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Mongoose
Just wondering if any of you have converted D&D creatures to Conan.
I think alot of them would be appropriate.
I think alot of them would be appropriate.
rgrove0172 said:Ill agree, I dont find many of the D&D critters to really work.
Yogah of Yag said:rgrove0172 said:Ill agree, I dont find many of the D&D critters to really work.
I 2nd that.
AD&D critters in Hyboria would ruin the atmosphere/feel.
Brass Jester said:Aarakocra (Bird-men)
Ankheg (nasty wormy/beetly things)
Bats (of all kinds)
Carrion Crawler (another wormy thing)
Centipede, Giant
Fish (Pirhana, shark, pike, stingray etc.)
Frog, poisonous (watch out for what's on those spears!)
Fungus, various (spores, puffballs etc.)
Gargoyle (animated statue; all self-respecting sorceres should have one)
Golem (Iron, clay, stone, Flesh (from a Clark Ashton Smith story))
Hydra ( a one-off perhaps, but worthy of a quest)
Kuo-toa (as CoC Deep Ones)
Gorgon ( as per Akhlat the Accursed)
Minotaur ( a one-off or perhaps the result of crossing the Temple of Anu (and being caught!))
Mummy/Greater Mummy
Plant, dangerous (flesh-eating plants, trees, stranglevine, the Lotus etc)
Quaggoth (feline-like, semi-intelligent)
Remorhaz (mentioned by REH, the frost-worm of the snows)
Roc (legendary, worthy of a quest. Remember to take an elephant or two)
Satyr (legendary, but could be in the woods near to civilisation).
Undead
Slug, giant (down the sewers)
Stirge (in ruins, nasty blood-draining things)
Toad, giant (in the marshes, baragoon, marsh gibberer etc.)
Troll (actually ogre, I'm thinking Grendal and his mommy here)
Wyvern (mentioned in a pastiche I think, but probably more usable than "traditional" dragons)
Yeti/Bigfoot (depending on where you are)
Prof.Dogg said:Sorry - meant to post her stats:
Vindhi, RAKSHASA, female
Medium Outsider (Native)
Hit Dice: 7d8+21 (52 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
DV Dodge:
DV Parry:
DR: 17 (+2 Dex, +5 race)
11 (+1 Str)
9
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4+1)
Full Attack: 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, spells
Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Skills: Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +15, Knowledge (arcana) +11, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spot +11
Feats: Alertness, Dodge, Ritual Sacrifice
Environment: Warm marshes
Organization: Solitary
Advancement: By character class
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
COMBAT
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will negates; MAB+12). It can suppress or resume this ability as a free action.
Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Scholar Spells (MAB +6; BPP 7; Corruption 10): 3 Sorcery Styles (Curses, Oriental Magic, Hypnotism): Basic Spells Known – Lesser Ill Fortune, Calm of the Adept, Entrance; Advanced Spells Known – Hypnotic Suggestion, Warrior Trance, Darting Serpent, Gelid Bones, Domination.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Terror of the Unknown: DC 13.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4. +10 to Intimidate for Corruption score.
Malcadon said:Prof.Dogg said:Sorry - meant to post her stats:
DV Dodge:
DV Parry:
DR: 17 (+2 Dex, +5 race)
11 (+1 Str)
9
Nice stats Prof.Dogg.
But, where are the Defence Values, what is '11 (+1 Str)' & '9', and how are you using DR 15/good and piercing in a game with no alighnment?
You know as a ongoing villain, you can boot her power by giving her Class levels, like Noble.
And, is she carrying any thing (clothing, items)?
NOTE: She will not get any Parry bonuses for monster HD, but she will get Dodge bonus as a Barbarian (+5, +1 for feat) as she has good Ref.
Malcadon said:She will not get any Parry bonuses for monster HD, but she will get Dodge bonus as a Barbarian (+5, +1 for feat) as she has good Ref.
Prof.Dogg said:Dang! Forgot about the feat I assigned her. That gives her another +1 Dodge DV as you pointed out. Much obliged...