well... I would want to convert these for 3rd so people can try system...

Loonook

First Post
here are a couple of the creatures in my system... I don't do well with converting... so I put them here :)

Jion and Primdeka

Jion (Translated as "Man Mountain in the native tongue of the plane [Poin]) were divine flukes in their own construction. Hollow insectoid creatures who bear a neural net and filtration systems for nutrition similar to those of a sponge, are known among the Poin as "living tents'. However, there are several different types of Poin that exist on the plains, in the mountains, and the deserts of the lands of the Poin.

Tower Jion: (Aijion) - Very large creatures with prominent vascular systems, the Aijion stand anywhere from 10-12 feet when on the move to an impressive 12 stories when implanted into the ground. Bearing 20 sets of appendages below their enormous flexible thorax, the Aijion move laborously (6 mvmt, 3 climbing at 45 degree or above slopes). Once the Aijion has found a place where it may implant itself, it will begin the process of creating a large inflatable sack on its back. This sack, when fully grown, can expand to 100X50X120 volume (in feet), and is reinforced by a thin network of bone-rich connective matrix. Aijion will bury their limbs and remaining body far into the ground, and will not emerge unless they feel 'threatened' by a hostile force.

During a reproductive cycle, the Aijion will eject the large bony growth on its back and burrow back to the surface. The Aijion will then prepare the sack for a series of 4 eggs and a second or third parent Aijion will fertilize the large cluster (covered in an acidic material, one single 'egg' can be as tall as an elf of average height). when the eggs are fertilized, the Aijion buries it within a safe area, and will move on. Within 5-10 years (11-23 Poinish cycles) the Aijion young will emerge from the sack, eating the bony supports and fibrous shielding for nourishment. An Aijion will mature within 2 years, and live over 10,000. Only one Aijion out of each mating group will survive (at the most two) due to competition for large amounts of food... the Aijion young will attempt to find a herd, or inhabit a structure for a length of time until it reaches reproductive maturity (100 years to 240) at which time it can reproduce asexually or with other types of Jion.

combat: In combat, an Aijion is extremely fierce. If bearing a reproductive sack, the Aijion will be able to compress this sack, releasing a small whirlwind that can deal (hd of jion * 1d6) damage to those around it. A jion may attack up to 3 times a turn (pounce/claw/claw/impale) (2d6/1d8/1d8). If a Aijion lands in a Pounce with at least an 18 or higher, the Aijion can commit to an Impale attack, which can deal 4d10.

If caught while digesting food, an Aijion may also perform an attack of spewing forth its rich digestive fluid, which can combust on contact with open skin, and corrodes any inorganic substance. The digestive fluid is sticky, and does 2d6 damage on its initial contact, and 1d8 on each afterwards.

An Aijion has a natural Magic Resistance of 20% due to its contact with highly volatile divine energy at its inception. An Aijion will never run from a battle if the creature it faces is the correct size for prey.

AC: 5
THAC0: 13
HD:
Young: 5
Mature:7+2
Damage: 2d6/1d8/1d8, Impale, Digestive Fluid
Climate: any
Terrain: Cities, Anywhere
Social Structure: Commune; Solitary
Encounter Rate: Very Rare outside a city or village
Size: L (10'-12')
Exp:
Young: 2000
Mature: 3,000
Treasure: None
Resistance: 20%


Eijion- (Entombers)

The Eijion are great earthdwelling creatures who are known throughout the world as Swallowers. The Eijion range between 6' to 100', are relatively radial, and have long extensions attached to their digestive systems. The Eijion live in swamps, small cities, and graveyards due to the availability of creatures within the area. May villages keep Eijion around their lands to save livestock from marauders by paying the creatures in animals and the dead of the city.

The Eijion reproduce via sporogenesis, which they plant on their trips under the ground. When in movement, the ground will rumble and roll, making small earthquakes and leaving hills and sinkholes in their wake for 1.5X their radius. They are able to move forward at a very slow, steady rate underground, however, endangered Eijion will emerge onto the top of the soil and roll across it with a thick covering of nutrient-rich mucus. The land through which the trail is left is fertilized for decades by the rich material, and plants within the trail will be immune to blight.

In battle, the Eijion will curl themselves into a defensive position, with their armored underbellies rolled around their soft areas. The mouths will spew mucus (which entangles, covers, and suffocates anyone that comes in contact with it) or bite at the attacker for 2d6 damage. On an attack roll of 18 or above, the Eijion will swallow the attacker, trapping it in the fluid. Any creature trapped in such away acts with a -4 penalty for AC and all other rolls. The prey may hack out through the body (6 HP to rip through, AC: 2 internally). If the creature escapes, the Eijion will only attack again if it is threatened by the same attacker. A Eijion's mucus, if put into Glass bottles, can be sold at about the same price as Sovereign Glue, and its effects can be removed only be Universal Solvent or time. (1d4 days)

Young Eijion will never be encountered... they burrow into the hard-rock until they are adults, then unfurl and rise to a surface for travelling to another area. Dormant spores can be used in Universal Solvent creations, or can be planted in hopes of fertilization by an adult Eijion. Through supernatural means an Aijion and an Eijion may be forced to breed (if a large amount of planar energy concentrates)... the creation is sensitive to light, covered in gaping maws, and grows to sizes of up to 30 feet in height.


Eijion live for 4000-6000 years, and one to two are born every 50 years.

AC: Top: 9, Bottom: 0
THAC0: 9
HD: 8
Attacks: Varies (usu. 2-8)
Damage: 1d6
Climate: Temperate
Terrain: Swamps, Hills, small cities
Social Structure: Solitary
Encounter Rate: Extremely Rare
Size: Gigantic (50-100' Radius)
Exp: 5000
Treasure: None
Resistance: 10%

Priest of the Nameless

The order of the Nameless is known to worship a God that has no real tangible sphere or name, and whom is weakened and trapped on a minor chaotic plane in the G'eshian Planar System. The priest almost never gather, choosing to remain hermits worshipping their god in peace. However, they gain much vitality and a certain air during this bizarre worship that makes them outcasts.

There are exactly 33 Priests at any one time or day... the Priest will wear any clothes, but usually these clothes will come in tattered, acid-burned, scorched, and otherwise destroyed. The Priest's nails will usually be gnawed off, and his face covered in scratches gouges and the occasional pustulating wound. They carry with them a large cart that they can pull under their own power; this cart is filled with 'finds' they are taking back to their 'temples'. Anything from ears of Poin who fell victim to the Priest, wire, fur, magical items, beads, and even living creatures (usually oozes, rodents, insects, spores, and the occasional undead) will be in large sacks and cages in the back of the cart. A priest will set off on expeditions for a solar cycle to find things; a low droning sound fills his ears and he is protected from all sound-related spells. The priest who encounters a magical trap will be able to quickly and quietly disarm the trap, and move on. Thus, the Priest will sometimes find themselves in a great old dungeon, picking up forgotten pieces of rubble and dungeon dwellers to use in their 'temples'. When encountered on an expedition, the Priest may have up to 2 'worshippers' (skeletons, 40% chance animated) and 1d4 'guardians' in his cart.

A Temple is difficult to spot from the outside, but may exist in any cavern, dungeon, or abandoned building.
When encountered in his or her temple, the Priest of the Nameless will have at least 2d4 'worshippers' and 3d6 'guardians' lurking within the temple. The viewer will see very disturbing things within the temple; strings of ears and coins made into chimes, staves made of dead trees and children's skulls, and sculptures covered in blood and bile. Rotten food and corpse flesh will lie strewn on the 'altar', and the Priest may be anywhere within the structure.

The structure and the grounds within 15' of it are controlled by the priest via an enchantment that binds the priest to his Temple. This enchantment is caused by a breaking of all ties to the outside world, and some priests will bury their families beneath their temples to strengthen their bond to the Nameless. If they must battle, the Priests are fanatics, fighting to the death to protect the temple. Any of the creatures within the temple will attack the PCs if willed to by the Priest, and the Priest will use any and all pitfalls, triggers, and traps to prevent the PCs from destroying his 'temple'.

A Priest of the Nameless who has aged beyond his lifespan will gain the abilities of an undead lord (level drain, controlling of undead, and animate dead 2/day) and use his undead minions to explore catacombs and possibly build his great 'temple'. The priest is lost to the priesthood, and will slay any Priest of the Nameless who comes within 10 miles of his 'temple'. the undead priest cannot leave him temple, yet can cause his soul to leave the body and travel up to 1000 miles from the 'temple'. such a soul can teleport items back to the temple, but when hit by more than 1/2 of the HD of the priest, will return to its body and the temple for a month. The undead temple items will take on energies of the undead, and the creatures under the Priests control will gain 1 HD per century. a creature will survive long past its normal death and serve the priest until it leaves the temple proper, at which point it will turn to dust and blow into the wind.

Stats:
Living priest

Ac: 8
THAC0: 15
HD: 2
Damage: 1d6 + Cause Disease 1%
Special Attacks: Cause Disease
Special Defense: 'worshippers', 'guardians'
Climate: abandoned structures
Terrain: Cities, Anywhere
Social Structure: Solitary
Encounter Rate: Extremely Rare
Size: M (5-6')
Exp: 2500
Treasure: Junk, small magical items, material components
Resistance: 10%

Undead priest
Ac: 8
THAC0: 15
HD: 2
Damage: 2d6 + Cause Disease 10%; Level Drain
Special Attacks: Level Drain; Cause Disease
Special Defense: 'worshippers', 'guardians',
Climate: abandoned structures
Terrain: Dead cities, dungeons, undeground
Social Structure: Solitary
Encounter Rate: Extremely Rare; almost unique
Size: M (5-6')
Exp: 12000
Treasure: Junk, small magical items, material components
Resistance: 40%
 

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