Stinger, Wemic (Lion) & Wemic (Leopard)
Posted: Sat Dec 17, 2016 3:23 am
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).
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.
________________________________________________________
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).
________________________________________________________
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).