Monsters

Bloodlug
Medium Animal
End Dice: 2d8+2 (11 Endurance)
Initiative: +1 (+1 Dex)
Speed: 30 ft. swim
Armor Class: 13 (+2 Dex, +1 natural)
Base Combat Skill: +1
Attack: Slash +1 melee (1d4)
Full Attack: Slash +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Partial psychic immunity
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Con 12, Dex 15, Int 1, Wis 12, Cha 2
Skills: Athletics +2, Perception +2, Stealth +4
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 1
Allegiance: Always Unaligned
Advancement: 3-5 ED (Medium)

A small, globular creature jets towards you through the warm waters. It resembles nothing so much as a human heart, a number of small tubes projecting from one end. From underneath the creature protrudes a bony hook-like appendage.

Partial Psychic Immunity (Ex): The Bloodlug is immune to Mindblast, but not Psi-surge.

Most commonly found in the waters near Vassagonia, the Bloodlug is a nuisance to most seasoned warriors. It usually preys on fish and squid, but is not above attacking a human if one falls into its territory.
 
Dhorgaan
Huge Outsider
End Dice: 10d8+50 (95 Endurance)
Initiative: -1 (-1 Dex)
Speed: 20 ft., 30 ft. fly
Armor Class: 13 (-2 size, -1 Dex, +6 natural), flat-footed 14
Base Combat Skill: +10
Attack: Bite +19 melee (2d6+9)
Full Attack: 2 bites +19/+14 melee (2d6+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision
Saves: Fort +12, Ref +6, Will +9
Abilities: Str 28, Con 20, Dex 9, Int 10, Wis 14, Cha 10
Skills: Acrobatics +9, Bluff +8, Intimidate +15, Knowledge (arcana) +13, Knowledge (the planes) +13, Occult +15, Perception +15, Stealth +12, Survival +14, Use Magical Item +2
Environment: Any
Organization: Solitary
Challenge Rating: 8
Allegiance: Usually Evil
Advancement: 11-20 ED (Huge)

A snaky monstrosity gradually takes form around you, as the greyish mist coalesces into a slithering horror. Its scarlet eyes fix on you, a long tongue issuing from its wide mouth. Its head is crowned with a single wicked-looking horn.

Dhorgaan are snakish creatures issuing from the Plane of Darkness. They usually appear on Magnamund only when summoned by some sorcerer or Darklord. Earthbound Dhorgaan, being powered by the essence of death, often take up ghoulish habits. They are sometimes found haunting graveyards and crypts.
 
adgramaine said:
Eternalknight said:
Quoku
Medium Animal
End Dice: 3d8+6 (19 Endurance)
Initiative: -1
Speed: 15 ft., 30 ft. (fly)
Armour Class: 15 (-1 Dex, +6 natural)
Base Combat Skill: +2
Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Full Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Poison
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 1, Wis 14, Cha 4
Skills: Perception +8
Environment: Temperate wasteland
Orginiszation: Pair or group (3-30)
Challenge Rating: 2
Allegiance: Always unaligned.
Advancement: 4-6 ED (Medium), 7-9 ED (Large)
End Dice: I might increase this a bit more, as I remember them being pretty tough to kill.
Abilities: Ahh... I might give them an Int of 3-4 and slightly better Dex.
But CR 2?
--------------------------------------------------------------------------------------
Someone check me on this one, please. If we use the Magician of Dessi as a template for the Shianti Wizardry, then we see that Grey Star was a level 15 wizard... That, no matter how you look at it, is wrong. So, we change our veiw to Lone Wolf, and we see that "by the book" LW appears to be a level 5 character... much more acceptable if you look at the DCs of the creatures he fought in LW 1: FFTD. So, let us "assume" that GS might progress in a similiar pattern... That should put him at a level 5 wizard, which sounds much better and only stands to reason given that both characters were about the same age when their adventures began, and neither was ignorant enough in their "order's" ways to be remotely considered level one...

And the Quoku mopped the jungle floors with GS's @$$ most every time I played through...

To make a long story short (too late!), I definatly think the Quoku should be tougher, but hey, that's just IMOHO.

Endurance dice could definately be increased, that would be no problem. I wouldn't put their Int up, an animal must have an Int of 1 or 2. In the book, they never showed much intelligence anyway, cunning yes, intelligence no. Cunning comes under Wisdom. I had their Dex at 8 as they are bloated toad-like creatures; an average human has Dex 10 or 11, so I didn't think they should be equal.

CR... are you saying too high or too low?
 
Ordovician said:
Eternalknight said:
Oudagorg
Large Magical Beast

The Oudagorg's already covered in the book. The one that's not is the Oudakon, which is the wraith-guy with the morningstar.

I really should check that list on the first page of this thread more carefully shouldn't I? :shock:

PS How close did I come?
 
Eternalknight, I was simply commenting on the fact that as I played as GS, I died... a lot. So much that in order to get past the Quoku, I had to cheat. IMO, I feel they should be a bit more than a CR 2, but no more than a 4 or 5, as I imagine even LW in book 1 would have had a pretty rough time with them (unless the reader selected Sixth Sense as a Discipline, of course :P)
 
adgramaine said:
Eternalknight, I was simply commenting on the fact that as I played as GS, I died... a lot. So much that in order to get past the Quoku, I had to cheat. IMO, I feel they should be a bit more than a CR 2, but no more than a 4 or 5, as I imagine even LW in book 1 would have had a pretty rough time with them (unless the reader selected Sixth Sense as a Discipline, of course :P)

Ah, fair enough :) I always died before I got to the Quoku... :oops:
 
Hello

I would like to adapt the rules of lone wolf rpg to 3.5 rules. That

feats you suggest for a Helghast and a Vordak?


Thanks:)
 
For Helghasts and Vordaks, I'd have to say Sneaky (they always had a penchant for cropping up when you didn't need them to), Iron Will (both use psychic powers), Combat Reflexes (as they were always dangerous in melee combat), Combat Expertise (for Helghasts).

And it isn't a Feat per say, but you should also increase the DC for turning Darkspawn undead, as they are rather unique forms of the undead. I'd say increasing the HD of the Helghast and Vordak by 5 (at least), but only for the purposes of turning undead.

I would also go so far as to say that Evil Clerics could not boilster or control them - their unique creation rites bind them to the Darklords. Perhaps the only force that could overcome this might be Ixiataaga himself.

Just a few ideas for you :)
 
Eternalknight said:
PS How close did I come?

Not very. In the book it's larger (I think Huge), has 14 HD, and is undead. My copy of Castle Death, due to some printing error, is somehow missing the section with the Oudagorg, so I see its death, but nothing else about it. So I can't really tell which version is closer. ;)
 
Yas
Huge Animal
End Dice: 6d8+30 (57 Endurance)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
Armor Class: 14 (-2 size, +1 Dex, +5 natural)
Base Combat Skill: +4
Attack: Bite +12 melee (1d8+8 )
Full Attack: Bite +12 melee (1d8+8 )
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d6+8, hypnosis
Special Qualities: Scent
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 27, Con 20, Dex 13, Int 2, Wis 12, Cha 2
Skills: Perception +5, Stealth +6
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 6
Allegiance: Always Unaligned
Advancement: 7-10 ED (Huge)

A copper-colored serpent is coiled before you. You sense that it is not immediately harmful, and are about to pass it by when it raises its head and fixes you with a steely gaze. Waves of vertigo pound through your head as the creature tries to mesmerize you...

Hypnosis (Ex): As a full-round action, a Yas may fix its intended prey with a stare. The stare hypnotizes the victim. Treat this as a Tier III Mindcharm, as cast by a 6th-level Crystal Star mage (DC 16 + Wis mod). Unlike most gaze attacks, this is considered a psychic attack and can only be countered with Mindshield or something similar.

A Yas is a harmless (non-venomous) serpent native to Vassagonia. It is a constrictor, overpowering its prey. The most feared attack of the Yas, however, is its hypnotizing gaze. The serpents nearly always have a sleepy, listless appearance. They are often used in the Black Palace and elsewhere as treasure guardians.

*****

And with that, everything from the Kai series should be covered.
 
Ooh, I remember in voyage of the moonstone (new order) there was an opponent you fought in a gladiatorial arena. Was that opponent human (warrior), or a monstrous humanoid? I seem to recall it was immune to psychic, or something like that. (could be wrong).

Oh and also, later on in the book, near the end, you are hunted through the streets of the town by some sort of creature. Anyone recall that one?
 
Found the following on a list of monsters, evidently they were edited out of the US editions. Anyone know what these are?

#13, Plague Lords of Ruel: Dholdaarg, Pechdrazil
#15, Darke Crusade: Nad-jaguz
#17, Deathlord of Ixia: Ixian Mhagani, Suggaz
#19, Wolf's Bane: Avarosi, Caq
#20, Curse of Naar: Haemodyl, Zantaz
 
Woot, there's my herb list I made (I'm Andrew D. Gable). I was about to have a coronary 'cause it was no longer on my hard drive...

Anyway. We'll start in on the Magnakai monsters. First up is The Jungle of Horrors, since Eternalknight's working on Castle Death.

*****

Korkuna
Small Aberration (Darkspawn)
End Dice: 6d8+6 (34 Endurance)
Initiative: +2
Speed: 30 ft. swim
Armor Class: 20 (+1 size, +2 Dex, +7 natural)
Base Combat Skill: +3
Attack: Tendril +4 melee (1d4+poison)
Full Attack: Tendril +4 melee (1d4+poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, blood drain
Special Qualities: --
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 11, Con 12, Dex 14, Int 1, Wis 10, Cha 2
Skills: Perception +3, Stealth +8
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 4
Allegiance: Always Unaligned
Advancement: 7-10 ED (Medium)

You bend down to the pool to wash your grime-stained face. As you do so, you catch sight of an egg-shaped creature in the water. It shoots a steely tentacle out from its body, which wraps itself around your throat...

Blood Drain (Ex): A Korkuna may drain the blood from a foe paralyzed by its poison (and none other). It drains 1d4 Constitution points worth of blood each round, gaining 5 temporary Endurance Points per round.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d8 Dexterity. The save DC is Constitution-based.

Korkunas are a repulsive type of vampiric Agarashi found in the Danarg and other hellish swamplands. They prefer to lie in wait in a pool or sometimes disguising itself as an appealing-looking fruit and waiting for some creature to approach. Korkuna are usually relatively harmless to travellers prepared against them.
 
Eternalknight said:
Why am I not surprised... I'm Shane Garvey by the way. Good to see you here mate! Now, we just need Belinda...

I'm also, if you haven't guessed, Andrew D. Gable on EN World, too. ;)

I guess we're like the old guard, with our d20 Lone Wolf conversions from back before Mongoose was even doing this. It's almost painful looking at some of the effects and things and how I shoehorned them into DnD.
 
Yep, Mongoose definately took the right path bu making it its own game rather than how we tried to do it! Still, I was proud of my Kai Lord!

Feel free to do the rest of Castle Death - I have decided to wait for the book so as I don't stuff up anymore.
 
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