacking prey with their front claws and wicked beaks.

Upon scoring a claw hit on a roll of 18 or better, the owlbear immediately hugs for 2d8 points of damage, which it maintains as long as it wishes, inflicting damage each round. Once engaged in a hugging attack, the owlbear cannot slash with its claws, but can use its beak normally A single attempt to break the hug is allowed, using the bend bars/lift gates roll for success (monsters without strength ratings use a saving throw vs. paralysis if larger than man-size, at -2 if man-sized or smaller).

The multi-layered fur and feathers of the arctic owlbear give it immunity to cold-based attacks.

Habitat/Society: Arctic owlbears live in the coldest areas of the arctic, often making their lairs in pre-existing caves or carving dens in hanks of snow. However, they tend to he wanderers and do not settle in any one place for long. If encountered in their lair, a mated pair of owlbears is 25% likely to have either ld6 eggs (20% chance) or the same number of young (80% chance). Young will be from 40% to 70% grown, fighting as creatures with 5 or 6 Hit Dice. Damage inflicted by these younger owl bears is ld6/ld6/2d4. The hug inflicts 2d6 points of damage per round and the chance of escaping the hug is increased by 20%.

Ecology: Arctic owlbears live for ahout 20 years. They will prey on anything, but prefer meat above all else. Unlike normal owlbears, the arctic variety hunt primarily by day and, being good swimmers, will aggressively pursue the prey into frigid waters without hesitation. They are well adapted for their environment-rough, leathery pads on the bottom of their paws help them maintain stability on icy surfaces. Natives of these lands claim nothing worse than having an arctic owlbear on your trail, because of their stubborn determination, nasty disposition, and constant hunger.

Originally appeared in Monstrous Compendium Annual Volume Three (1996).
 

Note that these are quite a bit tougher than a standard 2e owlbear.

Owlbear
CLIMATE/TERRAIN: Temperate forest
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Late afternoon/early evening
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: (C)
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-8)
ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 5+2
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (8' tall)
MORALE: Steady (11-12) +Special
XP VALUE: 420
 

This one's not real silly, either, but since this thread has temporarily become a "converting the hybrids" thread, we might as well continue...

You've forgotten the Duckbunny! They are far sillier than a slightly improved owlbear.

Admittedly it's not a threat, but that's the point of Duckbunnies.
 


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