It Came from the SRD – Part Three

This post is the third of four posts converting the unconverted monsters from the SRD to S&W. There is, naturally, a part one and part two. This post is open game content.

Lammasu
Lammasus are servants of the lords of law. They appear as winged lions with the heads of bearded kings. They cast spells as level 7 clerics. In addition, they radiate a protection from evil, 10’ radius effect, can turn invisible twice per day and use dimension door once per day.

  • Lammasu: HD 7; AC 0 [19]; Atk 2 claw (2d6); Move 12 (Fly 24); Save 9; CL/XP 9/1100; Special: Spells.

Lillend
Lillends are protectors of the arts that look like winged women with the lower torsos of snakes. Victim’s of a lillend’s tail slap must succeed at a saving throw or be constricted each round for 2d6 damage. A constricting lillend cannot move, but it can still attack. A lillend can use the following spells: At will – darkness, knock, light, pass plant, polymorph self (humanoid only), speak with animals, speak with plants; 3/day – hallucinatory terrain; 1/day – fire charm, irresistible dance, transport via plants. Each lillend can understand all forms of communication.

  • Lillend: HD 7+2; AC 2 [17]; Atk 1 tail (2d6) or 1 weapon (1d8+4); Move 9 (Fly 27, Swim 15); Save 9; CL/XP 14/2600; Special: Spells, only harmed by magic weapons, immune to poison and life drain, half damage from fire, magic resistance 25%.

Magmin
Magmin look like halflings formed from molten rock and surrounded by an aura of flames. Touching a magmin causes flammables to ignite unless a saving throw is made. Just being within 20 feet of a magmin inflicts 1d6 points of damage. Metal items that touch a magmin melt unless the owner makes a saving throw.

  • Magmin: HD 2; AC 2 [17]; Atk 1 touch (1d6); Move 12; Save 16; CL/XP 3/60; Special: Heat.

Malenti
If a community of undine (aquatic elves) is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an undine. These creatures, called malenti, can remain out of water for up to 12 hours. They are otherwise statistically identical to sahuagin.

  • Malenti: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 15); Save 16; CL/XP 2/30; Special: None.

Mephit
Mephits are minor elemental creatures that appear as small, winged demons. A mephit can use its breath weapon three times per day. Once per day, a mephit can attempt to summon another mephit of the same variety with a 25% chance of success. Mephits regenerate 2 points of damage each round if they are within their “element”.

Air Mephits
An air mephit breathes a 15-foot cone of dust and grit that inflicts 1d8 damage (saving throw for half). Once per hour it can duplicate a blur spell. Once per day it can use gust of wind. An air mephit regenerates if exposed to moving air.

  • Air Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d3); Move 12 (Fly 24); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, gust of wind, regenerate, summoning.

Dust Mephit
A dust mephit breathes a 10-foot cone of irritating particles that deal 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour, a dust mephit can duplicate a blur spell. Once per day it can create a mass of roiling dust that duplicates a wind wall. A dust mephit regenerates in an arid, dusty environment.

  • Dust Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d3); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, regenerate, summoning, wind wall.

Earth Mephit
An earth mephit breathes a 15-foot cone of rock shards and pebbles that deals 1d8 damage (saving throw for half). Once per day it can cast soften earth and stone. Once per hour it can magically change its size. An earth mephit regenerates if it is underground or buried up to its waist in earth.

  • Earth Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, alter size, breath weapon, regenerate, soften earth and stone, summoning.

Fire Mephit
A fire mephit breathes a 15-foot cone of fire that deals 1d8 damage (saving throw for half). Once per hour it can cast burning hands, and once per day it can heat metal. A fire mephit regenerates if it is touching a flame at least as large as a torch.

  • Fire Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, burning hands, heat metal, regenerate, summoning.

Ice Mephit
Ice mephits breathe a 10-foot cone of ice shards that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour an ice mephit can cast magic missile and once per day they can chill metal. An ice mephit regenerates if touching a piece of ice of or if the ambient temperature is 32°F. or below.

  • Ice Mephit: HD 3; AC 1 [18]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, chill metal, magic missile, regenerate, summoning.

Magma Mephits
Magma mephits breathe a 10-foot cone of magma that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour, a magma mephit can turn into a pool of lava. The mephit can only be struck by +3 or better weapons in this form. The mephit can’t attack while in lava form but can use spells. It can move at a speed of 3. The pool’s touch ignites flammable materials such as paper, straw, or dry wood. Once per day a magma mephit can use pyrotechnics. A magma mephit regenerates if touching magma, lava, or a flame at least as large as a torch.

  • Magma Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, pyrotechnics, regenerate, shape change, summoning.

Ooze Mephits
An ooze mephit breathes a 10-foot cone of caustic liquid that deals 1d4 points of acid damage (saving throw for half). Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -2 penalty to AC and a -2 penalty on attack rolls for 3 rounds. Once per hour an ooze mephit can hurl an acid arrow (2d4 damage for 2 rounds). Once per day it can create a stinking cloud (6 rounds). An ooze mephit regenerates if in a wet or muddy environment.

  • Ooze Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18, Swim 12); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, acid arrow, stinking cloud, summoning.

Salt Mephits
Salt mephits breathe a 10-foot cone of salt crystals that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per day it can draw the moisture from an area in a 20’ radius. Living creatures within range take 2d8 points of damage (saving throw for half). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. A salt mephit regenerates if in an arid environment.

  • Salt Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 18); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, destroy moisture, glitterdust, summoning.

Steam Mephits
Steam mephits breathe a 10-foot cone of steam that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour a steam mephit can duplicate a blur spell. Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area and causes 2d6 damage. A steam mephit regenerates if touching boiling water or is in a hot, humid area.

  • Steam Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, boiling rain, summoning.

Water Mephits
Water mephits breathe a 15-foot cone of caustic liquid that deals 1d8 acid damage (saving throw for half). Once per hour a water mephit can hurl an acid arrow. Once per day it can create a stinking cloud spell (6 rounds). A water mephit regenerates if exposed to rain or submerged up to its waist in water.

  • Water Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18, Swim 12); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, acid arrow, stinking cloud, summoning.

Merrow
Merrows are the aquatic cousins of the terrestrial ogre. Merrow can live in fresh water or salt water. Salt water merrow often keep large harems of mermaids. The mermaids tolerate the merrow because of the protection he affords, but otherwise find them repulsive. This, in turn, drives the merrow to even greater depths of cruelty and hatred. Instead of the typical ogre’s club, they prefer to use long spears in combat.

  • Merrow: HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9 (Swim 15); Save 13; CL/XP 4/120; Special: None.

Mohrg
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Mohrgs are accompanied by 1d4+6 zombies. A mohrg’s long tongue paralyzes those it touches for 1d4 minutes. Creatures killed by a mohrg rise after 1d4 days as zombies under its control.

  • Mohrg: HD 14; AC -4 [23]; Atk 1 slam (1d8) and 1 tongue (paralysis); Move 12; Save 3; CL/XP 17/3500; Special: Tongue attack.

Mummy Lord
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life. Mummy lords are often potent spellcasters. The mere sight of a mummy lord causes one to become paralyzed with fear for 1d4 rounds unless they pass a saving throw. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.

  • Mummy Lord: HD 10+4; AC 0 [19]; Atk 1 fist (1d12); Move 6; Save 5; CL/XP 15/2900; Special: Despair, rot, hit only by magic weapons, cast spells as a level 10 cleric.

Nessian Warhound
Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail (+1 chainmail barding). Nessian warhounds resemble hell hounds in the same way that pit bulls resemble chihuahuas.

  • Nessian Warhound: HD 12; AC 0 [19]; Atk 1 bite (1d10); Move 12; Save 3; CL/XP 14/2600; Special: Breathe fire (24 hp).

Ogre Berserker
Their inherent bent toward chaos combines with their size and strength to make ogres natural berserkers. Indeed, their leaders are almost always monstrous brutes whose fury in battle is truly fearsome. A raging ogre berserker is an inspiration to other ogres.

  • Ogre Berserker: HD 8+2; AC 2 [17]; Atk 1 weapon (1d10+1); Move 9; Save 8; CL/XP 9/1100; Special: +2 to hit in berserk state.

Phasm
A phasm is an amorphous creature that can assume the guise of almost any other creature or object. If attacked, a phasm transforms into the most fearsome creature it knows (up to 12 feet long) and attacks. A phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects.

  • Phasm: HD 15; AC 2 [17]; Atk 1 slam (1d4); Move 12; Save 3; CL/XP 17/3500; Special: Alternate form.

Rast
A rast has anywhere from ten to fifteen claws, though it can only use four at once. A rast has a body about the size of a large dog’s, with a head almost as large as the body. Any who meet a rast’s gaze must pass a saving throw or be paralyzed for 1d6 rounds. A victim hit by a rast’s bite attack loses 1 point of constitution from blood drain.

  • Rast: HD 4; AC 4 [15]; Atk 4 claws (1d4) or 1 bite (1d8); Move 3 (Fly 24); Save 13; CL/XP 8/800; Special: Paralyzing gaze, blood drain, immune to fire, x2 damage from cold.

Razor Boar
Razor boars are enormous boars with black-bristles and wild, bloodshot eyes. Its tusks are more than three feet long. Razor boars regenerate 2 hp per round. On a natural 20, the razor boars’s tusk attack severs its opponents head (if it has one) from its body.

  • Razor Boar: HD 10; AC -3 [22]; Atk 1 tusk (2d6) and 2 stomps (1d6); Move 21; Save 5; CL/XP 14/2600; Special: Magic resistance 50%, regenerate, vorpal tusks.

A Few Random Thoughts

A few random ideas hit me today and I thought I’d put them down on pixel before I forgot.

Thieves
I think the subject of thieves in the OSR may soon surpass alignment in the amount of words written. Personally, I just used a thief class that made saving throws (modified by ability score bonuses/penalties) to perform his skills – kind of, save or fail to climb the wall idea. It was simple and worked for the group. Later, I got to thinking about a S&W thief class that gets a flat bonus to some of the existing “X in 6” skill checks in the game, i.e. finding secret doors, listening at doors, surprise, chance to notice a trap, etc. That gives you a thief that lives within the framework of the game, and is simply a bit better than the other PCs at the non-combat side of the equation. Then I thought that you could make each thief stand out by letting him specialize in one skill, say surprise, using the saving throw mechanic with that one skill. I was thinking in terms of the classic caper movies, where the boss assembles a team to rob a bank – you have the greatest safe cracker, greatest get-away car driver, etc. So, each thief would be generally good at slipping through a dungeon’s non-combat defenses, and would eventually become one of the best in the world at his specialized skill. Just a thought.

Big Monsters
Big monsters should create a nice, dramatic fight-to-the-finish in games, but they often fall flat. The problem, I think, might be that they’re surrounded, and with all attacks focused on the one monster, their life expectancy isn’t necessarily much more than every other beastie encountered on an adventure. One answer could be to let the monster cause random damage (1d6, 2d6) to everyone within 10 to 20 feet of it, every round. This would represent the problem of fighting a really massive monster that is thrashing around and generally causing collateral damage to everything nearby. Again, just a thought.

Last Thought
Al Nofi’s CIC on the Strategy Page is one of my favorite reads. In the latest edition I found this quote:

“During the fifteenth century it was common for German mercenary companies to have a special officer named the “Booty Master,” charged with assessing the value of and overseeing the division of loot.” – Al Nofi

So, the Old School adventure party can now add a “Booty Master” to the “Mapper” and “Caller”. I like it.

It Came From the SRD – Part Two

Here’s part Two of my SRD conversions, letters F through K. I’ll post L-R tomorrow and then round it out on Wednesday with S-Z and some templates.

This post is open game content.

Frost Worm
Frost worm look like white and blue purple worms. They are capable of burrowing through ice, but not stone. They can produce a sonic trill that causes creatures who fail a saving throw to stand stunned for the duration of the trilling. If attacked, a stunned creature may make another saving throw. The worm can breath a cone of cold once per hour that inflicts 10d6 points of damage (saving throw for half damage). When killed, the frost worm turns to ice and shatters, dealing 10d6 damage to all within 100 feet.

• Frost Worm: HD 14; AC 1 [18]; Atk 1 bite (3d6); Move 12 (Burrow 3); Save 3; CL/XP 18/3800; Special: Trill, breath weapon, explode, immune to cold.

Fury
A cruel hunter and roaming brigand, the fury is a harpy that has trained to become a deadly archer. Furies often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money. Their siren song is no less effective than a normal harpy’s, and their touch also charms (saving throws apply).

• Fury: HD 7; AC 4 [15]; Atk 2 talons (1d3) and weapon (1d6+2); Move 6 (Fly 18); Save 9; CL/XP 8/800; Special: Flight, siren-song, +2 to hit and damage with bows.

Ghost
Ghosts are restless spirits that dwell between the ethereal and material planes. They can emit a frightening moan (save vs. fear) and their touch ages a person one decade (in the case of most humanoids) or one century (in the case of long-lived demi-humans). Ghosts can also use telekinesis to hurl small objects. As ethereal creatures, ghosts can only be harmed by magic spells and weapons.

• Ghost: HD 6; AC 4 [15]; Atk 1 touch (aging) or 1 hurled object (1d4); Move (Fly 12); Save 11; CL/XP 9/1100; Special: Moan, aging touch, telekinesis.

Girallon
Girallons are 8-foot tall, albino, four-armed gorillas that are as strong as stone giants. Although capable of fighting with their claws and bite, girallons sometimes employ simple weapons in combat. They are tribal by nature and have a simple language. They are fond of gems, jewelry and shiny metal. They are also fond of human flesh. Girallons speak their own simple language. A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh for double damage.

• Girallon: HD 7+1; AC 16; Atk 4 claw (1d6) and 1 bite (1d8); Move 15 (Climb 15); Save 9; CL/XP 7/600; Special: Rend with claws, track by scent.

Grimlock
Grimlocks are a race of subterranean humanoid that raid the surface world at night searching for humans to butcher and devour. They are completely blind, but with their highly developed senses of smell and hearing they can sense creatures within 20 ft. Although they are immune to spells that require their victims to have sight, they can be partially “blinded” with spells such as ghost sound and sound burst or substances like snuff. Grimlocks have grey skin, black hair and white eyes. Their teeth are large and sharp. Grimlocks speak their own language. Grimlocks sometimes (10%) lair with medusae. In rocky areas, grimlocks are effectively invisible (and require a see invisibility spell to detect) if they remain motionless.

• Grimlock: HD 2; AC 4 [15]; Atk 1 slam (1d6) or 1 weapon (1d8); Move 15; Save 11; CL/XP 4/120; Special: Blind-fight, invisible in rocky areas.

Howler
A howler looks like a massive, emaciated lion with a mane of quills. In the middle of the night, it lies low in the grass and howls for hours on end. Those who hear the howl must make a saving throw each hour or temporarily lose one point of wisdom, with creatures who lose all of their wisdom dropping dead. Creatures engaged in melee combat with a howler suffer 1d4 attacks each round from its quills. With each successful attack, the victim must make a saving throw or have the quill break free and lodge in their flesh. Each quill so lodged imposes a -1 penalty to hit in combat.

• Howler: HD 6; AC 5 [14]; Atk 1 bite (2d8), 1d4 quills (1d6); Move 24; Save 11; CL/XP 8/800; Special: Howl, quills.

Janni
Janni are lesser kin to the djinn and efreet. They are formed of all four elements, and thus dwell on the material plane. They can change a creature’s size twice per day, become invisible three times per day, and speak with animals at will. They can also create food and water once per day (as a cleric) and shift into the ethereal plane for a few rounds at a time. They have telepathy with a range of 100 feet. Most janni are encountered wearing chainmail and armed with a curved sword and longbow.

• Janni: HD 6; AC 3 [16]; Atk 1 weapon (1d8); Move 12 (Fly 15); Save 11; CL/XP 7/600; Special: Spells.

Kapoacinth
Kapoacinth are aquatic cousins of the terrestrial gargoyle that lack wings. I imagine their “skin” might look like coral, and they would perch on a reef waiting for an unlucky sahuagin or undine to swim past.

• Kapoacinth: HD 4; AC 5 [14]; Atk 2 claws (1d3), 1 bite (1d4), 1 horn (1d6); Move 9 (Fly 15); Save 13; CL/XP 5/240; Special: None.

Krenshar
The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack. A krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. Combining this with a loud screech produces an unsettling effect that works like a scare spell.

• Krenshar: HD 2+2; AC 4 [15]; Atk 2 claw (1d4) and 1 bite (1d6); Move 15; Save 16; CL/XP 3/60; Special: Frighten.

It Came from the SRD – Part One

As I’ve mentioned before, I’m no purist when it comes to the many editions and iterations of the “world’s most popular role-playing game”. My own desire for simplicity draws me toward the older versions of the game and their modern simulacra, but that doesn’t mean I can’t find things to like about most editions. The problem, I think, is when some of these clever notions (kits, feats, templates) become revenue sources for their owners. That said, I think one of the top five best ideas ever concerning our favorite game was the creation of the Open Gaming License and its accompanying System Reference Document. The SRD, and all of the other open content on the internet, are amazing sources from which to mine ideas. Looking over the SRD today, I decided to convert a few creatures (and creature variants) that didn’t make it into S&W:C. All of the following is open game content.

Arrowhawk
An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.

• Arrowhawk: HD 7; AC 3 [16]; Atk 1 lightning bolt (2d8) or 1 bite (1d8); Move (Fly 24); Save 9; CL/XP 9/1100; Special: Immune to lightning.

Barghest
A barghest is a lupine fiend that can take the shape of a wolf or a goblin. A full-grown barghest is about 6 feet long and weighs 180 pounds. It has bluish-red skin and blue-black fur. A barghest’s eyes glow orange when it becomes excited. Barghests can cast blink, levitate and misdirection at will and charm monster and dimension door once per day. A barghest in wolf form leaves no tracks or trail. When a barghest slays an opponent, it can feed on the corpse, devouring both flesh and soul. Feeding prevents any form of raising or resurrection that requires part of the corpse. For every three suitable corpses a barghest devours, it gains one hit dice, and its armor class improves by one. The barghest only advances by consuming the corpses of creatures whose hit dice or levels are equal to or greater than its own current total. A barghest that reaches 9 hit dice through feeding immediately becomes a greater barghest upon completion of the act. A greater barghest gains the ability to cast invisibility and alter size once per day.

• Barghest: HD 6; AC 3 [16]; Atk 1 bite (1d6), 2 claws (1d4); Move 12; Save 11; CL/XP 8/800; Special: Change shape, cast spells, feed, only harmed by magic weapons.
• Greater Barghest: HD 9; AC 0 [19]; Atk 1 bite (1d8), 2 claws (1d6); Move 15; Save 6; CL/XP 12/2000; Special: Change shape, cast spells, feed, only harmed by magic weapons.

Belker
Belkers are wicked spirits of the air. They are composed of smoke, and their wings lend a demonic cast to their appearance. At will, it can take on gaseous form, looking like a pillar of smoke. In combat, it can engulf a victim, sending solidified, smoky claws into its lungs to tear and rend for 2d6 damage each round.

• Belker: HD 7; AC 2 [17]; Atk 2 wings (1d6), 2 claws (1d3), 1 bite (1d4); Move 12 (Fly 21); Save 9; CL/XP 9/1100; Special: Smoke claws, gaseous form.

Bodak
A bodak is the restless, angry spirit of one killed by an act of terrible, senseless evil. They appear as humanoids with rubbery, reddish skin, featureless faces and smoldering, orange eyes. Creatures that meet its pitiless gaze must pass a saving throw or die instantly, re-animating as bodaks 24 hours later. Bodaks loathe sunlight, which inflicts 1 point of damage each round it is in contact with their skin.

• Bodak: HD 9; AC 1 [18]; Atk 1 slam (1d8); Move 9; Save 6; CL/XP 12/2000; Special: Death gaze, vulnerable to light, unharmed by lightning.

Cauchemar
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.

• Cauchemar: HD 16; AC -5 [24]; Atk 1 bite (2d6), 2 hoofs (2d8); Move 18 (Fly 35); Save 3; CL/XP 19/4100; Special: Breathe smoke, become incorporeal.

Celestial Charger
A celestial charger is a unicorn blessed by the gods of light and law. They have the same abilities as normal unicorns, but can also cast spells as a level 7 cleric. Once per day, a celestial charger can deal +8 damage on a successful attack against an evil creature.

• Celestial Charger: HD 8; AC 0 [19]; Atk 2 hoofs (1d8), 1 horn (1d10); Move 24; Save 8; CL/XP 11/1700; Special: Double damage for charge, 25% magic resistance, teleport, smite evil, cast cleric spells as level 7 cleric.

Chaos Beast
Chaos beasts have mutable, ever-changing forms. For all its fearsome appearance, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. A blow from a chaos beast causes a living creature to become a spongy, amorphous mass unless they pass a saving throw. An affected creature cannot hold or use any item. Soft or misshapen feet and legs reduce speed to 6. Searing pain courses along the nerves, so strong that the victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe. Each round the victim spends in an amorphous state causes 1 point of wisdom drain from mental shock. If the victim’s wisdom score falls to 0, it becomes a chaos beast. A victim can regain its own shape by attempting a saving throw. A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful or drained of wisdom. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration or heal spell removes the affliction, but a separate restoration is necessary to restore any drained points of wisdom.

• Chaos Beast: HD 8; AC 3 [16]; Atk 2 claw (1d4); Move 9; Save 8; CL/XP 11/1700; Special: Corporeal instability, immune to critical hits and transformations, magic resistance 20%.

Choker
These vicious little subterranean predators have hands and feet with spiny pads that help grip almost any surface. The victim of a successful tentacle attack must make a saving throw or be strangled for 1d6 points of damage each round. Chokers are so fast, they can make an extra attack or move at the end of each round.

• Choker: HD 3; AC 2 [17]; Atk 2 tentacles (1d4); Move 9 (Climb 6); Save 14; CL/XP 5/240; Special: Strangle, quickness.

Chuul
Chuuls are a horrible combination of crustacean, insect, and serpent. Although amphibious, they are not good swimmers and prefer to attack on land or in shallow water. The victim of a chuul’s claw attack must succeed at a saving throw or be constricted for 3d6 points of damage each round. A chuul can transfer constricted victims from a claw to its tentacles on its next turn. The tentacles grapple with the same strength as the claw. They deal no damage, but do exude a secretion that paralyzes for 6 rounds if a saving throw is failed. While held in the tentacles, a victim suffers 1d8 points of damage each round from the chuul’s mandibles.

• Chuul: HD 11+2; AC -3 [22]; Atk 2 claw (2d6); Move 12 (Swim 9); Save 4; CL/XP 15/2900; Special: Amphibious, constrict, paralyze, immune to poison.

Cloaker
When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent. A cloaker has a wingspan of about 8 feet. Cloakers emit a low moan that can either cause everyone within 30 feet to save vs. fear or cause one creature within 30 feet to save vs. hold monster. Cloakers can manipulate shadows, duplicating the effect of the spells blur or mirror image.

• Cloaker: HD 6; AC 3 [16]; Atk 1 tail (1d6), 1 bite (1d4); Move 3 (Fly 15); Save 11; CL/XP 9/1100; Special: Moan, shadow shift.

Derro
Derro are a degenerate race of albinos that dwell deep underground. At night, they walk the surface world, kidnapping humans for slaves or food. Most derro wear studded leather armor and carry repeating light crossbows with poisoned bolts (see below), fork-fauchards (pole arms that grant a +4 bonus to overbearing attacks) and daggers. Derro bands are often lead by their savants, a sort of combination of magic-user and cleric. Derro lairs contain 20-40 derro, 1d3 savants, 1d6 student savants, 20-30 slaves (80% female) and 1d3 gargoyle allies.

• Derro: HD 3; AC 14; Atk 1 weapon (1d4); Move 12; Save 14; CL/XP 4/120; Special: Magic resistance 30%.
• Savant: HD 7; AC 14; Atk 1 weapon (1d4); Move 12; Save 9; CL/XP 10/1400; Special: Magic resistance 30%, spells.

Destrachan
A destrachan looks something like an eyeless velociraptor with a gaping, lamprey-like mouth. It has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight. From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.

A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets, including a blast that deals 4d6 points of damage to all within 20 feet, stunning all foes within 20 feet (saving throws apply) or shattering a particular material.

• Destrachan: HD 8; AC 1 [18]; Atk 2 claw (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Blindsight, sonic energy.

Dread Wraith
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Dread wraiths are immune to all non-magical weapons, including silver ones. Arrows, even magical ones, inflict only a single point of damage on their etheric bodies. The touch of a dread wraith inflict 2d6 points of damage and drains 1d2 levels. Humanoids that have all of their levels drained by a dread wraith become wraiths themselves under the control of their killer.

• Dread Wraith: HD 16; AC 0 [19]; Atk 1 touch (2d6 + level drain); Move 9 (Fly 24); Save 3; CL/XP 19/4100; Special: Drain 1d2 levels per hit.

Elder Pudding
The most ancient black puddings are vast pools of inky death. They have the same special abilities as other black puddings, save that weapons and armor of any kind are destroyed with but a single hit.

• Elder Pudding: HD 20; AC 8 [11]; Atk 1 attack (4d8); Move 6; Save 3; CL/XP 21/4700; Special: Acidic surface, immune to cold, divides when hit with lightning.

Ethereal Filcher
Ethereal filchers look vaguely like giant, disembodied hands, the “fingers” each tipped in a hand with long, sinuous fingers. The “palm” contains a rudimentary face. Ethereal filchers can slip in and out of the ethereal plane at will, using this ability to take people by surprise. The creature attempts to seize an item, then quickly shifs back to the ether. Ethereal filchers can detect magic at will.

• Ethereal Filcher: HD 5; AC 2 [17]; Atk 1 bite (1d4); Move 15; Save 12; CL/XP 6/400; Special: Detect magic, ethereal jaunt, pick pockets.

Ethereal Marauder
Ethereal marauders look like bipedal lizards with no forelegs and with gaping, tri-corner mouths filled with fangs. Their coloration ranges from bright blue to deep violet. They live on the ethereal plane, but mostly hunt on the material plane. Once a marauder locates prey, it leaves the ethereal plane to attack, biting the victim and then retreating quickly back to the ether.

• Ethereal Marauder: HD 2+1; AC 5 [14]; Atk 1 bite (1d8); Move 15; Save 16; CL/XP 3/60; Special: Ethereal jaunt.

Coming Soon: I’ll finish up the unconverted SRD monsters and then get to work describing the southwest portion of the Wyvern Coast and the infamous city-state of Ophir.

Legendary Creatures of Africa

A few months back I discovered a list of mythic creatures on Wikipedia and decided to have a go at concocting game stats for most of them, one culture or geographic area at a time. While most of the creatures on the Wikipedia list can be represented by existing monsters, a few were unique enough that I thought they deserved a write-up. The following monsters come from Africa, a fascinating continent often ignored in fantasy role-playing games. I based a few regions of my campaign on Africa, so expect more content in that vein in the near future. The following content is declared open game content.

ADZE [West Africa]
In its natural form, the adze looks like a large firefly with a vaguely humanoid face. It has green eyes and a fanged mouth. Adzes feed on coconut water, palm oil and blood, especially the blood of children. They are capable of casting change shape (usually into that of an old woman) once per day and suggestion three times per day. In combat, an adze will attempt to bite its opponent. If successful, the opponent must succeed at a saving throw or the adze will latch onto the victim and begin draining it of blood, inflicting 1d4 points of damage each round until the hold is broken. Bite victims must also succeed at a saving throw or contract malaria.

Adze: HD 5; AC 4 [15]; Atk Bite (1d6); Move 9 (Fly 15); Save 12; CL/XP 7/600; Special: Disease, drain blood, spells.

ABATWA [South Africa]
Abatwa, or ant men, are humanoids that measure only 6 inches tall. Although not malicious, abatwa are very sensitive about their size and do not hesitate to attack those who reference it. All abatwa hunters are skilled at tracking and survival. Abatwa use giant ants as mounts and carry tiny, poison-tipped spears and short bows with poisoned arrows. The poison inflicts 1d6 points of damage, or half that with a successful saving throw.

Abatwa hunters travel in small groups. Abatwa tribes number from 20-200 warriors with noncombatants equal to 150% of the warriors. All tribes are commanded by a 3 hit dice chief. For every twenty tribesmen beyond the chief, there will be a sub-chief with 2 hit dice.

Abatwa: HD 1 hp; AC 3 [16]; Atk Weapon (1 + poison); Move 3; Save 18; CL/XP A/5; Special: Poison.

ASIMAN [West Africa]
The asiman is an incorporeal spirit that mostly preys on children. They feed by possessing the body of a humanoid or animal (per the magic jar spell). A creature possessed by an asiman has shifty eyes and is obsessed with food. Once inside a creature, the asiman feeds by draining the wisdom of any creature within 30 feet that meets its gaze. The potential victim of the gaze must succeed at a saving throw each round or lose 1d3 points of wisdom. Asiman can be detected by the light they emit from the armpits and anus of a possessed victim and by the fact that all vegetation within 30 feet of them will suffer from the reverse of a plant growth spell.

Asiman: HD 3; AC 9 [10]; Atk Special; Move 12; Save 14; CL/XP 6/400; Special: Incorporeal, possession, psychic vampire, only harmed by magic weapons.

BENNU [Egypt]
Bennu is a large heron with gray, purple and blue feathers that sprang from the heart of Serapis, the god of fertility. Bennu is immortal. It dwells in a temple attended by priests who wear heron-masks, blue mummy dresses and long, transparent coats. The bennu-priests are known for their knowledge of time-keeping and their temple has many time-keeping devices. Bennu can see in darkness, including magical darkness, and can use the following spells: Control water, daylight, detect magic, dispel evil (1/day), heal (3/day), plant growth, resurrection (1/month), time stop (1/day).

Bennu: HD 12 (96 hp); AC 1 [18]; Atk Beak (3d6); Move 12 (Fly 24); Save 3; CL/XP 16/3200; Special: Immortal, immune to fire, spells, only harmed by +3 or greater weapons.

CHIPEKWE [Central Africa]
The chipekwe is a massive creature that dwells in the shallow water of swamps. It is a herbivore. A chipekwe is as large as a rhinoceros. It has four stout legs that end in massive claws and a single horn on its snout and short fur banded brown and black. Chipekwe are extremely territorial and aggressive.

Chipekwe: HD 8; AC 3 [16]; Atk Gore (2d6), 2 claws (1d6); Move 12 (Swim 12); Save 8; CL/XP 8/800; Special: None.

ELOKO [Central Africa]
Eloko are hideous dwarves that dwell in the deepest forests. They are vicious in the extreme and eat only human beings. Eloko live in hollow trees and dress in leaves. They are small, with grass growing on their bodies in place of hair. They have piercing eyes, large snouts, mouths that can open impossibly wide, long claws and gentle, child-like voices. The sight of an eloko causes fear (as the spell). The sound of their magic bell acts as a suggestion spell so powerful that the victim can even be driven to harm themselves. If an eloko hits a victim with both claw attacks in the same round, the victim must succeed at a saving throw or be swallowed whole. A swallowed victim will find themselves in a fetal position and completely incapable of moving. They suffer 1d4 points of damage each round until freed. An eloko that has swallowed a humanoid has its movement reduced to 3 and its armor class reduced to 7 [12].

Eloko: HD 3; AC 4 [15]; Atk 2 claws (1d6); Move 12; Save 14; CL/XP 5/240; Special: Cause fear, magic bell, swallow whole.

IMPUNDULU [South Africa]
The impundulu, or lightning bird, is a black and white bird as large as a human. Electricity courses across its feathers, delivering a shock for 1d6 points of damage to any creature it touches. Impundulus can discharge this electricity as a 4 dice lightning bolt, but lose their shocking touch for 3 rounds thereafter. Impundulus are capable of changing their shapes to that of beautiful young men, and often use this form to seduce maidens. Impundulu feed on blood, using their long beaks to pierce the skin.

Impundulu: HD 2; AC 6 [13]; Atk Beak (1d6); Move 9 (Fly 18); Save 16; CL/XP 4/120; Special: Change shape, shocking grasp, immune to lightning.

KISHI [Central Africa]
A kishi resembles an attractive man or woman with long, flowing hair. On the back of their heads, hidden by their hair, is a bestial face like that of a hyena. Kishi are hill dwellers who favor the flesh of humans and elfs. Kishi are eloquent and seductive, tricking their prey into accompanying them to their lairs. Once home, the kishi turns its head completely around and devours its hapless victim with its bestial face. Victims of a kishi’s bite must succeed at a saving throw to pry them off; those who fail suffer automatic bite damage each round until the kishi id dead. Kishi speak the language of humans and elfs.

Kishi: HD 2+2; AC 5 [14]; Atk Bite (2d6); Move 15; Save 16; CL/XP 2/30; Special: Grapple, two-faced.

SERPOLEOPARD [Egypt]
The serpoleopard is a creature with the body of a leopard, a 4-foot long serpentine neck and the head of a lioness. Serpoleopards attack by leaping out at a victim and delivering two claw attacks and a bite. If both claw attacks hit, the serpoleopard can make two additional claw attacks with a +2 bonus to hit. The victim of such an attack must also succeed at a saving throw or be constricted by the serpoleopard’s neck. Constriction inflicts 1d4 points of damage per round. A constricting serpoleopard cannot make bite attacks.

Serpoleopard: HD 4; AC 6 [13]; Atk Bite (1d6), 2 claws (1d6); Move 15; Save 13; CL/XP 4/120; Special: Constrict, rake with claws.

SWALLOWER [Egypt]
The swallower is not the most popular girl at her high school, but rather a beast with the torso and forelegs of a leopard, the hindquarters of a hippopotamus and the head of a crocodile. Swallowers prey on chaotic and evil creatures. Their bite inflicts 1-8 points of damage and drains one hit dice if the victim fails a charisma saving throw. The swallowers are ruled by Ammut the Devourer, a swallower with 15 hit dice and 120 hit points.

Swallower: HD 8; AC 3 [16]; Atk Bite (1d8), 2 claws (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Immune to fire, life drain, only harmed by magic weapons.

Ammut the Devourer: HD 15 (120 hp); AC 0 [19]; Atk Bite (1d8), 2 claws (1d6); Move 12; Save 3; CL/XP 19/4100; Special: Immune to fire, life drain, only harmed by +2 or better weapons.

TIKOLOSHE [South Africa]
The tikoloshe is a bizarre creature that resembles a small, hairy humanoid with a bear-like head (pierced by a single hole), gouged out eyes and a bony head-ridge. Tikoloshes can become invisible by swallowing pebbles. Those foolish enough to fight a tikoloshe age 1d6 years during each round of combat. The tikoloshe is a nocturnal predator who likes to sneak into homes and assault people while they sleep.

Tikloshe: HD 5; AC 3 [16]; Atk Head butt (2d6); Move 9; Save 12; CL/XP 8/800; Special: Invisibility, rapid aging, only harmed by magic weapons.