Way back when I
converted the lammasu, I noted that, mythologically speaking, this
was the same creature as the shedu. I realized then that, when we reached this
point, I would have to either create a new version or let it stand as-is. I have decided to make the shedu a “lesser lamassu”,
which seems relatively fitting here and may make some conversions easier. The
change in spelling is intentional.
Speaking of easy conversations, I had already provided a
shambling mound conversion for Castle Xyntillan, making
its inclusion here fairly simple.
The sea lion showcases the value of the Cyclopedia of Common Animals
to at least some degree, as the creature can be statted out simply by modifying
the lion entries in that work. Similarly, if one went the “sea cat” direction
of some later editions, one could use the Cyclopedia to quickly stat out sea
leopards, sea tigers, sea bobcats, and even sea versions of household cats. But
why stop there? Sea wolves, sea bears, sea elephants, and so on are equally
possible. In the Middle Ages, there was a belief that every creature on land
had its counterpart in the ocean, and that could be true in your world.
Giant Seahorse: Init +4; Atk butt +0 melee (1d3); AC 16; HD 3d4; MV swim 50’; Act 1d20; SV Fort +4; Ref +3; Will +0; AL N.
Giant seahorses are large enough to be ridden by human-sized
humanoids, and intelligent enough to be trained for the saddle. While not the
fastest creatures in the ocean, they do not tire easily. Like their smaller
kin, they are found in tropical to warm temperate waters.
These aquatic creatures have the forequarters of a lion and the
hindquarters of an enormous fish. They are sometimes encountered in even colder
temperate waters, and, as air breathers, they tend to lair in coastal sea caves
where they can sleep during low tide without fear of drowning.
Sea Change: To turn a
terrestrial animal into an oceanic one, add +2 to AC to account for scales,
unless the creature is already armored. Move is reduced by 20’, and a swim
speed (equal to the original move speed + 10’) is added. For birds, consider
using fly speed -10’ for their swim speed, if that gives a higher result.
You will have to look at any special abilities and remove or
modify them it they make no sense in an aquatic environment. Sea elephants, for
instance, shouldn’t trample opponents.
Shadow: See the core rulebook, pages 425-426.
Enfold: If both
tendrils strike the same victim, they are drawn within the shambling mound and
begin to suffocate, taking an automatic 1d4 temporary Stamina damage each
round. The victim can escape with a DC 20 Strength check, but can take no other
physical actions while enfolded. If a shambling mound is damaged, any enfolded
victims suffer half damage. A shambling mound can only enfold a single victim
per 4 full Hit Dice, but victims die at 0 hp and can be expelled to allow a new
victim to be enfolded. Survivors recover all temporary Stamina damage after 10
minutes of unrestricted breathing.
Shark: See the Cyclopedia
of Common Animals. In addition to generic sharks of various sizes,
the Cyclopedia
includes bull sharks, goblin sharks, great white sharks, hammerhead sharks, lemon
sharks, nurse sharks, three types of reef shark, thresher sharks, tiger sharks,
whale sharks, zebra sharks, and zebra bullhead sharks. That isn’t every type of
shark in the world, but it is enough to supply some variety.
Sometimes known as “lesser lamassu”, these creatures are similar
in appearance, but larger and more martial than lamassu. Shedu are capable of
using their action die to become non-corporeal or return to corporeality. When
non-corporeal, they can pass through walls and are immune to the attacks of
non-magical weapons.
Although extremely rare, shedu may sometimes be encountered in arid
lands, where they give battle to chaotic creatures and aid lawful communities.
Although they do not have the spellcasting abilities of lamassu, shedu are also
agents of the celestial gods, and their advice may be sought by those knowing
where to find such a creature.

No comments:
Post a Comment