I felt like converting Neogi to DCC this morning, so I converted Neogi to DCC this morning.
Neogi (d8): Init +3; Atk claw +5 melee (1d2+3) or bite +4 melee (1d4+3 plus slowing poison) or dominate missile fire (special, 30′); AC 16; HD 5d8; hp 23; MV walk or climb 30′; Act 2d20; SP slowing poison, immune to illusions; SV Fort -1, Ref +3, Will +3; AL L.
Slowing poison – The bite of a neogi confers a slowing poison. The target of a successful bite attack must succeed at a DC 15 Fort save or lose 1d4 Personality, regained as if spellburned. Adjust Will save accordingly.
Dominate – 3 times a day, a Neogi may attempt to impose its subjugate another creature to its will. The target must succeed at a DC 15 Will save or be dominated by the neogi for 24 hours. Refer to Charm Person: depending on Judge’s preference for allowing PC’s to be controlled, “dominated” is either equal to a failure on the 12-13 result (dazed for 1d4 rounds) or a failure on the 14-17 (complete control, no suicidal actions, etc).
Neogi, Great Old Master: Init +0; Atk swallow +0 melee (1d12); AC 14; HD 20d8; hp 90; MV walk 15′; Act 1d20; SP swallow, full of young, immune to illusions; SV Fort +3, Ref -3, Will +6; AL L.
Swallow – If the Great Old Master Neogi is able to swallow or is fed another creature, it will do 1d12 damage to that creature every round until it is dead or that creature is able to cut itself out by doing 20 points of damage (damage caused by other creatures do not count for this).
Full of young – Great Old Masters are full of writhing young neogi; if it takes damage from a piercing, slashing, or burning attack, 2d4 neogi will crawl out of the wound and attack.
Umber Hulk (d4): Init +0; Atk claw +8 melee (3d4) or bite +7 (1d10); AC 18; HD 8d8+8; hp 44; MV walk or burrow 20′; Act 2d10′; SP confuse; SV Fort +6; Ref +0; Will -3; AL C.
Umber Hulk, Dominated (1/Neogi): Init +0; Atk claw +6 melee (3d4) or bite +5 (1d10); AC 18; HD 8d8+8; hp 44; MV walk or burrow 20′; Act 2d10′; SP confuse; SV Fort +4; Ref -2; Will -3; AL C.
Confuse – Anyone gazing into the eyes of an Umber Hulk must make a DC 13 Will Save or become confused, unable to tell friend from foe. Roll 1d8, modified by Luck: (2 or less) melee attack the nearest party member; (3-5) take no action this turn; (6+) melee attack the nearest enemy. At the beginning of a character’s turn, a character can avert their eyes to avoid needing to make the Will Save, but count as blinded (suffering a -4 penalty) for any rolls involving the Umber Hulk.