When it got to the rays, though, I really thought I had failed.
When I was doing research for the Cyclopedia, how could I have failed
to include pungi rays? So, of course, I set about to learn what I could, and
make the most accurate – and gameable! – version of this animal possible. What
I learned, and what most of you probably already know, is that pungi rays don’t
really exist. Still, if they did exist, I hope they would be something
like what I included below.
Quasit: The servitor on page 425 of the core rulebook is an excellent replacement for this creature.
Rakshasa: Init +2; Atk claw +3 melee (1d4+6) or
bite +1 melee (1d6+6) or by weapon +5 melee (by weapon +6) or spell; AC 14; HD 5d8+5;
MV 30’; Act 2d20; SP shapechanging, half damage from non-magical weapons, spellcasting
(+6 spell check), spells: (1st) cantrip,
comprehend languages, enlarge, (2nd) detect invisible, invisibility,
and phantasm; SV Fort +5, Ref +2,
Will +4; AL C.
The living embodiments of lusts and hunger, Rakshasas are thought to be kin to demons living in the wild places of the mortal world, and many of them are man-eaters. In their natural form, rakshasas appear to be large humanoids, towering over humans at 8 feet in height, and immensely strong. They have clawed hands and animal-like heads (most often, but not exclusively those of monkeys or tigers) of terrible aspect. A rakshasa can change its shape, though, to appear as a less imposing version of itself, a human, or an animal, using an action die. Rakshasas can use this ability to mimic specific individuals, but when wearing another shape, a rakshasa has a 10% chance of making some error in its duplication…most often, it switches the right hand for the left, or has the hands attach backwards on the wrists, so that the rakshasa’s palms face outward when its arms are at rest.
Although they are terrible foes of humanity for the most part,
some few rakshasas (20%), while still chaotic, side with the benevolent deities
and their servants. These rakshasas may live hidden among human dwellings, and
may even be vegetarians.
Readers are also directed to this post
for an example of converting rakshasas in an adventure to a different kind of
creature.
Judges should never be afraid of altering monsters when doing conversions.
Giant Ram: Init +4; Atk butt +3 melee (1d8 rams
or 1d6 ewes) or kick +1 melee (1d4); AC 12; HD 4d6; MV 40’; Act 1d20; SP ram
charge (x2 damage plus crit 19-20), enhanced senses +8, sure-footed; SV Fort
+3; Ref +7; Will +0; AL N.
This entry is based off the bighorn sheep in the Cyclopedia of
Common Animals, and like that creature
it gains a +8 bonus to any opposed checks to sneak up on it, and treats any
attempts at stealth (such as by a
halfling or thief) as if the roll result were 8 points lower. They gain
a +2d bonus when resisting any attempts to knock them down or make them lose
their footing.
Giant Rat: See the Core Rulebook, page 424.
Manta Ray: See the Cyclopedia
of Common Animals.
Pungi Ray: Init +2; Atk spine +4 melee (1 plus
venom); AC 12; HD 2d6; MV swim 40’; Act special; SP venom (1d4 Stamina plus Fort
DC 16 or 2d6 hp), camouflage +10; SV Fort +4; Ref +2; Will +0; AL N.
This tropical fish buries itself below the sand in tropical
estuaries and brackish water. Relatively flat for their size, even for rays,
pungi rays weigh 4d10 pounds with a main body and “wings” about 6 feet across.
Venomous spines grow from their spines, so that anything accidently stepping on
one suffers 1d3 attacks (using 1d16), and a creature falling across one suffers
2d3 attacks. These are passive attacks only; the pungi ray itself tries only to
swim away and hide once more.
Pungi rays are sometimes sought by thieves and assassins due to
their potent venom. A thief can extract 1d3 doses with a successful Handle
Poison check from a dead pungi ray, and can make 2d3 attempts before the
creature’s venom sacs are dry.
Compare with the dragonfish.
Stingray: See the Cyclopedia
of Common Animals.

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