Username Password
   or Create an Account
HomeForumsFAQArticlesReviewsDownloadsLinksTop 20Feedback
 Features
 
Greyhawk Wiki

 
Canonfire :: View topic - PATHFINDER conversions
PATHFINDER conversions

 
Post new topic   Reply to topic    Canonfire Forum Index -> Greyhawk- D&D 3.0e/3.5e/d20/Pathfinder
View previous topic :: View next topic  
Author Message
MToscan
Journeyman Greytalker


Joined: Nov 14, 2008
Posts: 222
Location: Modena, Italy

PostPosted: Wed Sep 14, 2011 4:19 am    Post subject: PATHFINDER conversions Reply with quote

I am converting some monsters/spells/items from FTA and related AD&D material.
Here they are for dicussion and critics (of course :))

Verrangoin

Varrangoin, or abyss bats, are creatures native to the Abyss (as their name suggests). They appear as giant bats with the leather of their wings (wingspan is typically twice the body length) rotted and hanging away from their skeletal frames. They possess long, forked tails. The head of each varrangoin is a skull-like horror with red glowing eyes and sharp talons and teeth. The V-VI types have barbed tails that can be used for effective melee attacks. The six identified types of abyss bat are physically indistinguishable, which makes countering their special attacks and defenses especially difficult. It is not certain that there are only six types of these horrors, although Oerth sages have only documented this number to date.
Verrangoin Type I, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar, cold)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, cold; Resist acid 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 11th)
3/day cone of cold
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.
Verrangoin Type II, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar, fire)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, fire; Resist acid 10, fire 10, cold 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Fire Burst
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Fire Burst (Sp) The creature can create a burst of fire up to 90' away, 30' in diameter, which inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.
Verrangoin Type III, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Bolt of Lightning
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Bolt of Lighning (Sp) Creatures with this ability can breath a bolt of lightning 5' wide, 60' long, that inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.
Verrangoin Type IV, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, acid; Resist cold 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Glob of Acid
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Glob of Acid (Sp) Creatures with this ability can breath a glob of acid 5' radius, up to 90' away, that inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
SirXaris
GreySage


Joined: Jul 26, 2010
Posts: 2428
Location: LG Dyvers

PostPosted: Wed Sep 14, 2011 6:01 am    Post subject: Reply with quote

I don't know if there is a 3.5 version of the Varrangoin in any of the hardback monster books, but Paizo did one in their Savage Tide Adventure Path in Dungeon Magazine #148, p. 70. You might check that out for reference if you haven't seen it already.

SirXaris
Back to top
View user's profile Send private message Visit poster's website
MToscan
Journeyman Greytalker


Joined: Nov 14, 2008
Posts: 222
Location: Modena, Italy

PostPosted: Wed Sep 14, 2011 7:18 am    Post subject: Reply with quote

SirXaris wrote:
I don't know if there is a 3.5 version of the Varrangoin in any of the hardback monster books, but Paizo did one in their Savage Tide Adventure Path in Dungeon Magazine #148, p. 70. You might check that out for reference if you haven't seen it already.

SirXaris

No indeed, thanks a lot.
Have they converted Iuz specialty spells as well?
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Canonfire Forum Index -> Greyhawk- D&D 3.0e/3.5e/d20/Pathfinder All times are GMT - 8 Hours
Page 1 of 1

Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Canonfire phpBB2 theme by Jakob Persson (http://www.eddingschronicles.com).
Powered by phpBB © 2001 phpBB Group
All times are GMT - 8 Hours
Stone textures by Patty Herford
Ported for PHP-Nuke by nukemods.com
Forums ©


Canonfire! is a production of the Thursday Group in assocation with GREYtalk and Canonfire! Enterprises

Contact the Webmaster.  Long Live Spidasa!

PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.
Page Generation: 0.30 Seconds