Converting original D&D and Mystara monsters


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Shade

Monster Junkie
The Snapper Tortle is the most tempting, plus it nicely fits with the Mystaran lizardfolk we've been converting recently.

That works for me. We can probably just slightly modify the non-snapper tortle from Dragon Magazine #315.
 


Mortis

First Post
If I remember the Snapper Tortle correctly, they're a lot tougher and more brutish than the regular version.
They are certainly more brutish but not really that much tougher. To sum it up from the above link.

They have one more Hit Dice than a standard tortle.
Their AC is two worst (and they cannot retreat into their shell).
They have three attacks rather than a standard tortle's two (although it is mentioned that some tortles do develop a bite attack)
Their claws do a 1d6 rather than the standard 1d4.
They are much better swimmers (6x the standard tortle's swim speed).

Regards
Mortis
 

Cleon

Legend
They are certainly more brutish but not really that much tougher. To sum it up from the above link.

Strange, I was sure the Snappers being several times nastier than Tortles, similar to how Gator Men were superstrong 7 HD monsters and ordinary Lizard Men were 2+1 HD.

I wondered whether Snappers were nastier in Basic-Expert-Companion-Masters-Immortal D&D, but that proved not to be the case - in Expert D&D Tortles had 4 HD and the Snappers had 3 HD.

Oh well, my memory must have been playing tricks.

They have three attacks rather than a standard tortle's two (although it is mentioned that some tortles do develop a bite attack)

Actually, it's only the Savage Coast Monstrous Compendium version of the Tortle that lacks a bite attack as standard. The Mystaran Monstrous Compendium and the various BECMI versions of the Tortle all have a 1-6 damage bite, and can choose between a 1d4/1d4/1d6 (claw/claw/bite) and a weapon/1d6 bite when fighting.
 

Cleon

Legend
So, what are we doing about the Snapper?

They're described as "broader and more massive", suggesting they have better Strength and Constitution.

Their intelligence is the same, but they're "primitive" and live in "hunting packs" rather than tribes or clans like tortles - maybe give them a lower Wisdom and/or Charisma?

Incidentally, the Expert D&D versions of the Tortle and Snapper both have Intelligence 8, which is less than a Cay-Man or Chameleon Man Lizardfolk, for what that's worth.

Oh, and Snappers train nikt'oo as mounts and prefer longbows as ranged weapons - we'd better remember to include that.
 

freyar

Extradimensional Explorer
Care to paste in the full stats for those of us without them?

Snapping turtles can bite off your hand; want to make a snapping tortle's bite vorpal or something?
 

Cleon

Legend
Care to paste in the full stats for those of us without them?

Sure!

I'd have to copy type the stats, but I have time on my hands...

SNAPPER
Armour Class: 5
Hit Dice: 3
Move: 30’ (10’)
swimming 180’ (60’)
Attacks: 2 claws/1 beak or 1 weapon
Damage: 1-6/1-6/2-8 or by weapon
No. Appearing: 0 (1-20)
Save As: Fighter: 3
Morale: 9
Treasure Type: T
Intelligence: 8
Alignment: Chaotic
XP Value: 35

Snappers are humanoid, reptilian salt-water dwellers whose backs are protected by shells like those of turtles. Adult snappers stand 6 feet tall and weigh 1000 pounds. Using their webbed hands and feet, snappers are able swimmers and, although they breathe air, they can hold their can hold their breath underwater for up to 10 turns.

Snappers wear no armour or clothes, and have only straps and belts to hold their weapons and possessions. Unlike tortles they cannot retreat into their shells. Snappers me bad-tempered and will attack other ocean creatures at the least provocation, using their claws and beak. If drawn into a combat on land, however, they attempt to avoid melee, preferring to attack their foes with arrows fired from their longbows.

Snappers do not form closely knit tribes, have no recognised leaders, and do not build permanent settlements. Instead, they prefer to roam across the oceans, travelling in small groups from one hunting ground to another.

When the time comes for them to mate, snappers may travel hundreds of miles to congregate at special egg-laying grounds. These grounds often take the form of rock-walled, roofless labyrinths just above the high-tide line. The snappers defend these places fiercely, attacking all who venture near them.

Originally from AC9 - Creature Catalogue (1986).


Snapping turtles can bite off your hand; want to make a snapping tortle's bite vorpal or something?

Tempting though they are, decapitating bites would probably be a bit too much for this monster.

I'd be happy with just 1d6 claws and a 2d4 bite.
 

Shade

Monster Junkie
Here's the 3.5 Tortle...

Tortle, 1st-Level Warrior
Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 10 ft.
AC: 16 (–1 Dex, +3 natural, +3 studded leather, +1 light shield) touch 9, flat-footed 16
Base Attack/Grapple: +1/+1
Attack: Trident +1 melee (1d8) or trident +0 ranged (1d8)
Full Attack: Trident +1 melee (1d8) or trident +0 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref -1, Will +1
Abilities: Str 11, Dex 8, Con 13, Int 10, Wis 12, Cha 9
Skills: Handle Animal +3, Jump +2, Swim +8
Feats: EnduranceB, Great Fortitude
Environment: Temperate marshes
Organization: Solitary, bale (4-9), warbale (10-24), or tribe (30-300 plus 50% noncombatants plus one 3rd-level adept per 20 adults, one or two subchiefs of 4th-5th level, one leader of 6th-8th level, and one or two adult tojanidas or two or three sea cats)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

The tortle presented here had the following statistics before racial adjustments: Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 11.

Tortle characters possess the following racial traits.
  • -2 Dex, +2 Con, +2 Wis, -2 Cha.
  • A tortle's base land speed is 20 feet, and it has a swim speed of 10 feet.
  • Low-light vision (can see twice as far as a human under low-light conditions).
  • +3 natural armor bonus.
  • +8 racial bonus on Swim checks.
  • Endurance as a racial bonus feat.
  • Automatic Languages: Common and Tortle. Bonus Languages: Aquan, Elven, and Sylvan.
  • Favored Class: Cleric.
  • Level Adjustment: +0.
 

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