Unofficial True20 Bestiary & Monster Builder

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Unofficial True20 Bestiary & Monster Builder

Postby Dragonspawn » Thu Jul 28, 2005 10:22 am

Welcome to "True Terrors," my unofficial True20 bestiary & monster building guide.

In this thread I'm going to propose a system for building True20 monsters from the ground-up instead of relying purely on d20 conversions.

AUTHOR: Matthew E. Kaiser (a.k.a. Dragonspawn)

Index:
Chapter 1: Building True20 Monsters.
- STEP ONE: MONSTER CONCEPT
- STEP TWO: SET THE CREATURE'S SIZE
- STEP THREE: SET THE CREATURE'S LEVEL
- STEP FOUR: PICK A CREATURE TYPE
- STEP FIVE: PICK THE CREATURE'S ABILITY SCORES
- STEP SIX: CHOOSE CREATURE'S SPEED AND FORMS OF LOCOMOTION.
- STEP SEVEN: DETERMINE ARMOR BONUS AND DEFENSES.
- STEP EIGHT: PICK ATTACK FORMS
- STEP NINE: SET DAMAGE VALUES FOR ATTAC FORMS
- STEP TEN: CHOOSE SKILLS
- STEP ELEVEN: CHOOSE FEATS
- STEP TWELVE: CRUNCH NUMBERS AND FILL IN STAT BLOCK
- STEP THIRTEEN: CREATURE DESCRIPTION

Chapter 2: Sample True20 Creatures.
-Raccoon

Chapter 3: Converting d20 monsters to True20
- STEP 1: CREATURE SIZE AND TYPE
- STEP 2: CREATURE LEVEL
- STEP 3: CREATURE SPEED
- STEP 4: ABILITIES
- STEP 5:SKILLS
- STEP 6: FEATS
- STEP 7: Special attacks
- STEP 8: TRAITS
- STEP 9: COMBAT
- STEP 10: SAVING THROWS

Chapter 4: Sample Converted True20 Creatures.
- Allip
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Chapter 1

Postby Dragonspawn » Thu Jul 28, 2005 10:23 am

CHAPTER ONE: BUILDING A TRUE20 MONSTER

STEP ONE: MONSTER CONCEPT
First off you want to have a good idea in your head of the type of monster you want to create, and the roles it could play in a true20 game. Is it a dispicable monstrosity that can only be dealt with through combat? Is it a friendly creature with a mischevious and unintentionally dangerous sense of humor? Is it something that might aid the PCs for a price? Where do these creatures live, and what is their family structure like? What does the creature look like and what kind of unusual abilities does it have? Once you have a good idea of what you want the monster to look like and do, you are going to want to come up with a name for it. If you are at a loss for ideas, descriptive names such as the "acid embalmer" or "jade evicerator" are always a good bet.

STEP TWO: SET THE CREATURE'S SIZE
Based on your concept, how big is this creature? The size categories are as follows: Fine 0-6"; diminutive 6"-1'; tiny 1'-2', small 2'-4', medium 4'-8', large 8'-16', huge 16'-32', gargantuan 32'-64', colossal 64' and up. For more information on the effects of size on a creature's statistics refer to page 82 of the True20 PDF (or page 184 of the blue rose core book).

STEP THREE: SET THE CREATURE'S LEVEL
When creating a player character you need to know what level they are while creating the character to determine their combat bonus, feats, skill ranks, reputation and saving throw. The same holds true for when you are making a monster. The monster's level will give you a rough indication of what level of PCs the monster should be a tough challenge for.

STEP FOUR: PICK A CREATURE TYPE
Fantasy creature types are listed below in alphabetical order. These essentially serve as the monster's role. Unique monsters may also have levels in a heroic role (adept, warrior or expert) in addition to their monster levels. Note that first level monsters with a heroic role determine their combat bonus, saves, skills and feats acording to their heroic role alone (As PCs do). Monsters with multiple levels in any given creature type who go on to gain levels in a heroic role do so using the rules for multiclassing.

Aberration Type: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Features: An aberration has the following features.
Toughness: Aberrations have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: Good Will saves.
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Light and heavy armor training, weapon training, Improved strike, and one additional feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Aberrations eat, sleep, and breathe.

Animal Type: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
Features: An animal has the following features (unless otherwise noted in a creature’s entry).
Toughness: Animals have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
—Saves: Good Fortitude and Reflex saves (certain animals have different good saves).
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Animals begin with Improved Strike and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial and expert categories.
Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
—Intelligence score of -5 or -4 (no creature with an Intelligence score of -3 or higher can be an animal).
—Low-light vision.
—A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength as a damage adjustment..
—Animals eat, sleep, and breathe.

Construct Type: A construct is an animated object or artificially constructed creature.
Features: A construct has the following features.
Toughness: Constructs have a base toughness of +1 modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: No good saving throws.
Skills: Skills equal to (2 + Int, minimum 1), if the construct has an Intelligence score. However, most constructs are mindless and gain no skills or feats.
Feats: Most constructs are mindless and have no feats. Constructs with an intelligence score begin with weapon training and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general and martial categories. All constructs have Improved strike regardless of intelligence level.
Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Low-light vision.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects.
—Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Imbue Item feat. A construct with the fast healing special quality still benefits from that quality.
—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
—Immediately destroyed when reduced to “dying” status on the damage track.
—Since it was never alive, a construct cannot be affected by the Imbue Life supernatural power.
—Constructs do not eat, sleep, or breathe.

Dragon Type: A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.
Features: A dragon has the following features.
Toughness: Dragons have a base toughness score equal to one and a half times their constitution (rounded down). This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to their level (as warrior).
Saves: Good Fortitude, Reflex, and Will saves.
Skills: Skills equal to (6 + Int, minimum 1).
Feats: Dragons begin with Improved Strike plus one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
—Darkvision out to 60 feet and low-light vision.
—Immunity to magic sleep effects and paralysis effects.
—Dragons eat, sleep, and breathe.

Elemental Type: An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.
Features: An elemental has the following features.
Toughness: Elementals have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Light and Heavy armor training, weapon training, improved strike and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits.
—Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies don’t work on an elemental.
—Elementals do not eat, sleep, or breathe.

Fey Type: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
Features: A fey has the following features.
Toughness: Fey have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 1/2 their level (as adept).
Saves: Good Reflex and Will saves.
Skills: Skills equal to (6 + Int, minimum 1).
Feats: Light and Heavy armor training, weapon training, improved strike and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: A fey possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Fey eat, sleep, and breathe.

Giant Type: A giant is a humanoid-shaped creature of great strength, usually of at least Large size.
Features: A giant has the following features.
Toughness: Giants have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: Good Fortitude saves.
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Light and Heavy armor training, weapon training, improved strike, and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, and supernatural categories.
Traits: A giant possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Giants eat, sleep, and breathe.

Humanoid Type: A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with only 1 level exchange the features of their humanoid level for the features of a PC role. Humanoids of this sort are presented as 1st-level warriors.
Humanoids with more than 1 racial level are the only humanoids who make use of the features of the humanoid type.
Features: A humanoid has the following features (unless otherwise noted in a creature’s entry).
Toughness: Humanoids have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert), or by character role.
Saves: Good Reflex saves (usually; a humanoid’s good save varies), or by character role.
Skills: Skills equal to (2 + Int, minimum 1), or by character role.
Feats: Light and Heavy armor training, weapon training, and one other feat at first level and gain an additional feat at every third level, or by character role. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
—Humanoids breathe, eat, and sleep.

Magical Beast Type: Magical beasts are similar to animals but can have Intelligence scores higher than -4. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.
Features: A magical beast has the following features.
Toughness: Magical Beasts have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to their level (as warrior).
Saves: Good Fortitude and Reflex saves.
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Magical beasts begin with improved strike and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Proficient with its natural weapons.
—Magical beasts eat, sleep, and breathe.

Monstrous Humanoid Type: Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.
Features: A monstrous humanoid has the following features.
Toughness: Monstrous humanoids have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to their level (as warrior).
Saves: Good Reflex and Will saves.
Skills: Skills equal to (2 + Int, minimum 1).
Feats: Light and Heavy armor training, weapon training, improved strike, and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Monstrous humanoids eat, sleep, and breathe.

Ooze Type: An ooze is an amorphous or mutable creature, usually mindless.
Features: An ooze has the following features.
Toughness: Oozes have a base toughness equal to their Constitution +1. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: No good saving throws.
Skills: Skills equal to (2 + Int, minimum 1), if the ooze has an Intelligence score. However, most oozes are mindless and gain no skills.
Feats: Most oozes are mindless and have no feats. Oozess with an intelligence score begin with one feat at first level and gain an additional feat at every third level. All oozes gain improved strike as a bonus feat regardless on intelligence. These feats may be selected from the general category.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
—Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
—Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 5 + 1/4 ooze’s level + ooze’s Con modifier per full round of contact.
—Not subject to critical hits.
—Oozes eat and breathe, but do not sleep.

Outsider Type: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
Features: An outsider has the following features.
Toughness: Outsiders have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to their level (as warrior).
Saves: Good Fortitude, Reflex, and Will saves.
Skills: Skills equal to (8 + Int, minimum 1).
Feats: Light and Heavy armor training, weapon training, improved strike and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Supernatural powers that restore souls to their bodies such as imbue life don’t work on an outsider. An outsider with the native subtype can be affected by imbue life just as other living creatures can be.
—Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Plant Type: This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.
Features: A plant creature has the following features.
Toughness: Plants have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: Good Fortitude saves.
Skills: Skills equal to (2 + Int, minimum 1), if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skills.
Feats: Some plants are mindless and have no feats. Plants with an intelligence score begin with one feat at first level and gain an additional feat at every third level. All plants with a dexterity score gain improved strike as a bonus feat regardless of intelligence. These feats may be selected from the general category.
Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
—Not subject to critical hits.
—Plants breathe and eat, but do not sleep.

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Features: An undead creature has the following features.
Toughness: Undead have a base toughness of +0 modified by their size (see page 82 of the True20 PDF) and armor. They also gain a toughness bonus equal to 1/2 their level (rounded down).
Combat: Base combat bonus equal to 1/2 their level (as adept).
Saves: Good Will saves.
Skills: Skills equal to (4 + Int, minimum 1), if the undead creature has an Intelligence score. However, many undead are mindless and gain no skills.
Feats: Some undead are mindless and have no feats. Undead with an intelligence score begin with light and heavy armor training, weapon training and one other feat at first level and gain an additional feat at every third level. These feats may be selected from the general, martial, expert and supernatural categories. In addition, skeletal undead gain Improved initiative and zombie-like undead gain toughness as a bonus feat regardless of their intelligence score. All undead gain improved strike as a bonus feat regardless of their intelligence.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to “dying” on the damage track, it is immediately destroyed.
—Not affected by the imbue life supernatural ability.
—Undead do not breathe, eat, or sleep.

Vermin Type: This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features: Vermin have the following features.
Toughness: Vermin have a base toughness equal to their Constitution. This value is modified by their size (see page 82 of the True20 PDF) and armor.
Combat: Base combat bonus equal to 3/4 their level (as expert).
Saves: Good Fortitude saves.
Skills: Skills equal to (2 + Int, minimum 1), if the vermin has an Intelligence score. However, most vermin are mindless and gain no skills.
Feats: Most vermin are mindless and have no feats. Vermin with an intelligence score begin with one feat at first level and gain an additional feat at every third level. . All vermin gain improved strike as a bonus feat regardless of their intelligence. These feats may be selected from the general, martial and expert categories.
Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Darkvision out to 60 feet.
—Proficient with their natural weapons.
—Vermin breathe, eat, and sleep.

These creature rolls are taken from the d20 SRD and adapted to True20 by Matthew E Kaiser (aka "dragonspawn").

STEP FIVE: PICK THE CREATURE'S ABILITY SCORES
When choosing the ability scores for a creature you don't need to follow the six point rule for player characters. Likewise you don't need to obey the +5 maximum for starting human characters. Instead, you should set the abilities to whatever seems apropriate for your monster concept. It can be useful to refer to exhisting True20 monsters to guage where your new creature's scores should be at. Also refer to the creature's type for hints. For example, animals always have an intelligence score of -5 or -4. Undead and constructs always lack a constitution score. Undead, Oozes, Constructs and plants are often mindless and thus have no intelligence score.

STEP SIX: CHOOSE CREATURE'S SPEED AND FORMS OF LOCOMOTION.
Does your creature simply move along the ground, or can it fly, glide, burrow, swim or swing from tree to tree with any degree of competency? Is it faster, slower or about the same speed as a typical human (Movement rate 30)? Compare your creature to similar exhisting True20 creatures to guage what it's movement should be. Movement rates are almost always a multiple of ten.

STEP SEVEN: DETERMINE ARMOR BONUS AND DEFENSES.
How much protection does this creature have? If your creature is wearing armor then simply refer to the armor section of the True20 PDF. If your creature has natural armor of some variety (such as heavy fur, scales, a shell, an exoskeleton, or very thick skin) then use the given armor types and exhisting True20 monsters with similar coverings as a reference. Also considder if your creature has any more unusual defences such as invisibility, teleportation, a noxious stench, the ability to bend light around it or an incorporeal body.

STEP EIGHT: PICK ATTACK FORMS
How does your creature defend itself in a fight? Possible attack forms include weapons, claws, bites, gore attacks (indicating the use of horns), slam attacks (indicating the use of a bludgeoning appendage), gaze attacks, breath weapons, rays and touch attacks.

STEP NINE: SET DAMAGE VALUES FOR ATTAC FORMS
Aproximate your creatures damage based on its size, the relative size of the weapon its using and the type of weapon its using. For example, a medium creature with a claw attack might have a damage rating aproximately equal to a dagger (1 damage) before any strength bonus is applied. However if the creature's claws are disproportionately large then they may do damage more like short-swords (2 damage) before any strength bonus.

STEP TEN: CHOOSE SKILLS
Choose a number of skills for your creature based on how many skills it is alloted by it's type and intelligence score. Further skills may be purchased with feats, and exhisting skills may be made more potent with feats like skill focus. Your creature may also have racial bonuses to certain skills that it has a natural apptitude for.

STEP ELEVEN: CHOOSE FEATS
Choose a number of feats for your creature based on its type and level. Additional feats may be granted as bonus feats if there is a feat whos ability your creature should have naturally without having to learn anything.

STEP TWELVE: CRUNCH NUMBERS AND FILL IN STAT BLOCK
Fill out the monster's stat block, calculating total save bonuses, initiative bonus, total skill bonuses etc. just like you would while making a player character.

STEP THIRTEEN: CREATURE DESCRIPTION
Durring the course of creature creation your concept of what the critter is may have shifted or become more detailed. Now its time to describe it so that others know what it is, what it looks like, how it behaves, and how to use it in a game.
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Chapter 2

Postby Dragonspawn » Thu Jul 28, 2005 10:24 am

CHAPTER TWO: SAMPLE SCRATCH-BUILT TRUE20 CREATURES

RACCOON
Size & Type: Tiny 1st Level Animal
Speed: 20 ft., climb 20ft
Abilities: Str -2, Dex +2, Con +0, Int –4, Wis +1, Cha –2
Skills: Acrobatics +10, Climb +10, Notice +5, Sneak +6
Feats: Weapon Focus (bite)
Traits: Night Vision, Scent
Combat: Bite +5 melee (+2 Dex, +2 size, +1 weapon focus), Damage -1 (unarmed), Defense +4 (+2
Dex, +2 size), Initiative +2
Saving Throws: Toughness -2, Fortitude +2, Reflex +4, Will +1

Limited Hand Use: Unlike most other animals that aren’t primates, a raccoon can learn skills that require fine manipulation such as slight of hand, craft, and disable, however they have a –2 racial penalty to these skills.
Skills: Raccoons have a +4 racial bonus to Sneak checks, a +8 racial bonus on Acrobatics and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Raccoons use their Dexterity modifier instead of their Strength modifier for Climb checks.
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Chapter 3

Postby Dragonspawn » Thu Jul 28, 2005 10:24 am

CHAPTER THREE: CONVERTING d20 CREATURES TO TRUE20

This chapter consists of some notes on converting creatures from the ground up from d20 to true20. These notes are meant to be supplemental to the conversion notes found on page 92 of the True20 Adventure Roleplaying PDF.

STEP 1: CREATURE SIZE AND TYPE
Keep the creatures same d20 creature size and type (Unless you are converting to the blue rose setting in which case the names change as follows: dragons and magical beasts become Rhydan, non-good outsiders become darkfiends, undead become unliving and giants, most humanoids, and monstrous humanoids become shadowspawn).

STEP 2: CREATURE LEVEL
The creatures new True20 level should be set equal to its old d20 hit dice. In rare cases you may want to adjust the level up or down if the d20 CR is a vastly different number than the number of hit dice. Remember, this is more of an art than a science, and there is no "right answer".

STEP 3: CREATURE SPEED
Simply keep the old d20 speed listings, but remove any reference to the number of "squares" of movement.

STEP 4: ABILITIES
Replace the d20 ability scores with their respective ability score bonuses.

STEP 5:SKILLS
Since skills are assigned a little differently in True20 you should figure out how many skills the creature gets based off of it's creature type and intelligence. Choose skills that mimick the d20 skill selection that the creature had. Note that some True20 skills effectively combine several d20 skills into one.

STEP 6: FEATS
Depending on the creatures specific feat list you may or may not be able to keep the same feats. Here are a few conversions for d20 feats not found in True20:

ACROBATIC = "Talented" feat for the Jump and Acrobatics skills.
AGILE = "Talented" feat for Acrobatics and Escape Artist skills.
ATHLETIC = "Talented" feat for the Climb and Swim skills.
Alertness = Skill Focus (Notice)
AUGMENT SUMMONING = Empower
BREW POTION = Imbue Item
COMBAT EXPERTISE = Defensive Attack
CRAFT MAGIC ARMS AND ARMOR = Imbue Item
CRAFT ROD = Imbue Item
CRAFT STAFF = Imbue Item
CRAFT WAND = Imbue Item
CRAFT WONDROUS ITEM = Imbue Item
DECEITFUL = "Talented" feat for Disguise and Bluff
DEFT HANDS = Skill focus (Sleight of Hand)
EMPOWER SPELL = Empower
ENLARGE SPELL = Widen Power
FORGE RING = Imbue Item
GREATER SPELL FOCUS = Supernatural Focus
GREATER SPELL PENETRATION = Shield Penetration
HEIGHTEN SPELL = Empower
IMPROVED GRAPPLE = Improved Grab
IMPROVED UNARMED STRIKE = Improved Strike
INVESTIGATOR = "Talented" feat for Gather Information and Search.
MAXIMIZE SPELL = Empower
NEGOTIATOR = "Talented" feat with Diplomacy and Sense Motive.
NIMBLE FINGERS = Skill focus (Disable Device)
PERSUASIVE = "Talented" feat with Bluff and Intimidate.
POWER ATTACK = Cleave (if the creature doesn't have it already).
QUICKEN SPELL = Quicken Power
SCRIBE SCROLL = Imbue Item
SELF-SUFFICIENT = "Talented" feat with Heal and Survival
SILENT SPELL = Subtle Power
SPELL FOCUS = Supernatural Focus
SPELL PENETRATION = Shield Penetration
STEALTHY = Skill focus (sneak)
STILL SPELL = Subtle Power
TOUGHNESS = Great Toughness
WEAPON FINESSE = Weapon focus (main attack form)
WIDEN SPELL = Widen Power

STEP 7: Special attacks
Most special attacks can be kept unaltered, but a few may require a little tweaking. Due to their highly individual and variable nature I cannot possibly cover all the situations or complications that may arrise here.

STEP 8: TRAITS
Most traits (special qualities) can be kept unaltered, but a few may require a little tweaking. Due to their highly individual and variable nature I cannot possibly cover all the situations or complications that may arrise here.

STEP 9: COMBAT
Converting a creature's attacks, damage, defense and initiative are covered thoroughly in the True20 PDF.

STEP 10: SAVING THROWS
Fortitude, Reflex and Will saves should all remain the same unless some feats got switched around. Converting a creature's toughness save is covered thoroughly in the True20 PDF.
Last edited by Dragonspawn on Mon Aug 08, 2005 8:16 pm, edited 5 times in total.
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Chapter 4

Postby Dragonspawn » Thu Jul 28, 2005 10:25 am

CHAPTER FOUR: D20 CREATURES CONVERTED TO TRUE 20

ALLIP
Size & Type: Medium 4th Level Undead (Incorporeal)
Speed: Fly 30 ft. (perfect)
Abilities: Str —, Dex +1, Con —, Int +0, Wis +0, Cha +4
Skills: Intimidate +11, Notice +7, Search +7, Sneak +8, Survival +0 (+2 following tracks)
Feats: Improved Initiative, Lightning Reflexes
Special Attacks: Babble, madness, Wisdom drain
Traits: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Combat: Incorporeal touch +3 melee (+2 base, +1 dex), Damage 1 point of wisdom drain (unarmed), Defense +7 (+2 Base, +1 Dex, +4 deflection), Initiative +5
Saving Throws: Toughness +2 (, Fortitude +1, Reflex +4, Will +4

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
An allip cannot speak intelligibly.

COMBAT
An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be hypnotised for 5 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.
Madness (Su): Anyone targeting an allip with a mind touch or mind reading supernatural ability makes direct contact with its tortured mind and takes 1 point of Wisdom damage.
Wisdom Drain (Su): An allip causes 1 point of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it can recover from one "hurt" on the damage track.

ANKHEG
Size & Type: Large 3rd Level Magical Beast
Speed: 30 ft., burrow 20 ft.
Abilities: Str +5, Dex +0, Con +3, Int -5, Wis +1, Cha -2
Skills: Climb +11, Notice +4
Feats: Skill Focus (notice), Great Toughness
Special Attacks: Improved grab, spit acid
Traits: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Combat: Bite +2 melee (+3 base, -1 size), Damage 11 (unarmed), Defense +2 (+3 Base, -1 size), Initiative +0
Saving Throws: Toughness +6 (+2 size, +3 con, +1 great toughness), Fortitude +6, Reflex +3, Will +2

The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long
COMBAT
An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.)
Clusters of ankhegs share the same territory but do not cooperate.
Improved Grab (Ex): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.
An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.

AZER
Size & Type: Medium 2nd Level Outsider (Extraplanar, Fire)
Speed: 20 ft. in scale mail; base speed 30 ft.
Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +1, Cha -1
Skills: Climb +0, Craft (any three) +6, Jump –6, Knowledge (any one) +6, Notice +6, Search +6, Sneak +0
Feats: Cleave
Special Attacks: Heat
Traits: Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold
Combat: Warhammer +3 melee (+2 base, +1 dex), Damage 4/x3 plus 1 fire, Defense +3 (+2 Base, +1 dex), Initiative +1
Saving Throws: Toughness +5 ( +1 con, + 4 scale mail), Fortitude +4, Reflex +4, Will +4

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.
COMBAT
Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.
Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.
Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

BASILISK
Size & Type: Medium 6th Level Magical Beast
Speed: 20 ft.
Abilities: Str +2, Dex -1, Con +2, Int -4, Wis +1, Cha +0
Skills: Notice +13, Stealth +0*
Feats: Skill focus (notice), Blind-Fight, Great Fortitude
Special Attacks: Petrifying gaze
Traits: Darkvision 60 ft., low-light vision
Combat: Bite +5 melee (+6 base, -1 dex), Damage 6, Defense +5 (+6 Base, -1 dex), Initiative -1
Saving Throws: Toughness +2 (+2 con), Fortitude +9, Reflex +4, Will +3

A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
COMBAT
A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.
Skills: *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on sneak checks when hiding motionless in natural settings.

BEHIR
Size & Type: Huge 9th Level Magical Beast
Speed: 40 ft., climb 15 ft.
Abilities: Str +8, Dex +1, Con +5, Int -2, Wis +2, Cha +1
Skills: Climb +28, Notice +17, Survival +14
Feats: Skill focus (notice), Cleave, Track, Skill Training
Special Attacks: Breath weapon, constrict 14 damage, improved grab, rake 5 damage, swallow whole
Traits: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent
Combat: Bite +8 melee (+9 base, +1 dex, -2 size), Damage 14, Defense +8 (+9 Base, -2 size, +1 dex), Initiative +1
Saving Throws: Toughness +9 ( +5 con, +4 size), Fortitude +11, Reflex +7, Will +5

The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting.
Behirs speak Common.
COMBAT
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 14 electricity, Reflex DC 19 half. The save DC is Constitution-based.
Constrict (Ex): A behir deals 14 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.
Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.
Rake (Ex): Six claws, attack bonus +15 melee, 4 damage each.
Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 14 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to inflict “wounded” or worse status on the damage track to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BELKER
Size & Type: Large 7th level Elemental (Air, Extraplanar)
Speed: 30 ft., fly 50 ft. (perfect)
Abilities: Str +2, Dex +5, Con +1, Int -2, Wis +0, Cha +0
Skills: Notice +13, Sneak +7
Feats: Skill focus (notice), Multiattack, Skill focus (sneak)
Special Attacks: Smoke claws
Traits: Darkvision 60 ft., elemental traits, smoke form
Combat: Wing +9 melee (+5 base, +5 dex, -1 size), Damage 4, Defense +9 (+5 Base, -1 size, +5 dex), Initiative +5
Saving Throws: Toughness +3 (+1 con, +2 size), Fortitude +3, Reflex +10, Will +2

Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.
Belkers speak Auran.
COMBAT
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The belker and all its gear become insubstantial, misty, and translucent. Its material armor becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The belker gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t use supernatural powers while in gaseous form. The belker also loses supernatural abilities while in gaseous form.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Skills: Belkers have a +4 racial bonus on Sneak checks.

BODAK
Size & Type: Medium 9th level Undead (Extraplanar)
Speed: 20 ft.
Abilities: Str +1, Dex +2, Con —, Int -2, Wis +1, Cha +1
Skills: Sneak +14, Notice +16
Feats: Skill focus (notice), Dodge, Improved Initiative, Weapon Focus (slam)
Special Attacks: Death gaze
Traits: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Combat: Slam +7 melee (+4 base, +2 dex, +1 weapon focus), Damage 4, Defense +7 (+4 base, +2 dex, +1 dodge), Initiative +5
Saving Throws: Toughness +4, Fortitude +3, Reflex +5, Will +7

Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Death Gaze (Su): Immediately check off “Dead” on the damage track, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.


BULETTE
Size & Type: Huge 9th level Magical Beast
Speed: 40 ft., burrow 10 ft.
Abilities: Str +8, Dex +2, Con +5, Int -4, Wis +1, Cha -2
Skills: Jump +20, Notice +4
Feats: Skill focus (notice), Iron Will, Track, Weapon Focus (bite)
Special Attacks: Leap
Traits: Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft.
Combat: Bite +10 melee (+9 base, +2 dex, -2 size, +1 weapon focus), Damage 14, 2 claws + 5 melee, Damage 8, Defense +9 (+9 Base, -2 size, +2 dex), Initiative +2
Saving Throws: Toughness +9 ( +5 con, +4 size), Fortitude +11, Reflex +8, Will +6

Also known as the landshark, the bulette is a terrifying predator that lives only to eat.
COMBAT
A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey.
When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +9 attack bonus, but it cannot bite.

BUGBEAR
Size & Type: Medium 3rd Level Humanoid (Goblinoid)
Speed: 30 ft.
Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +0, Cha -1
Skills: Climb +8, Notice +3, Sneak +11
Feats: Skill focus (notice), Weapon Focus (morningstar)
Traits: Darkvision 60 ft., scent
Combat: Morningstar +4 melee (+2 base, +1 dex, +1 weapon focus), Damage 5, or javelin + 3 ranged, Damage 4, Defense +3 (+2 Base, +1 dex), Initiative +1
Saving Throws: Toughness +3 (+1 con, +2 leather armor), Fortitude +2, Reflex +4, Will +1

Bugbears speak Goblin and Common.
COMBAT
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements.
Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Sneak checks.

CENTAUR
Size & Type: Large 4th Level Monstrous Humanoid
Speed: 50 ft.
Abilities: Str +4, Dex +2, Con +2, Int -1, Wis +1, Cha +0
Skills: Notice +8, Sneak +9, Survival +8
Feats: Skill Training, Weapon Focus (hoof )
Traits: Darkvision 60 ft.
Combat: Longsword +5 melee (+4 base, +2 dex, -1 size), Damage 8/19-20, or Composite Longbow + 5 ranged, Damage 8/x3, Defense +5 (+4 Base, +2 dex, -1 size), Initiative +2
Saving Throws: Toughness +4 (+2 con, +2 size), Fortitude +3, Reflex +6, Will +5

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs speak Sylvan and Elven.
COMBAT
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

CHIMERA
Size & Type: Large 9th Level Magical Beast
Speed: 30 ft., fly 50 ft. (poor)
Abilities: Str +4, Dex +1, Con +3, Int -3, Wis +1, Cha +0
Skills: Notice +18, Sneak +1*
Feats: Skill focus (notice), Hover, Iron Will, Multiattack
Special Attacks: Breath weapon
Traits: Darkvision 60 ft., low-light vision, scent
Combat: 2 Bites +9 melee (+9 base, +1 dex, -1 size), Damage 8 and 7 respectively, Gore + 9 melee, Damage 7, Defense +9 (+9 Base, -1 size, +1 dex), Initiative +1
Saving Throws: Toughness +5 (+3 con, +2 size), Fortitude +9, Reflex +7, Will +6

A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.
Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.
COMBAT
The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.
Breath Weapon (Su): A chimera’s breath weapon may vary, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 2 rounds, deals 9 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.
To determine a chimera’s breath weapon randomly, roll 1d20 and consult the table below.
1d20___Breath Weapon
1–4____40-foot line of acid
5–8____40-foot line of lightning
9–12___20-foot cone of gas (acid)
13–16__20-foot cone of fire
17–20__20-foot cone of cold

Skills: A chimera’s three heads give it a +2 racial bonus on Notice checks.
*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.
Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

CLOAKER
Size & Type: Large 6th Level Aberration
Speed: 10 ft., fly 40 ft. (average)
Abilities: Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +2
Skills: Intimidate +11, Notice +14, Search +11, Sneak +12
Feats: Skill focus (notice), Improved Initiative, Power (Light Shaping)
Special Attacks: Moan, engulf
Traits: Darkvision 60 ft., Light Shaping +9
Combat: Tail Slap +6 melee (+4 base, +3 dex, -1 size), Damage 7, Bite + 1 melee, Damage 3, Defense +6 (+4 Base, -1 size, +3 dex), Initiative +7
Saving Throws: Toughness +5 (+3 con, +2 size), Fortitude +5, Reflex +5, Will +7

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. It weighs about 100 pounds.
Cloakers speak Undercommon.
COMBAT
Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.
Moan (Ex): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can replicate the “despair” and “fear” effects of the heart shaping supernatural power. The cloaker uses these effects as if it had heart shaping +9.
Engulf (Ex): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

COCKATRICE
Size & Type: Small 5th Level Magical Beast
Speed: 20 ft., fly 60 ft. (poor)
Abilities: Str -2, Dex +3, Con +0, Int -4, Wis +1, Cha -1
Skills: Notice +12
Feats: Skill focus (notice), Dodge, Great ToughnessB
Special Attacks: Petrification
Traits: Darkvision 60 ft., low-light vision
Combat: Bite +9 melee (+5 base, +3 dex, +1 size), Damage -1, Defense +9 (+5 Base, +1 size, +3 dex), Initiative +3
Saving Throws: Toughness +0 (-1 size, +1 Great Toughness), Fortitude +4, Reflex +7, Will +2

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
COMBAT
A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces.
Petrification (Su): Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.
Last edited by Dragonspawn on Mon Aug 08, 2005 8:14 pm, edited 9 times in total.
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Postby Dragonspawn » Mon Aug 01, 2005 7:23 pm

(This post is a place-holder... more material to come)
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Postby zoatebix » Wed Aug 03, 2005 12:39 pm

Dear This Thread,
I haven't read all of you yet, but I think I love you.
-George
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Postby LeaderDesslok » Wed Aug 03, 2005 1:14 pm

Great work!
Michael Thompson
D20 Mechanics Editor
Silven Publishing
www.silven.com
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Postby Nomad4life » Thu Aug 04, 2005 12:33 pm

I haven’t had a chance to test any of this out, but in theory, this thread could be amazingly useful. When the whole guide is complete, do you have plans to upload/post it to any True20 sites?

Impressive work. Thanks for sharing!
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Postby HalWhitewyrm » Thu Aug 04, 2005 7:10 pm

You know, we could publish this. ;)
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Postby timemrick » Sat Aug 06, 2005 10:38 am

I've been wanting to do something very similar to this, but haven't had the time yet (new baby = fried brain), so am happy to see that someone is tackling it. I'll try to give some feedback after I've had time to digest it properly. But I'm pretty sure that I'll be adding a link to this when I next update my Blue Rose & True20 "Errata & Notes" pages.
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Re: Chapter 3

Postby Warzen » Mon Aug 08, 2005 2:10 pm

Dragonspawn wrote:CHAPTER THREE: CONVERTING d20 CREATURES TO TRUE20
(...)
STEP 10: SAVING THROWS
Fortitude, Reflex and Will saves should all remain the same unless some feats got switched around. Converting a creature's toughness save is covered thoroughly in the True20 PDF.


Toughness conversion is CON + size modifier.
Am I the only one that find it weird that a medium 1HD monster and a medium 2000HD monster share the same toughness save if they have the same constitution ?

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Re: Chapter 3

Postby timemrick » Mon Aug 08, 2005 4:51 pm

Warzen wrote:Am I the only one that find it weird that a medium 1HD monster and a medium 2000HD monster share the same toughness save if they have the same constitution ?

Note, however, that the higher-level monster will have a much higher Defense (based on its better Combat stat), and will almost certainly have some of its feats devoted to levels of Great Toughness.

If that's still not good enough for you, use the Escalating Toughness rule (which is standard for Blue Rose).
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Feedback

Postby timemrick » Mon Aug 08, 2005 5:53 pm

Dragonspawn,

I've found the time to read over your guidelines, and for the most part, I think they're pretty solid--and very welcome! (And as far as I can tell, you managed to only use the parts of the MM appendix that made it into the SRD. I was worried about that at first, when I was thinking about doing this myself.) However, I do have some constructive criticism to share, in order to try to make your work even better.

CHAPTER 1: BUILDING TRUE20 MONSTERS

Step Four: Pick a Creature Type:
(General notes for all creature types):
1. Proficiency with natural weapons neither requires or implies Improved Strike. Most natural weapons will do lethal damage by default, unless they are normal humanoid unarmed strikes, or designed specifically to do nonlethal damage.
2. In the d20 SRD, many creature types are given proficiency with the armor and weapons described in the monster's entry, but this rarely extends to all weapons and armor. (Granted, your way is simpler.)
3. Note that Toughness and Combat are figured differently in Blue Rose. (Toughness is escalating; see the creature types given in BR for scale. Combat applies to Attack but not Defense.)

Construct:
1. Craft Construct does not (yet) appear in True20.
2. Massive damage rules are not used in True20.
3. The reference to "raised or resurrected" should be rewritten to refer to Imbue Life (the only such power in True20).

Elemental:
1. True20 lacks flanking rules (though Blue Rose has them).
2. True20 lacks powers equivalent to miracle, wish, etc., so delete the reference to them.

Giant and Humanoid:
1. The rules for these two types are close enough that they can probably be combined. This simply requires that Giant be renamed Humanoid (giant) and their good save changed to Fort [humanoids' good saves vary anyway]; also, this new subtype always has more than 1 racial HD, Lowlight Vision [which many but not all humanoids have], and proficiency with all martial weapons [which not all humanoids have].

Ooze:
1. True20 lacks flanking rules (though Blue Rose has them).

Outsider:
1. Change the reference to spells that restore souls to refer to the Imbue Life power.
2. "Native outsider" is not explained.

Undead:
1. True20 does not use Blue Rose's Corruption rules, so the Toughness bonus needs to be calculated differently. (Note that most corporeal undead will have natural armor loosely correlated to their size and level, which will have a similar effect.)
2. Concentration always uses Wisdom in True20. (All creatures, even mindless ones, have Wisdom scores.)
3. Change the reference to spells that restore souls to refer to the Imbue Life power.

Step Seven: Determine Armor Bonus and Defenses:
1. Natural armor is never explained in True20. Presumably it adds to Toughness, as worn armor does. Note, however, that this means that some creatures with high natural armor ratings will be very difficult to hurt at all.

CHAPTER 3: CONVERTING D20 CREATURES TO TRUE20

Step 1: Creature Size and Type:
1. The notes about Blue Rose are mostly accurate. Some animals (dolphins and whales) become rhydan. The more humanoid-shaped aberrations are treated as shadowspawn. Magical beasts may become rhydan (if intelligent and generally non-evil), darkfiends (if extraplanar), or aberrations (all others).
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Postby Azza » Mon Aug 08, 2005 6:49 pm

This looks really good. In the D20 creatures you have converted across Azer and Behir have Power Attack and the Bodaks defense should be one higher for dodge.
I was wondering why none of the converted creatures are gaining any benefit from Natural Armour?
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Natural armor and other issues

Postby Dragonspawn » Mon Aug 08, 2005 8:05 pm

None of the creatures are gaining a benefit from natural armor because none of the creatures converted in the True20 PDF got any such benefit that I could tell. Toughnedd is based on Con and size in all cases.
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Re: Feedback

Postby Azza » Mon Aug 08, 2005 9:35 pm

timemrick wrote:
Step Seven: Determine Armor Bonus and Defenses:
1. Natural armor is never explained in True20. Presumably it adds to Toughness, as worn armor does. Note, however, that this means that some creatures with high natural armor ratings will be very difficult to hurt at all.



This was my concern also. As Dragonspawn mentions, non of the creatures converted in the True20 book have any benfit from natural armor. As far as I could tell they didnt have much in the way of any bonuses from monster or Hit dice levels either. So I figured theyw ere just kinda wrong!
There are a couple of ways this could be handled.
1. Instead of giving creatures defense using their attack bonus give them their natural armor as defense. OGL Conan by Mongoose uses armor for damage reduction and characters get a defense bonus for their levels. Creatures defense bonus is based on size, stat and natural armor.
2. Some people have mention giving creatures 1/d their nat armor as a toughness bonus.
3. Give the creature full toughness bonus for natural armor. Makes them hard to hurt, as Timerick mentioned above. Maybe use Skywalker's how brew rule as written in the thread by the same name where every hit scores a minimum of hurt result. This would mean wearing down creatures with large Toughness bonuses.

Another question with regard to creatures and defense is; When can a creature with a natural weapon use STR to parry instead of Dex for dodge?
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Postby Matrix Sorcica » Mon Aug 08, 2005 11:14 pm

Steve Kenson has posted somewhere on the ENWorld boards that Natural Armor adds to toughness.

I would suggest toughness bonus = Nat. Armor/2, though.

And as I've posted somewhere else on these boards, I don't give creatures an extra bonus for size. The size bonus is already included in their constitution (if converting creatures), so adding a size bonus to toughness and then adding con would be giving the critter a bonus for size twice. YMMV.

:)
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Re: Chapter 3

Postby Warzen » Tue Aug 09, 2005 7:18 am

timemrick wrote:If that's still not good enough for you, use the Escalating Toughness rule (which is standard for Blue Rose).


Uh? What is that ?

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Re: Chapter 3

Postby timemrick » Tue Aug 09, 2005 9:41 am

Warzen wrote:
timemrick wrote:If that's still not good enough for you, use the Escalating Toughness rule (which is standard for Blue Rose).


Uh? What is that ?

Sidebar on p. 75: "Option: Escalating Toughness".

Blue Rose already has this option factored in, with a column for it in the role tables. Just one of many differences in the two existing versions of the True20 System...
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Postby timemrick » Tue Aug 09, 2005 9:49 am

Matrix Sorcica wrote:Steve Kenson has posted somewhere on the ENWorld boards that Natural Armor adds to toughness.

Any chance you (or anyone else?) could post a link to that discussion? I tend to avoid boards that are that friggin' huge...I waste enough time here and at SJ Games as it is... :yar:
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Re: Chapter 3

Postby Warzen » Tue Aug 09, 2005 1:08 pm

timemrick wrote:
Warzen wrote:
timemrick wrote:If that's still not good enough for you, use the Escalating Toughness rule (which is standard for Blue Rose).


Uh? What is that ?

Sidebar on p. 75: "Option: Escalating Toughness".

Blue Rose already has this option factored in, with a column for it in the role tables. Just one of many differences in the two existing versions of the True20 System...


Thx for the feedback. And too bad for the system.
True20 seems to be more an RPG construction kit than a real system...
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Postby Matrix Sorcica » Tue Aug 09, 2005 11:53 pm

timemrick wrote:
Matrix Sorcica wrote:Steve Kenson has posted somewhere on the ENWorld boards that Natural Armor adds to toughness.

Any chance you (or anyone else?) could post a link to that discussion? I tend to avoid boards that are that friggin' huge...I waste enough time here and at SJ Games as it is... :yar:


'ere ya go:
http://www.enworld.org/showthread.php?t=136897

:)
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Postby timemrick » Wed Aug 10, 2005 9:29 am

Thanks, Sorcica! I think some of that thread will be going into the next update of my True20 "Errata & Notes" page.
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Postby Melon-neko » Thu Sep 29, 2005 2:37 pm

I know this is an old topic but i had a question that seems to fit here =)
Since i do not agree with some of the creatures in the true20 creature list (such as bears having +8 str) i plan on making my own. I was curious for others making creatures (especially using the documents on this thread), how do you determine the level of the creature? I am tempted to just take a direct CR conversion, but i haven't tried it. I am currently working on dire animals and i was wondering if anyone had an idea of how to level them before i just start making arbitrary decisions =)

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