• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

RFC: Talking Two-headed Parrot

Hashmalum

Explorer
This monster is meant to be the chaotic evil counterpart to the talking owl (which I've converted). It was partially inspired by the two-headed parrot Randall Flagg had in Steven King's book Eyes of the Dragon, although it is not meant to be a straight conversion. Please comment on it:

Talking Two-Headed Parrot
Tiny Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 10 ft., fly 40 ft. (average)
AC: 16 (+2 size, +2 Dex, +2 natural)
Attacks: Bite +6 melee, Claws +2 melee
Damage: Bite 1d3-1, claws 1d2-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Confusing squawks, other spell-like abilities
Special Qualities: SR 15
Saves: Fort +2, Ref +4, Will -2
Abilities: Str 8, Dex 15, Con 10, Int 12, Wis 6, Cha 10
Skills: Bluff +4, Hide +7, Listen +4, Search +7, Spot +4
Feats: Weapon Finesse (bite)
Climate/Terrain: Warm forest
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class (rogue, sorcerer, or wizard only)
These creatures resemble ordinary parrots except that they have two heads. The parrot's rainbow-colored feathers are always impeccably groomed, for the two-headed talking parrot is a very vain animal, and the beaks are unusually long, cruel, and sharp.

The two-headed talking parrot is the chaotic evil counterpart to the lawful good talking owl, usually found advising characters of compatible alignment and sometimes serving as a familiar (which requires the Improved Familiar feat). Unfortunately, the parrot makes a poor advisor as it is only slightly more intelligent than the average person and has strikingly inferior wisdom despite (or perhaps because of) its two heads--in other words, it's just smart enough to be conceited about it. Its advice is invariably highly self-serving and manipulative--when it can agree with itself on a course of action, for the two heads often quarrel and bicker in loud, unpleasant squawking tones. Besides bickering, other activities the parrots are fond of include torture, preening its feathers, sharpening its beaks, looking for treasure, and cursing like a drunken sailor. Still, it makes up for these drawbacks to some extent with its array of spell-like abilities. The parrot's foolishly inflated opinion of itself means it is highly susceptible to flattery.

Two-headed talking parrots speak Common and up to four other languages, usually those of chaotic evil creatures (common favourites are Giant, Gnoll, Goblin, and Orc).

Combat
A two-headed talking parrot can cast an extra spell, use an extra spell-like ability, or make an additional bite attack each round as a free partial action due to its extra head.

Two-headed talking parrots rarely engage in combat unless they have powerful allies. They prefer to use color spray and confusion to incapacitate foes before using their physical attacks. Gievn the chance, they'll attempt to use taunt to cause the enemy to rush into a trap or ambush set up by allied creatures.
Confusing Squawks (Sp): Once per day the parrot can use confusion on one creature by angrily squawking at it with both heads (preventing it from using the other head for an additional action).
Other Spell-Like Abilities (Sp): Once per day per head: color spray, shatter. Three times per day per head: daze, detect magic, detect metal, taunt. At will: detect evil.
Skills: A two-headed talking parrot's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.
 

log in or register to remove this ad

Hashmalum

Explorer
And while I'm at it, you'll need the detect metal spell too. Comments on this are also welcome:

Detect Metal
Divination [Earth]
Level: Brd 1, Drd 1, Metal 0, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You detect metal. The amount of information revealed depends on how long you study a particular area or subject:

1st Round: Presence or absence of metal.
2nd Round: Number of metal objects and the approximate amount of the heaviest mass of metal.
3rd Round: The approximate amount of metal in each mass and the location of each.

Large amounts of metal or metallic ores may confuse the spell or conceal smaller quantities of metal from its detection.

Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone or 3 feet of wood or dirt blocks it.
 

Hashmalum

Explorer
And finally, the talking owl. Is this good? Is it legal? Apparently there's some sort of legal problem or something with anything less than a strict mechanical conversion of TSR adventures for previous versions of D&D/AD&D. Does the same thing apply to spells and monsters? I replaced the specific spell and item immunities the 2nd Edition talking owl had from its high Wisdom score with a generic immunity, as well as choosing two of its six languages.

Talking Owl
Tiny Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +5 (Dex)
Speed: 10 ft., fly 50 ft. (good)
AC: 19 (+2 size, +5 Dex, +2 natural)
Attacks: Claws +9 melee
Damage: Claws 1d4-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qualities: Detect good, immunities, SR 15
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 8, Dex 21, Con 12, Int 16, Wis 21, Cha 10
Skills: Bluff +5, Knowledge (any two) +8, Listen +17, Move Silently +21, Sense Motive +10, Spot +9*
Feats: Weapon Finesse (claws)
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always lawful good
Advancement: By character class (cleric, sorcerer, or wizard only)
Talking owls exactly resemble large but ordinary owls--until they speak. Talking owls can speak Common, Celestial, Elven, and up to four other languages. Talking owls are two feet high with a six foot wingspean.

Talking owls exist to serve as advisors for champions of good such as paladins. As such, they are highly intelligent and knowledgable as well as very wise. Typically, a talking owl will test a good-aligned individual or party before offering its aid by feigning a broken wing or other injury to see how they treat it. A talking owl may also consent to serve as a familiar for a good-aligned wizard or sorcerer (who must have the Improved Familiar feat).

Combat
Talking owls are not strong in combat and avoid it whenever possible. A talking owl would much rather seek aid from other good-aligned creatures than fight itself.

Detect Good (Sp): A talking owl can use detect good at will.
Immunities (Ex): Talking owls are immune to mind-affecting spells of second level and below.
Skills: Talking owls receive a +8 racial bonus to Listen checks, and a +14 bonus to Move Silently checks. *They also receive a +8 racial bonus to Spot checks in dusk or darkness.
 


Hashmalum

Explorer
Since I still haven't received an answer to my conversion legality question yet (and more than one comment would be nice), I'm bumping this.
 

Krishnath

First Post
Sorry about not replying sooner, but you know how it is...

anyways, I like the parrot more than the owl, but both are very interresting creatures.

I can't help you with the legality though, as that is not something I know something about.
 

Voidrunner's Codex

Remove ads

Top