IK Legion of Everblight warbeast conversion


Conversions


I wanted to get some feedback on this, if possible. I'm converting the Legion beasts to throw into a Pathfinder game. I started with the Shredder, and the other 2 lessers will be the same CR and similar in build. Thanks.

Akriel (Shredder) CR 3
XP 800
CE Small Dragon
Init +6 Senses Scent, Blindsight 60', Perception +9
[U]DEFENSE [/U]
AC Touch Flat-Footed
hp 50 HD 4d12+8
Fort +5 Ref +6 Will +6
[U]OFFENSE [/U]
Speed 30ft
Melee Bite +7 (1d8+1)
SA Frenzy
[U]STATISTICS [/U]
Str 13 Dex 15 Con 12 Int 3 Wis 14 Cha 10
Base Atk +4 CMB +4 CMD 17
Feats Improved Natural Attack (Bite)(bonus feat), Toughness, Improved Initiative
Skills Perception +9, Survival +9
SQ Blindsight 60', Scent, Eyeless
[U]Frenzy [/U](Ex): Once per day, (usually immediately after sensing prey within reach) an Akriel can fly into a frenzy for a short period of time. The Akriel gains +6 to Strength and gains +20 speed for 2 rounds. The Akriel's bite threatens a critical hit on a 19-20 during the frenzy as well.
[U]Snacking [/U](Ex): If an Akriel kills another creature, it gains Fast Healing 2 for a number of rounds equal to the creature's hit die.
[U]Draconic Traits[/U]: Immunity to magic sleep effects and paralysis effects


Snatcherbanderwocky wrote:

I wanted to get some feedback on this, if possible. I'm converting the Legion beasts to throw into a Pathfinder game. I started with the Shredder, and the other 2 lessers will be the same CR and similar in build. Thanks.

Akriel (Shredder) CR 3
XP 800
CE Small Dragon
Init +6 Senses Scent, Blindsight 60', Perception +9
[U]DEFENSE [/U]
AC Touch Flat-Footed
hp 50 HD 4d12+8
Fort +5 Ref +6 Will +6
[U]OFFENSE [/U]
Speed 30ft
Melee Bite +7 (1d8+1)
SA Frenzy
[U]STATISTICS [/U]
Str 13 Dex 15 Con 12 Int 3 Wis 14 Cha 10
Base Atk +4 CMB +4 CMD 17
Feats Improved Natural Attack (Bite)(bonus feat), Toughness, Improved Initiative
Skills Perception +9, Survival +9
SQ Blindsight 60', Scent, Eyeless
[U]Frenzy [/U](Ex): Once per day, (usually immediately after sensing prey within reach) an Akriel can fly into a frenzy for a short period of time. The Akriel gains +6 to Strength and gains +20 speed for 2 rounds. The Akriel's bite threatens a critical hit on a 19-20 during the frenzy as well.
[U]Snacking [/U](Ex): If an Akriel kills another creature, it gains Fast Healing 2 for a number of rounds equal to the creature's hit die.
[U]Draconic Traits[/U]: Immunity to magic sleep effects and paralysis effects

OK, not bad, but my first problem here is with HP.

4d12+8 = 50 HP means that you're averaging 10.5 HP per die.

I think the average for d12s is 6.5

6.5*4 = 28+8 = 36 HP. which is about on par with a CR3 creature...

And what are you looking at for AC?

But keep these up, I'd love to see more IK creatures...


According to the Iron Kingdoms Monsternomicon II, the Harrier is a CR5 critter.

Harrier CR 5
NE Small Magical Beast
Init +3
Senses Blindsight 80'

DEFENSE
AC 18
Touch 14
Flat-Footed 15
(+1 Size, +3 Dex, +4 Natural)
hp 8D10+24 HD 8D10+24
Fort +8 Ref +9 Will +5

OFFENSE
Speed 20ft, Fly 40ft
Melee Talons +12 melee (1d8+3), Bite +10 melee (2d6+3)
Special Attacks Savage Flyby (Full Attack As Part of Charge/Flyby)

STATISTICS
Str 16 Dex 17 Con 14 Int 4 Wis 16 Cha 6
Base Atk +8
Feats Alertness, Flyby Attack, Multiattack
Skills Listen +15, Spot +14

SPECIAL QUALITIES
Draconic Traits:
Blindsight 80 ft, Fast Healing (1/4 HD). Immunities (Death Effects, Disease, Fear, Mind-Altering Effects, Paralysis, Sleep Effects, Magic Jar, Soul Bind, Trap The Soul), Cold Resistance 10, Soulless, Unnatural Aura (300ft)

You can probably reverse engineer a Shredder from that. Keeping this in mind that the Iron Kingdoms average grunt trooper (Trencher, Iron Fang Pikeman, etc) is a 3rd Level Fighter in his own right...


The fact that the Harrier is in Monsternomicon is another way to slap myself for not having it. That's awesome, thanks for reprinting it here. For the AC while CR 3, I was thinking of 15, with 2 being from natural armor. That will probably go to 17 at CR 5, still easy to hit but packing a bad punch.

For the hit points, I don't know what I was thinking. Good catch.

So, using the Harrier as a model, I could say a Shredder only has a bite, which would be the same damage (2d6). I can keep the frenzy, get rid of snacking and just keep the baseline Fast Healing.

I think I'd rather keep it as a Dragon type, though. It has Dragon-blood in it, I'll look at the type descriptions more closely.

The Stinger is a little more complicated, I was thinking a 2d6 breath weapon with a sting attack and poison, then some weak talons for after the stinger breaks off. I know they have no sense of self-preservation, but I think PCs would feel cheated if a CR 5 monster had only one melee attack, then it was left with just breath weapons. Maybe "in the wild" they would gravitate toward Shredders for packs.

Thanks again for the feedback, I'll work on it some more and come back.


These are heavily based on the Monsternomicon stats, which I thank you again for referring me to. Feedback appreciated!

Akriel (Shredder) CR 5
XP
CE Small Dragon
Init +6 Senses Scent, Blindsight 60'
DEFENSE
AC 17 Touch 13 Flat-Footed 15 (+2 Dex, +1 Size, +4 Natural)
hp 57 HD 6d12+18 Fast Healing 3
Fort +7 Ref +7 Will +7
OFFENSE
Speed 40ft
Melee Bite +11/+6 (2d6+6 plus trip)
SA Frenzy
STATISTICS
Str 18 Dex 15 Con 14 Int 3 Wis 14 Cha 6
Base Atk +6 CMB +9 (+11 Trip) CMD 21
Feats Toughness, Improved Trip (bonus), Weapon Focus (Bite), Step Up
Skills Escape Artist +12, Survival +12
SQ Blindsight 90', Scent, Eyeless
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Soulless
Unnatural Aura 300ft
Frenzy 3 rounds, +6 Str, +20ft speed

Harrier CR 5
XP
CE Small Dragon
Init +7 Senses Scent, Blindsight 90'
DEFENSE
AC 19 Touch 15 Flat-Footed 15 (+3 Dex, +1 Size, +4 Natural, +1 Dodge)
hp 51 HD 6d12+12 Fast Healing 3
Fort +7 Ref +8 Will +8 Resist Cold 10, Immunities
OFFENSE
Speed 20ft, Fly 40ft (Good)
Melee 2 Talons +10 (1d6+3), Bite +10 (1d8+4)
SA Savage Flyby, Rend (2 Talons, 1d6+4)
STATISTICS
Str 16 Dex 17 Con 14 Int 3 Wis 16 Cha 6
Base Atk +6 CMB +8 CMD 21
Feats Flyby Attack, Dodge, Improved Initiative
Skills Fly +9, Escape Artist +12, Survival +12
SQ Blindsight 90', Scent, Eyeless
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Soulless
Unnatural Aura 300ft

Acrar (Stinger) CR 5
XP
CE Small Dragon
Init +1 Senses Scent, Blindsight 90'
DEFENSE
AC 16 Touch 12 Flat-Footed 15 (+1 Dex, +1 Size, +4 Natural)
hp 63 HD 6d12+24 Fast Healing 3
Fort +9 Ref +6 Will +8 Resist Cold 10, Immunities
OFFENSE
Speed 20ft, Burrow 10ft
Melee Stinger +11 (2d6+3/19-20) or 2 Claws +5 (1d2+3)
Space 5ft Reach 5ft (10ft with Stinger)
SA Breath Weapon, Poison, Final Sting
STATISTICS
Str 16 Dex 13 Con 18 Int 3 Wis 14 Cha 6
Base Atk +6 CMB +8 CMD 19
Feats Combat Reflexes, Skill Focus (Stealth), Weapon Focus (Stinger)
Skills Stealth +17 (+27 when dug in), Survival +12
SQ Blindsight 90', Scent, Eyeless, Dig In
Breath Weapon (Su): 20ft line, 4d6 fire, DC 17; every 1d4 rounds
Poison (Ex): Sting- Injury; save Fort DC 17; frequency 1/round for 3 rounds; effect 1d3 Dex damage; cure 1 save.
Final Sting (Ex): When the Acrar uses its stinger attack, there is a 20% chance that the stinger will detach from the Acrar to cause 4d6+3 damage. The barbs of the stinger remain planted in the victim's flesh, and cannot be removed without a Heal check (DC 17). Success causes no damage from the removal, failure causes 3d4 damage to the injected victim. Once the final sting has been accomplished, it takes an Acrar 3+1d6 days to regrow its stinger.
Dig In (Ex): An Acrar can dig a hasty bulwark in the ground as a full-round action that provokes attacks of opportunity. While within the bulwark, the Acrar gains cover against ranged attacks, and partial cover against melee attacks. It also gains a +10 bonus to Stealth checks.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Soulless
Unnatural Aura 300ft

Teraph CR 8
XP
CE Large Dragon
Init +4 Senses Scent, Blindsight 90'
DEFENSE
AC 19 Touch 9 Flat-Footed 19 (-1 Size, +10 Natural)
hp 94 HD 9d12+36 Fast Healing 4
Fort +9 Ref +6 Will +6 Resist Cold 10, Immunities
DR 10/magic SR 19
OFFENSE
Speed 40 ft, Burrow 20ft
Melee Tail +15 (2d8+6/19-20 plus poison) and Bite +13 (1d8+9)
Space 10ft Reach 10ft (15ft with Tail)
SA Breath Burst, Poison, Sneak Attack +5d6
STATISTICS
Str 22 Dex 11 Con 18 Int 3 Wis 14 Cha 10
Base Atk +9 CMB +16 CMD 26
Feats Improved Initiative, Multiattack, Improved Critical (Tail), Lunge, Weapon Focus (Tail)
Skills Stealth +9 (+19 when dug in), Survival +14
SQ Blindsight 90', Scent, Eyeless
Breath Burst (Su): 60ft range, 20ft burst, 4d10 fire, DC 18; every 1d4 rounds
Poison (Ex): Tail- Injury; save Fort DC 18; frequency 1/round for 3 rounds; effect 1d4 Con damage; cure 1 save.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Soulless
Unnatural Aura 300ft

Carnivean CR 12
XP
CE Huge Dragon
Init +2 Senses Scent, Blindsight 90'
DEFENSE
AC 23 Touch 10 Flat-Footed 19 (-2 Size, +2 Dex, +13 Natural)
hp 203 HD 14d12+112 Fast Healing 7
Fort +17 Ref +11 Will +11 Resist Cold 10, Immunities
DR 10/magic SR 24
OFFENSE
Speed 50 ft, Climb 20ft
Melee Bite +21 (3d6+12) and 2 claws +20 (2d6+8) and Tail Slap +18 (2d6+12)
Space 15ft Reach 15ft
SA Breath Weapon, Grab (bite), Swallow Whole
STATISTICS
Str 26 Dex 14 Con 26 Int 6 Wis 14 Cha 6
Base Atk +14 CMB +24 CMD 36
Feats Multiattack, Awesome Blow, Power Attack, Improved Bull Rush, Greater Bull Rush, Furious Focus, Weapon Focus (Bite)
Skills Stealth +9 (+19 when dug in), Survival +14
SQ Blindsight 90', Scent, Eyeless, Spines
Breath Weapon (Su): 100ft range, 50ft cone, 7d10 fire, DC 25; every 1d4 rounds
Spined Defense (Ex): When the Carnivean is struck for melee damage, the numerous spines and spikes cut and damage the attacker for 1d8+4 slashing damage. An attacker using a reach weapon negates this.
Swallow Whole (Ex): Once swallowed, an opponent takes 3d6+12 bludgeoning damage plus 2d6 fire damage per round. AC 16, cause 20 damage to exit.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Soulless
Unnatural Aura 300ft

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