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Stinger, Wemic (Lion) & Wemic (Leopard)

Posted: Sat Dec 17, 2016 3:23 am
by MadCartographer
Hi all, I am posting these 3 conversions for some feed back. This is my first time converting something to C&C and I'm hoping I got this right or close enough.

D&D Conversion to C&C
By: MadCarotgrapher

Stinger and Wemic (Lion) & Wemic (Leopard)

Stinger:
No Encountered: 1-15
Size: Large (7' Long)
HD: 4d8+8 (or if PC, per Class)
Move: 30'
AC: 15
Attacks: Stinger +6, damage: 1d6+3 and posion, Claws (x2) +1, damage: 1d6+1, or weapon
Special: Darkvision 60', Poison, Tremor Sense, Bolthole Magic
Saves: P
Init: Average
Alignment: Neutral Evil
Type: Monstrous Humanoid
Treasure: 6
XP: 160 +4
Languages: Common

Attribute Modifiers: +1 Dexterity, -1 Intelligence.

Typical Classes: Cleric, Fighter, Ranger or Sorcerers.

Ability Modifiers: +2 hide, +1 listen, +2 move silent.

Racial Traits:
Darkvision 60': You can see in the dark. (black and white only).

Poison: From stinger, damage: 1d6 points of temporary STR damage.

Tremor Sense: Stingers can automatically sense the location of anything within 60' that is in contact with the ground.

Bolthole Magic: A stinger can move 20' straight up or straight down, so long as it passes through at least a foot of earth during its movement. for every 5' of earth the stinger moves through, it suffers 1d3 points of damage. If a stinger's planned movement would place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Stingers use their bolthole magic to move between previously prepared tunnels and the surface above, or sequences of tunnels, stacked one beneath the other. Use of this ability produces a flash of red light and a smell like that of burning insect skin.

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Wemic: (Lion)
No Encountered: 2-16
Size: Large (7' Long)
HD: 5d10 (or if PC, per Class)
Move: 40', 50' sprint
AC: 14
Attacks: 3, Claw x2 (1d4), Weapon
Special: Alertness, Darkvision 60', Leap, Natural Cunning, Natural Weapons, Scent, Track
Saves: P
Init: Average
Alignment: Neutral
Type: Monstrous Humanoid
Treasure: 3
XP: 110 +5
Languages: Common, Sylvan

Attribute Modifiers: +1 Dexterity, -1 Intelligence

Typical Classes: Barbarian, Druid, Fighter, Ranger

Ability Modifiers: +2 hide, +1 listen, +2 move silent

Racial Traits:
Alertness: You get a +2 bonus on all Listen checks and Spot checks.

Darkvision 60': You can see in the dark. (black and white only).

Leap: 10' up, 30' forward.

Natural Cunning: Possess innate cunning and logical ability. This prevents them from ever becoming lost, and enables them to track enemies. furthermore they are never surprised.

Natural Weapons: Two claw attacks, 1d4 damage.

Scent: Sent allows the Wemic to identify locations, items, and even people by making a successful wisdom check. Scent functions to a range of 30 feet. Wemics are natural hunters and are able to "sniff out" singular scents, even when that odor is overpowered by another. Winds, weather conditions, and other situations may render this ability useless or reduce its potency; multiple strong odors will cause confusion for example. Other effects are at the CK's discretion.

Track: Can track as a 5th level Ranger.

Wemics are large lion centaurs that roam temperate grasslands and savannas and hunt antelope and similar herd animals. They speak their own language and Common. Wemics are intelligent, know how to use fire, and are reported to be excellent trackers and guides. Wemics are surprised only on a 1. In combat they attack with claws and a weapon. They are able to leap 10 feet upward and 30 feet forward. Wemic males carry javelins and a stone club or short sword. They often use tough leather shields (armor class 5). Females fight without weapons but gain a+2 on to-hit rolls if their young are attacked. Females use a clawing attack with armor class 7. The young are non combative. Wemics live in groups, called prides, of 4-1 6 males, 2-24 females, and 1-1 2 young. From 3-30 prides will band together to form a tribe led by a chief (AC 5, HD 6+4, Dmg 1 -6/1-6 +weapon +1). Sometimes 2d4 tribes will form a clan or nation led by a king (AC 3, HD 9, Dmg 1-8/1-8 + weapon +2) and 2-8 chieftain bodyguards. There is a 70% chance a witch doctor will be present with any tribe (7th level cleric/4th level magic-user maximums).

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Wemic: (Leopard)
No Encountered: 2-10
Size: Large (5' Long)
HD: 4d10 (or if PC, per Class)
Move: 30', 45' sprint
AC: 15
Attacks: 3, Claw x2 (1d4), Weapon
Special: Alertness, Darkvision 60', Leap, Natural Cunning, Natural Weapons, Scent, Track
Saves: P
Init: Average
Alignment: Neutral
Type: Monstrous Humanoid
Treasure: 3
XP: 100 +5
Languages: Common, Sylvan

Attribute Modifiers: +1 Dexterity, -1 Intelligence

Typical Classes: Barbarian, Druid, Fighter, Ranger

Ability Modifiers: +2 hide, +1 listen, +2 move silent

Racial Traits:
Alertness: You get a +2 bonus on all Listen checks and Spot checks.

Darkvision 60': You can see in the dark. (black and white only).

Leap: 10' up, 30' forward.

Natural Cunning: Possess innate cunning and logical ability. This prevents them from ever becoming lost, and enables them to track enemies. furthermore they are never surprised.

Natural Weapons: Two claw attacks, 1d4 damage.

Scent: Sent allows the Wemic to identify locations, items, and even people by making a successful wisdom check. Scent functions to a range of 30 feet. Wemics are natural hunters and are able to "sniff out" singular scents, even when that odor is overpowered by another. Winds, weather conditions, and other situations may render this ability useless or reduce its potency; multiple strong odors will cause confusion for example. Other effects are at the CK's discretion.

Track: Can track as a 5th level Ranger.

Wemics are large lion centaurs that roam temperate grasslands and savannas and hunt antelope and similar herd animals. They speak their own language and Common. Wemics are intelligent, know how to use fire, and are reported to be excellent trackers and guides. Wemics are surprised only on a 1. In combat they attack with claws and a weapon. They are able to leap 10 feet upward and 30 feet forward. Wemic males carry javelins and a stone club or short sword. They often use tough leather shields (armor class 5). Females fight without weapons but gain a+2 on to-hit rolls if their young are attacked. Females use a clawing attack with armor class 7. The young are non combative. Wemics live in groups, called prides, of 4-1 6 males, 2-24 females, and 1-1 2 young. From 3-30 prides will band together to form a tribe led by a chief (AC 5, HD 6+4, Dmg 1 -6/1-6 +weapon +1). Sometimes 2d4 tribes will form a clan or nation led by a king (AC 3, HD 9, Dmg 1-8/1-8 + weapon +2) and 2-8 chieftain bodyguards. There is a 70% chance a witch doctor will be present with any tribe (7th level cleric/4th level magic-user maximums).

Re: Stinger, Wemic (Lion) & Wemic (Leopard)

Posted: Sun Dec 18, 2016 3:25 pm
by Traveller
STINGER
NO. ENCOUNTERED: 1-12
SIZE: Large
HD: 5d8
MOVE: 30'
AC: 15
ATTACKS: Stinger (1d6+3), 2 Claws (1d6+1), or by weapon
SPECIAL: Bolthole Magic, Darkvision 60', Poison, Strength, Tremor Sense
SAVES: P
INT: Average
ALIGN: Neutral Evil
TYPE: Monstrous Humanoid
TREASURE: 6
XP: 260+5

[Monster Description missing]

COMBAT: [Combat description missing]

BOLTHOLE MAGIC: A stinger can move 20' straight up or straight down, so long as it passes through at least a foot of earth during its movement. for every 5' of earth the stinger moves through, it suffers 1d3 points of damage. If a stinger's planned movement would place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Stingers use their bolthole magic to move between previously prepared tunnels and the surface above, or sequences of tunnels, stacked one beneath the other. Use of this ability produces a flash of red light and a smell like that of burning insect skin.

POISON: On a successful hit with the creature's stinger the victim loses 1d6 points of strength. Lost points of strength are regained at the rate of [rate].

STRENGTH: The creature's stinger has a +6 attack bonus.

TREMOR SENSE: The creature can locate anything within 60' that is in contact with the ground.

***************

I: Poison, Strength, Tremor Sense
II: Bolthole Magic
III: none

Changes:
*No. Encountered changed to 1-12 as it's not possible to randomly generate 1-15 individuals without resorting to a d20 and ignoring 16-20 on the roll.
*HD changed to 5d8 as Castles & Crusades creatures do not have bonus hit points.
*In Attacks, the stinger attack bonus was moved to the specials list. The claw attack bonus was removed entirely. Attack bonuses are not listed with the attacks.
*XP was figured using the list above.
*Everything regarding using this creature as a PC race was removed from the writeup. That information is more properly placed in the races section. There are no sorcerers in C&C, and C&C races do not list typical classes, as there are no racial restrictions on classes. Ability modifiers need to specify which class they apply to. In this case, likely rogue or assassin.
*The creature's description and its combat description are both missing.
*No mechanic for restoring lost strength is given.

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WEMIC
NO. ENCOUNTERED: 4-16
SIZE: Lion: Large; Leopard: Medium
HD: Lion: 5d10; Leopard: 4d10
MOVE: Lion: 40', 50' (sprint); Leopard: 35', 45' (sprint)
AC: 14
ATTACKS: 2 claws (1d4) or by weapon
SPECIAL: Cannot Be Surprised, Darkvision 60', Find The Path, Leap, Scent, Tracking 5
SAVES: P
INT: Average
ALIGN: Neutral
TYPE: Monstrous Humanoid
TREASURE: 3
XP: Lion: 320+5; Leopard: 160+4

Wemics are centaurs with the body of either a lion or leopard that roam temperate grasslands and savannas, hunting antelope and similar herd animals. They are intelligent, know how to use fire, and are reported to be excellent trackers and guides. Wemics live in groups, called prides, of 4-16 males, 2-24 females, and 1-12 young. From 3-30 prides will band together to form a tribe led by a chief (AC 15, HD 6d10, 1d6 damage per claw, XP 480+6). Sometimes 2d4 tribes will form a clan or nation led by a king (AC 17, HD 9d10, 1d8 damage per claw, XP 1600+9) and 2-8 chieftain bodyguards. There is a 70% chance a witch doctor will be present with any tribe (spellcasting ability as a 7th level cleric).

COMBAT: In combat wemic attack with claws and a weapon. They are able to leap 10 feet upward and 30 feet forward. Wemic males carry javelins and a stone club or short sword. They often use tough leather shields. Females fight without weapons, using their claws to attack, but gain a +2 bonus on attack rolls if their young are attacked. The young are non combative.

CANNOT BE SURPRISED: Wemic cannot be back attacked, sneak attacked, or surprised. Their innate cunning prevents this.

FIND THE PATH: The wemic's innate cunning prevents them from ever becoming lost. This ability functions as the find the path spell.

LEAP: The wemic can jump up to 10 feet in height and move up to 30 feet distant so long as it can see its destination.

***************

I: Cannot be surprised, leap, scent, tracking
II: none
III: Find the path

Changes:
*No. Encountered changed to 4-16, to coincide with the description for the pride.
*Leopard size changed to Medium (listed as 5', while large is 7')
*In the Specials, Natural Cunning was split into two different specials (Cannot be surprised, Find the path). Alertness was removed as a special as the creature cannot be surprised anyway.
*XP refigured. XP values for wemic chiefs and kings added (see description).
*Chieftain and king AC values corrected, hit dice type (d10) added, XP added. Removed the +1 bonus for the claws.
*Everything regarding using this creature as a PC race was removed from the writeup. That information is more properly placed in the races section. C&C races do not list typical classes, as there are no racial restrictions on classes. Ability modifiers need to specify which class they apply to. In this case, likely rogue or assassin.