Monsters on Athas from WotC Books

Post/Author/DateTimePost
#1

star_gazer_02

Jul 19, 2003 0:35:41
OK, a list of monsters (+CRs) that are appropriate for DS. These are pulled from the following sources: MM, MM2, MoF. Later on, I will want to do Mind's Eye and PsiHB.

For the most part, intelligent Humanoids have been excluded, as DS has it's own take on those (with the exception of the elemental subtype ones). If monster appeared in DS1&2 and it appears in one of those three books, then it appears on this list (psurlons come to mind).

In alphabetical order by book
Monster Manual:
Aboleth CR 7(change Aquatic Subtype to Silt)
Allip CR 3
Animated Objects CR multiple
Ankheg CR 3
Aranea CR 4
Arrowhawk CRs 3, 5, 8
Assassin Vine CR 3
Azer CR 2
Basilisk CR 5
Behir CR 8
Beholder CR 13
Belker CR 6
Blink Dog? CR2
Bodak CR 8
Bulette CR 7
Carrion Crawler CR 4
ChAoS bEaSt :grin: CR 7
Chimera CR 7
Chull CR 7
Cloaker CR 5
Cockatrice CR 3
Darkmantle CR 1
Delver CR 9
Destrachan CR 8
Devourerer CR 11
Displacer Beast CR 4
Elemental CR Varies
Ettercap CR 4
Ettin CR 5
Formian (aberation) CR Varies
Fungus CR 1, 3
Gargoyle CR 4
Genie CR Varies
Ghoul CR 1, 3
Gibbering Mouther CR 5
Girallon CR 3
Golem CR Varies (you're gonna have to do some 'splaining w/ the Iron Golem)
Grey Render CR 8
Crick CR 3
Hell Hound CR 3
Homunculus CR 1
Howler CR 3
Hydra CR Varies
Invisible Stalker CR 7
Kraken (type Silt)
Krenshar CR 1
Magmin CR 3
Manticore CR 5
Mephit CR 3
Mimic CR 4
Mind Flayer CR 8
Mohrg CR 8
Mummy CR 3
Naga CR varies
Nightmare CR 5
Nightshade CR varies
Ooze CR Varies
Otyugh CR 4
Phantom Fungus CR 3
Phase Spider CR 5
Phasm CR 7
Purple Worm CR 12
Rast CR 5
Ravid CR 5
Remorhaz CR 7 Change to desert climate
Roper CR 10
Rust Monster J/K!
Salamander CR varies
Shadow CR 3
Shadow Mastif CR 3
Shambling Mound CR 6
Shield Guardian CR 8
Shocker Lizard CR 2
Skeleton CR varies
Spectre CR 7
Spider Eater CR 5
Stirge CR 1/2
Tarrasque CR 20
Tendriculous CR 6
Thoqqua CR 2
Tojanida CR 3
Treant CR 8
Umber Hulk CR 7
Wight CR 3
WIll-'o'-Wisp CR 6
Wratih CR 5
Wyvern CR 6
Xorn CR Varies
Yrthak CR 9
Yuan-Ti CR Varies
Zombie CR Varies

Animals: any but livestock w/ the Athasian Beast Template added. change aquatic sub-type to silt.
Vermin: any

TEMPLATES:
Celestial and Fiendish
These creatures do not exist, instead, the damaged land of Athas has spawned two new types of creatures: Greens, so called for their coloration, instinctivly try and heal the land and are often found in the company of Druids and Preservers. And Reds, who inately destroy the land around them.
Use the Celestial template for Green Animals and the Fiendish template for Red animals. When Red animals smite good, they defile a 5' circle around them.

Ghost

Half Celestial, Half Dragon and Half Fiend do not exist on Athas.

Lich

Lycanthropes do not exist on Athas

Vampires do not exist on Athas
#2

nytcrawlr

Jul 19, 2003 1:12:05
Originally posted by Star Gazer
Lycanthropes do not exist on Athas

Vampires do not exist on Athas

Heh. Actually some pretty good ideas on how to incorporate these, but I don't expect them to ever become official.

Teaser:

I was going to base the vampires on nature bender creations gone slightly bad, and was going to be a tool used against the nature masters, but alas hey were defeated before an army of these could be created. Therefore only a handful exist.

Planned on making them all individually different too.

But I digress.

/me puts his evil, chaotic mind back into the cookie jar
#3

star_gazer_02

Jul 19, 2003 7:33:04
Heh, this is just the list of creatures that can be assimilated into Athas with very little work (like changing Aquatic sub-types to Silt). I was definitely thinking about going through all the 'rejects' and giving them Athasian style flavor text. Athas is a big world, of which we have only reliable information of an area the size of what, Utah? Maybe CONUS, I don't recall, either way... there's LOTS of room for things.

I'm a big fan of just changing descriptions anyways... it scares the Crap out of my players.

Giving stuff like Vampires Athasian flavor text is just efficincy in my book, and that's a Good Thing (TM). How's about a Life Shaped virus created them, and now the Halflings have a menace to deal with, a menace from their own past. Ought to take the little tree huggers down a peg or two. Somehow the idea of hordes of hafling Vamps in athaian drag just appeals to me. Course maybe tounge in cheek isn't the way to go, but still....
#4

nytcrawlr

Jul 19, 2003 7:37:30
It's currently 7:40am, and I have yet to go to bed since I woke up around 10am the morning before.

Despite this I am still functioning.

At this point anything sounds good to me. :bounce:

Where are those space hamsters again? I have some cheese for them alright.

:fight!:
#5

jon_oracle_of_athas

Jul 19, 2003 11:16:17
*casts Ghost Sound*

SQUEAK. SQUEAK.
#6

zombiegleemax

Jul 19, 2003 14:34:17
*Crunch, crunch, crunch*

Easier to do an exclusion list. Listing monsters that just don't seem to fit.

Psionic Handbook

Blue

Savage Species

Half-Ogre
Desmodu (personal preference)
Loxo

Fiend Folio

Aquatic Ooze (change to land based or silt)
Bacchae
Deva
Fensir
Feytouched
Fossergrim
Giant, Bog and Shadow
Blood Golem of Hextor (worth bijillions for the armor)
Half-Fey Template
Half-Troll Template
Imp
Inevitable
Iron Cobra
Keeper
Kelpie
Mongrelfolk
Oread
Planetouched
Rilmani
Selkie
Senmurv
Shedu (personal preference)
Spirit of the Air
Spriggan
Steel Predator (even if they are better than tembo)
Sunwyrm
Terlen
Vorr
Wendigo
Zodor

Book Of Vile Darkness

Exclude all named demons and devils. May be used with major alterations only cause Orcus rocks too much to leave out ;)
#7

nytcrawlr

Jul 19, 2003 16:37:00
Speaking of Zodar and Orcus, had those once in a campaign too.

But I'm weird and I digress.
#8

zombiegleemax

Jul 19, 2003 20:38:47
Any of the 'left out' creatures could be single individuals. You've got dozens of roads to choose from to explain them: lifeshaped or altered by lifeshapers/nature-benders, results of corrupted magics or created by wacko wizards, mutations of extreme evolution itself, altered by the Pristine Tower, etc.. Basically, as long as the flavor fits, you could potentially use any creature, monster, or NPC for Athas.
#9

star_gazer_02

Jul 20, 2003 1:40:15
Heh, Mach

Thanks, I know an exclusionary list is much simpler, but I want to develop random encounter tables for these guys, ala the MoF book. With an inclusionary list I can cut and paste (I'm verrry lazy, just ask my friends).

Basically, I want to create 2 tables:
1 table that is just a big list of all monsters and Templates that are fit for Athas, as is. That way dm's can just go down a list by CR and terrain type and grab a monster.
and
1 table that is random encounters... that's going to be LOTS of fun... ugh.
#10

zombiegleemax

Jul 20, 2003 1:42:30
Ooooo . . . my bad ;)
#11

zombiegleemax

Jul 20, 2003 1:46:39
Should do up one by terrain type and another by general geographical regions (tablelands, hinterlands, crimson savahna, etc).
#12

zombiegleemax

Jul 21, 2003 7:24:23
Hmm, how you will handle all the spell-like abilities, like in the case of Aranea? Will they be preservers or defilers? Or something other? (This is a bad idea, considering the debates on the 'bard revised' thread) Or you re-work the monster to have psionic abilities instead of spells? Will be a tons of work...

Anyway I liked Athas with his own flora and fauna. If you keep the 'classic' monsters you could keep orcs, and the others as well. And than it's just some Greyhawk in a big desert. Uniqueness lost. Just IMHO.
#13

star_gazer_02

Jul 21, 2003 8:44:12
Monsters default to Preservers, unless specifically stated otherwise.

The whole point is to provide flexibility in the selection of monsters, w/ the 'feel' of Athas.

Like taking aquatic creatures and making them denizens of the silt sea.

That's an easy switch. Also, remember, Athas is an entire planet, there are many more territories other than the Tyr region. Just because one monster may not be appriopriate there, doesn't mean it's not appropriate anywhere else. Also, designers have to walk a fine line between general enough to appeal to a large audience and specific enough to appeal to that same audience. You're not going to see Orcs running around anytime soon (unless you visit the Dead Lands, that is).
#14

player1

Jul 21, 2003 10:02:58
Well, spell-like abilities are not spells.
They are just "spell" like.

P.S.
Even psionics are considered spell-like.
#15

zombiegleemax

Jul 21, 2003 10:36:40
Originally posted by player1
Well, spell-like abilities are not spells.
They are just "spell" like.

P.S.
Even psionics are considered spell-like.

It's not quite that simple as Dark Sun uses the variant psionics rules. Are spell-like abilities dispelled or nullified? You have to decide if they are magical or psionic.
#16

star_gazer_02

Jul 21, 2003 15:20:48
This template is intended to be applied to the 'normal' animals in the MM. Oh, and Nyt, this is an updated version of the one I gave you.

ATHASIAN BEAST
Athasian animals dwell in the sweltering deserts, deadly jungles and deep seas of silt on Athas. They are more savage and deadly than their counterparts on other worlds. Athasian animals often are much more reptilian or insectlike than would be found elsewhere; armored plates and viscious spikes or barbs are not uncommon amongst even the most docile of Athasian mammals. They are frequently hexapedal and even herbivorous animals tend to have razor sharp teeth.

CREATING AN ATHASIAN BEAST
"Athasian Beast" is a template that can be added to any animal or vermin (hereafter referred to as the "base creature"). Animals with this template become Animal (Athasian) but otherwise the creature type is unchanged. Vermin with this template become Vermin (Athasian) but otherwise the creature type is unchanged. If an animal has the (Aquatic) sub-type, usually this is changed to (Silt), there are a few bodies of open water on Athas, but they are few and far between on the surface.

An Athasian Beast uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase to d10. If already higher than d10, use the better value.

Speed: As base creature.

Special Attacks: An Athasian Beast retains all the special attacks of the base creature.

Special Qualities: An Athasian Beast retains all the special qualities of the base creature and also gains the following ones:

* Darkvision with a range of 60 feet.
* Because of environmental adaptations, the Athasian Beast suffers no ill effects due to weather conditions while in it’s natural territory.
* Mindlink (Su). The creature can communicate telepathically at will with others of its’ kind within 100 feet. This power does not function in null-psionic zones; it is unaffected by null-magic zones.

An Athasian Beast may also choose one of the following special qualities. Note that many of these qualities would be classified as Supernatural (Su) for other creatures. These represent the forces of natural selection at work on the brutal world of Athas.

* Hexapedal (Ex): The Athasian Beast has an extra set of motive limbs. These limbs grant a speed equal to 1 1/2 times the base creature’s speed. These limbs can be wings but can not be used for attacks, whatever their form. Vermin, being already multi-pedal, cannot have this ability. Add the suffix -'aNg or -'taNg to the beast's name
* Uncanny Dodge (Ex): Retains Dexterity bonus to AC (if any) even if flat-footed or struck by an invisible attacker. The creature still loses it’s Dexterity bonus to AC if immobilized. The Athasian Beast’s lightning quick nervous system allows it to avoid catastrophes that would destroy or injure a slower creature. Add the prefix Gra- to the beast or vermin's name.
* Damage Reduction (Ex): 5/Metal. The Athasian Beast’s tough hide prevents most normal objects from ever harming the creature. Add the prefix Shu- to the beast or vermin's name.
* Fast Healing (Ex): 2hp/rnd. The Athasian Beast’s body heals itself at a phenomenal rate. Add the prefix Lak- to the beast or vermin's name.
* Camouflage (Ex): +10 racial bonus to Hide checks. The creature’s hide blends particularly well with it’s surroundings. Add the prefix To- (pronounced Tow) to the creature's name.
* Power Resistance (Su): PR equal to double the creature’s HD (maximum 20). The Athasian beast’s mindset allows it to shrug off many psionic attacks. This power does not function in null-psionic zones; it is unaffected by null-magic zones. Add the prefix Cho- to the creature's name.

Saves: Same as the base creature.
Abilities: Dexterity +2.
Skills: Same as the base creature.
Feats: Same as the base creature.
____________________________________
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, as base creature.
4+ HD, as base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.

An example creature with the Athasian Beast template:

Athasian Gra'Scorpion, Medium-Size
Medium-Size Vermin (Athasian)

Hit Dice: 2d10+4 (16hp)
Initiative: +1 (Dex)
Speed: 40ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: 2 claws +2 melee, sting -3 melee
Damage Claw 1d4+1, sting 1d4 and poison
Special Attacks Improved grab, squeeze, poison
Special Qualities Vermin, Athasian beast (darkvision 60 feet, environmental adaptation, mindlink[other scorpions]), Uncanny Dodge
Saves: Fort: +5, Ref: +0, Will: +0
Abilities: Str 13, Dex 12, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +8, Hide +8, Spot +7
__________________________________________________
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: -
#17

player1

Jul 21, 2003 18:30:02
Originally posted by Afghan
It's not quite that simple as Dark Sun uses the variant psionics rules. Are spell-like abilities dispelled or nullified? You have to decide if they are magical or psionic.

Actually, we don't know what official conversion uses.
Since there is nothing about (non)transparency in psionics section of official DS conversion doc.
#18

nytcrawlr

Jul 21, 2003 19:07:09
We are not using the variant rules in the PsiHB. Psionics is just magic from a different source.
#19

ropp-cht-cht

Jul 21, 2003 21:16:48
Oriental Adventures (Possibly w/ name change)

Dokufu
Tako (Silt)
#20

zombiegleemax

Jul 22, 2003 2:33:53
Originally posted by NytCrawlr
We are not using the variant rules in the PsiHB. Psionics is just magic from a different source.

Well that certainly makes the bard conversion easier.
#21

zombiegleemax

Jul 22, 2003 2:38:14
Heck, anyone of the dozens and dozens of undead and oni from Oriental Adventure's Creature book would fit in fairly well. Just nix the origin listed or even incorporate the shadowlands natives as comming from the Black.