[3.5E] Some missing converted creatures

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[3.5E] Some missing converted creatures

Post by dulsi » Thu Aug 14, 2008 5:43 am

Beholder Eater, Thagar ("Grimgobbler") - Complete.
Anadjiin - Complete.
Tinkerer ("Giant Bubble") - Complete.
Vodoni, Enforcer - Complete.
Chakchak - Complete.

Feel free to suggest changes if you don't agree with something.
Last edited by dulsi on Mon Oct 06, 2008 3:15 pm, edited 9 times in total.
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[3.5E] Beholder Eater, Thagar ("Grimgobbler")

Post by dulsi » Fri Aug 15, 2008 1:54 am

Beholder Eater, Thagar ("Grimgobbler")

Large Aberration
Hit Dice: 9d8+9 (49hp)
Initiative: +4
Speed: fly 30ft (good)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6 / +10
Attack: 12 bites +6 melee (2d4)
Full Attack: 12 bites +6 melee (2d4)
Space/Reach: 10ft / 5ft (10ft with bite)
Special Attacks: -
Special Qualities: Darkvision 120ft, does not breathe, immunities, spell resistance 24
Saves: Fort +5, Ref +3, Will +8
Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 15, Cha 12
Skills: Hide +12, Intimidate +13, Listen +13, Spot +13
Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Weapon Focus (bite)
Environment: Space
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 10-13 HD (Large)
Level Adjustment: -

Thagar has a dark spherical body. The typical specimen has twelve serpentine heads. As many as sixteen heads have been seen on the creatures. The heads lack any optical organs. Instead the central body is covered in the eyes.

The thangars have an insatiable hunger. They have particular fondness of beholder meat. The beholders hate and fear the beholder eaters. A thagar will lurk in abandoned ships and asteroids attacking nearly anything that approaches. The aberrations are known to keep servant creatures to aid in capturing prey.

Combat

Thagars can attack with all their heads at no penalty, even if they move or charge during the round.

Immunities: Thagars have immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and sleep.

Feats: A thagar’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Originally appeared in SJR1 - Lost Ships (1990)
Last edited by dulsi on Sat Aug 23, 2008 5:35 pm, edited 4 times in total.
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[3.5E] Anadjiin

Post by dulsi » Sat Aug 16, 2008 2:13 am

Anadjiin

Large Monsterous Humanoid (Reptilian)
Hit Dice: 10d8+20 (65hp)
Initiative: +3
Speed: 40ft
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +10 / +15
Attack: bite +11 melee (2d6+1)
Full Attack: bite +11 melee (2d6+1) and 2 claws +11 melee (1d8 plus wound)
Space/Reach: 10ft / 10ft
Special Attacks: Wound
Special Qualities: All-around vision, cold danger
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 13, Dex 16, Con 15, Int 18, Wis 12, Cha 7
Skills: Intimidate +11, Knowledge (Local) +11, Knowledge (Nature) +17, Move Silently +16, Sense Motive +7, Spot +18, Survival +14
Feats: Multiattack, Improved Natural Attack (Bite), Improved Multiattack, Combat Reflexes
Environment: Deserts of Anadia
Organization: Family units (1-4) or community (7-18)
Challenge Rating: 6
Treasure: None
Alignment: Lawful neutral
Advancement: -
Level Adjustment: -

Anadjiin is a large reptilian humanoid with insect like eyes. It's mouth is arranged vertically with incredibly sharp teeth. A ridge of plates run along the top of the head similar to the stegosaurus. The veracious predator has long incredibly sharp claws. Their tail is used to stabilize the creature.

They speak their own language but have shown no evidence of speaking another language. They never seem to fight over a kill. They seem to have a understanding of nature's balance that is usual in a predator. They do not hunt rare or endangered species preferring to concentrate on the most numerous prey. Druids and other nature caretakers are off limits from being hunted. Once anadjiins has sufficient food, they attempt to scare of the rest of the creatures.

Combat

Wound (Su): The damage an anadjiin deals with its claws causes a persistent wound. An injured creature loses an additional hit point each round. The wound does not heal naturally. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell.

All-Around Vision (Ex): The huge insect like eyes of the anadjiin are positioned to give it a view in all directions at once. This provides it with a +4 racial bonus on Spot and Search checks. An anadjiin can't be flanked. Unlike most monstrous humanoids, anadjiin lack darkvision.

Cold Danger: The anadjiin is highly adapted to living in hot environments. It body dissipates heat quickly which can pose a problem in cold environments. It has a -4 penalty to fortitude saves for environmental cold dangers.

Originally appeared in SJR2 - Realmspace (1991)
Last edited by dulsi on Sat Aug 23, 2008 5:35 pm, edited 3 times in total.
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Re: [3.5E] Some missing converted creatures

Post by Big Mac » Sat Aug 16, 2008 4:25 pm

dulsi wrote:Beholder Eater, Thagar ("Grimgobbler") - Complete.
Anadjiin - Stats complete still need to add description.

Feel free to suggest changes if you don't agree with something.
I'll have a proper look at the original stats and see if I can think of any improvements. If any other 3rd edition fans surf past, please chip in with anything that could be made better.
dulsi wrote:If someone wants to let enworld.org know of the conversion feel free. I haven't felt the need to create an account on their site yet.
I've got an account at ENWorld. I'll let Echohawk know about this thread. But it would be nice to get these up onto Beyond the Moons and given "official" status.

EDIT: I've given your monsters a mention in the Unconverted Spelljammer Creatures thread. Here is the exact post (hope you don't mind sharing a post with Shattered Fractine ;) ).
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Re: [3.5E] Some missing converted creatures

Post by dulsi » Sat Aug 16, 2008 7:17 pm

I've emailed the council to have them put on the Beyond the Moons site.

Started looking at what to convert next. The tinkerer is described as have fours arms but can attack with all six of it's arms. Guess they tweaked their own body between the description and the combat section.
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[3.5E] Tinkerer

Post by dulsi » Sat Aug 23, 2008 5:46 pm

Tinkerer ("Giant Bubble")

Small Aberration
Hit Dice: 4d8+4 (22hp)
Initiative: +3
Speed: bounce 40ft, fly 30ft (perfect)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3 / +0
Attack: Bite +4 melee (1d4+1)
Full Attack: Bite +4 melee (1d4+1) and 6 punches (1d2 nonlethal)
Space/Reach: 5ft / 5ft
Special Attacks: -
Special Qualities: Clean air, darkvision 60ft, explosion, immunities, limited fast healing 1
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 12, Dex 17, Con 12, Int 14, Wis 7, Cha 11
Skills: Heal +7, Knowledge (Arcana) +11, Knowledge (Architecture and Engineering) +13, Use Magical Device +18
Feats: Magical Aptitude, Skill Focus (Knowledge (Architecture and Engineering))
Environment: Space
Organization: Solitary or bands (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic neutral
Advancement: -
Level Adjustment: -

Tinkerers are spherical creatures with six eyes and six arms. A large mouth sits on the bottom of the creature's body. They eyes are erratically placed around the body. The arms have ball joints that twist and turn in any direction. They prefer to bounce but can release gas they take in to fly.

Tinkerers have a fascination with tools. Much of their time is spent trying to improve equipment they acquire including magical items. They are also willing to experiment on living subjects but they are usually not as cooperative.

Combat

Thinkerers often carry various weapons or magical devices to use if attacked.

Clean Air (Ex): Tinkerers filter air for dust, mold, pollen, and other substances to digest. A Thinkerer will purify one ton of air a day.

Explosion (Ex): Tinkerers suffering a critical hit from a piercing attack explode for 3d4 damage to everyone with a 10 foot radius of the tinkerer. This kills the tinkerer.

Immunities: Tinkerers have immunity to all poisons and diseases.

Limited Fast Healing (Ex): Tinkerers have fast healing of 1 but it only works while the tinkerer is in contact with water. Most will carry a canteen to initiate this healing ability.

Skills: Tinkerers have a +8 racial bonus on Use Magical Device and a +2 racial bonus on Heal, Knowledge (Arcana), and Knowledge (Architecture and Engineering).

Originally appeared in SJR1 - Lost Ships (1990)
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Re: [3.5E] Some missing converted creatures

Post by dulsi » Fri Aug 29, 2008 7:37 pm

For the vodoni enforcers/conquerors, I been working on a modified lycanthrope template. The conquerors would be based on dire wolves like the werewolf lord. Not sure what class levels I'm going to give them yet. I might also up the damage for claws/bite. I had intended to give the vodoni enforcers/conquerors improved natural attack but it appears I might not have enough levels to give those feats to them.

Creating A Vodoni Lycanthrope

"Vodoni Lycanthrope" is an acquired template that can be added to any humanoid or giant (referred to hereafter as the base creature). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type

The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).

This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). The lycanthrope's size is the same size as the base animal or the base creature, whichever is larger.

A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points

Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.

Speed

Lycanthropes use the base creature’s speed. Additionally they retain additional movement modes available to the base animal at half the original animal's speed.

Armor Class

The lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better, plus an additional +2.

Base Attack/Grapple

Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.

Attacks

A lycanthrope gains two claw attacks and a bite attack as natural weapons.

These weapons deal damage based on the lycanthrope’s size. A lycanthrope may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.
Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Special Attacks

A lycanthrope does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal components.

Bloodrage (Ex): If a lycanthrope hits with a bite attack and inflicts damage, he flies into a bloodrage. The lycanthrope gains a temporary +4 bonus to Strength, +2 bonus to Constitution, +2 morale bonus to Will saves but he takes a -2 penalty to Armor Class. While in a bloodrage, the lycanthrope may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity he might make before his next action.

Bloodrage ends all other rage and frenzy abilities without penalty. During the rage, he has the restrictions as barbarian's rage to his actions. After not attacking for 5 rounds, the rage subsides and the character becomes fatigued for 5 minutes. If the base animal has 6HD or more, the bonuses to Strength and Constitution increase to +6 and +4 respectively and the morale bonus on Will saves increases to +3. If the base animal has 9HD or more, the lycanthrope is not fatigued afterward. If the base animal has 10HD, the bonuses to Strength and Constitution increase to +8 and +6 respectively and the morale bonus on Will saves increases to +4.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a lycanthrope’s bite attack must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope.

Special Qualities

Alternate Form (Su): While the vodoni lycanthrope has no alternate form, a slain lycanthrope reverts to its original form, although it remains dead. Separated body parts retain their animal form, however.

Damage Reduction (Ex): A lycanthrope has damage reduction 5/silver.

Low-Light Vision (Ex): A lycanthrope has low-light vision.

Moon-Cycle (Ex): Vodoni lycanthropes are tied to the Vodon's moon cycle regardless of their distance. During the height of the full moon (every 30 standard days), the lycanthrope enter a blood rage for the entire night. No one is recognized as an ally and attacks are indiscriminate.

Scent (Ex): A lycanthrope has the scent ability in any form.

Base Save Bonuses

Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities

Vodoni lycanthropes suffer a -2 penalty to Wisdom. In addition a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores -10 or -11.

In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills

A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. A lycanthrope also has any racial skill bonuses of the base creature and of the base animal, but conditional skill bonuses do not apply.

Feats

Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.

A lycanthrope receives Iron Will as a bonus feat.

Environment

Same as either the base creature or base animal.

Organization

Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related animals)

Challenge Rating

By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.

Treasure

Standard.

Alignment

Any. The vodoni strain of lycanthropy tend to produce evil-aligned lycanthropes due to the violent bloodrage.

Advancement

By character class.

Level Adjustment

Same as the base creature +2. In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.

Curing Vodoni Lycanthrope

Vodoni lycanthrope is extremely virulent and difficult to cure. To cure a vodoni lycanthrope, remove curse and heal must be cast on the character. If done within three days of infection, the cure works immediately. Otherwise, the infected character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
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Re: [3.5E] Tinkerer

Post by Big Mac » Sun Sep 14, 2008 1:30 pm

I still haven't had a proper chance to check these three convesions out, but do have one comment...
dulsi wrote:Tinkerer ("Giant Bubble")

<snip>
Level Adjustment: -
And that comment is: "Wot No LA?"

Surely the Tinkerer is a creature that could be used as a playable monster race.
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Re: [3.5E] Tinkerer

Post by dulsi » Sun Sep 14, 2008 4:45 pm

Big Mac wrote:And that comment is: "Wot No LA?"

Surely the Tinkerer is a creature that could be used as a playable monster race.
Yeah I suppose they could have a LA so they are playable. Anadjiin could probably also use it. When design (or converting) a creature, I default to no LA. Feel free to offer up a LA suggestion. Otherwise, I'll see about taking a look at that at some point.
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Re: [3.5E] Tinkerer

Post by Big Mac » Sun Sep 14, 2008 7:23 pm

dulsi wrote:
Big Mac wrote:And that comment is: "Wot No LA?"

Surely the Tinkerer is a creature that could be used as a playable monster race.
Yeah I suppose they could have a LA so they are playable. Anadjiin could probably also use it. When design (or converting) a creature, I default to no LA. Feel free to offer up a LA suggestion. Otherwise, I'll see about taking a look at that at some point.
I'm not too sure on setting LAs. If I was good at monster conversions, I wouldn't be over at the Creature Cataloge forums working with a bunch of other guys - I'd be focusing on getting all the SJ monsters done.

I'll see if one of them can give me some advice on LAs for your conversions.

There are a few people in the SJ community, who love the kick of playing unusual races (usually the ones with animal heads) so I think they would all love for as many SJ monsters as possible to get LAs.
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[3.5E] Vodoni, Enforcer

Post by dulsi » Mon Sep 29, 2008 2:08 am

Vodoni, Enforcer

Medium Humanoid (Shapechanger)
Hit Dice: 5d8+15 plus 2d8+6 (52hp)
Initiative: +6
Speed: 30ft
Armor Class: 21 (+2 Dex, +4 natural, +5 chainmail, +1 light shield), touch 12, flat-footed 19
Base Attack/Grapple: +6 / +9
Attack: +1 longsword +11 melee (1d8+4/19-20) or claw +9 melee (1d4+3)
Full Attack: +1 longsword +11/+6 (1d8+4/19-20) and bite +5 melee (1d6+1) or 2 claws +9 (1d4+3) and bite +5 melee (1d6+1)
Space/Reach: 5ft / 5ft
Special Attacks: Bloodrage, curse of lycanthropy
Special Qualities: Alternate form, damage reduction 5/silver, low-light vision, moon-cycle, scent
Saves: Fort +10, Ref +6, Will +3*
Abilities: Str 16, Dex 15, Con 16, Int 10, Wis 7, Cha 8
Skills: Climb +1, Intimidate +3, Jump +1, Listen +0, Spot +0, Survival +0
Feats: Endurance, Improved Initiative, Iron Will(B), Track(B), Weapon Focus (longsword), Weapon Focus (bite)
Environment: Any
Organization: unit (2-20)
Challenge Rating: 5
Treasure: None
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: +2

People infected with Vodoni lycanthropy are brought to the Undercity. There the creatures battle for survival. The best are captured and given a loyalty potion. The potion ensures some control for Vodoni Breeders but is rather toxic and kills some drinkers. This powerful force of werewolves makes up the Vodoni enforcers. The half-man half-wolf beasts are typical given a magical longsword, a light metal shield, and chainmail. Once blood is tasted the enforcer becomes reckless fighting with a rapid like aggression.

Combat

Most enforcers will attack with a passion. About a fourth still retain some sense of humanity and try to avoid using the bite.

Bloodrage (Ex): If an enforcer hits with a bite attack and inflicts damage, he flies into a bloodrage. The lycanthrope gains a temporary +4 bonus to Strength, +2 bonus to Constitution, +2 morale bonus to Will saves but he takes a -2 penalty to Armor Class. While in a bloodrage, the lycanthrope may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity he might make before his next action.

Bloodrage ends all other rage and frenzy abilities without penalty. During the rage, he has the restrictions as barbarian's rage to his actions. After not attacking for 5 rounds, the rage subsides and the character becomes fatigued for 5 minutes.

Curse of Lycanthropy (Su): Any humanoid or giant hit by an enforcer’s bite attack must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope.

Alternate Form (Su): While the vodoni lycanthrope has no alternate form, a slain lycanthrope reverts to its original form, although it remains dead. Separated body parts retain their animal form, however.

Moon-Cycle (Ex): Vodoni lycanthropes are tied to the Vodon's moon cycle regardless of their distance. During the height of the full moon (every 30 standard days), the lycanthrope enter a blood rage for the entire night. No one is recognized as an ally and attacks are indiscriminate.

Saves: * Enforcers are given a potion that ensures their loyalty to Vodoni. The potion grants a +2 enhancement bonus to Will saves. Neutralize poison will "cure" the loyalty potion.

The enforcer presented here is based on a 5th-level human warrior and vodoni lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Originally appeared in SJA4 - Under the Dark Fist (1991)
Last edited by dulsi on Fri Oct 03, 2008 4:16 am, edited 1 time in total.
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Re: [3.5E] Some missing converted creatures

Post by Bidmaron » Mon Sep 29, 2008 4:19 am

I'm confused. Is this conversion not the same as the one Big Mac talked about on the other site?

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Re: [3.5E] Some missing converted creatures

Post by dulsi » Mon Sep 29, 2008 3:32 pm

I didn't have an account on that site (although I do now). I prefer this forum. I'd also rather just do a conversion and get opinions after than hashing it out on the forum.
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[3.5E] Chakchak

Post by dulsi » Sun Oct 05, 2008 2:16 pm

Chakchak

Medium Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16hp)
Initiative: +1
Speed: 20ft
Armor Class: 17 (+1 Dex, +6 banded mail), touch 11, flat-footed 16
Base Attack/Grapple: +2 / +6
Attack: Axehand +7 melee (1d8+4/x3)
Full Attack: 2 axehands +7 melee (1d8+4/x3)
Space/Reach: 5ft / 5ft
Special Attacks: -
Special Qualities: Blitz, darkvision 60ft
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 18, Dex 13, Con 12, Int 7, Wis 10, Cha 7
Skills: Listen +5, Spot +5
Feats: Alertness, Weapon Focus (axehand)
Environment: Any non-artic
Organization: Solitary and Millitary units (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: By character level
Level Adjustment: +3

The chakchak are magically altered hogoblin created during the Unhuman War. They are a little taller than a typical hobgoblin and much stronger. They have an ash grey skin color with dark freckles on their back and face. The chakchak's defining feature is the axe like bony structure at the end it's arms instead of hands. The arms are longer than normal but still has the elbow in the same location. It's as if a battle axe with it's handle has been grafted to the creature.

Chakchaks were feared for their close-combat capabilities but generally treated poorly by their bretheren. They were looked on as nothing more than weapons. The lack of hands meant that other hobgoblins needed to help don the banded mail for the creature. Numerous other tasks required similar help. The chakchaks were altered in the womb of their mothers and not allowed to socialize. Everything they know is combat or preperation for combat. Brutality is encouraged.

The chakchaks were never very numerous. Since the Unhuman War end, most chakchaks have died and they are incapable of producing young. Rumors persist of large numbers hidden underground in a suspended state that failed to be awakened before the end of the war.

Combat

Blitz (Ex): Three times per day chakchaks may activate blitz as a standard action. The blitz has the same effects as the haste spell (caster level equals chakchak’s HD). After using blitz, the chakchak must rest for an hour before he can use the ability again.

Chakchaks As Characters

Chakchak characters possess the following racial traits.
  • +8 Strength, +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Charisma.
  • Medium size.
  • A chakchak’s base land speed is 20 feet. However, chakchaks can move at this speed even when wearing medium armor or when carrying a medium load.
  • Racial Hit Dice: A chakchak begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A chakchak’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Listen and Spot.
  • Racial Feats: A chakchak’s humanoid levels give it two feats.
  • Armor Familiarity: Chakchaks treat banded mail as medium armor, rather than heavy armor.
  • Special Qualities: Blitz, darkvision 60 ft.
  • Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Dwarven, Infernal, Giant, Orc.
  • Favored Class: Fighter.
  • Level Adjustment +3.
Originally appeared in Polyhedron #55 (1990)
Dennis Payne -- Identical Games
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dulsi
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Re: [3.5E] Some missing converted creatures

Post by dulsi » Mon Oct 06, 2008 3:23 pm

I found my copy of Heart of the Enemy and was looking over the hummerfly. I'm thinking it should available as an Improved Familiar at 7th. The teleport is a bit powerful and maybe restrict the sonic attack somewhat. Guess I'll need to convert it to find out.
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Big Mac
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Re: [3.5E] Some missing converted creatures

Post by Big Mac » Sun May 31, 2009 8:08 pm

Bidmaron wrote:I'm confused. Is this conversion not the same as the one Big Mac talked about on the other site?
Conversions are conversions. But if they are done here, we know that:
  1. They will have fluff targetted to the SJ universe and
  2. The authors give concent for them to be put up on Beyond the Moons.
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