Converting Psionic Creatures


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Cleon

Legend
You prefered Stand Still over Hold the Line upthread. But perhaps you have a point. Power Attack?

Power Attack doesn't feel right here, but I'm fine with Hold the Line.

I think I was getting the two feats mixed up.

I like Hold the Line for them. Let's them sucker-punch any fools who try to charge them.

Shall we swap them over and call it a day?

EDIT: Oh yes there's a typo in the Non-Psionic Sugo - "Soell-Like Abilities" instead of "Spell-Like Abilities".
 
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Shade

Monster Junkie
These should prove difficult...

Flard
ORIGIN: Nirvana
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 0”
HIT DICE: 12
% IN LAIR: 100%
TREASURE TYPE: A x 5
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Cold, fear
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: See below
ALIGNMENT: Lawful Neutral
SIZE: L (infinite height)
PSIONIC ABILITY: 300
Attack/Defense Modes: All/all

Flards were created by a now-extinct race of humanoids for the sole purpose of answering questions. Flards are extremely old, and spend most of their time dormant, gathering information. All attacks on an unawakened Flard will be turned back against the attacker. Flards are never discovered awake, Each Flard has a specific name which triggers it awake when spoken. These names can only be found out through arduous research in the oldest and rarest documents (which are certainly not available on the Prime Material Plane). Another er Flard’s name is the only thing a Flard is not likely to know (2% chance). If the party speaks the Flard’s name it will awaken and will answer one question with 100% accuracy. The Flard will then sleep for one thousand years.

Flards will, of course, know everything there is to know about the party, so it is never surprised in battle (it knew the party’s intentions previously). Flards have two attacks: The first is a cone of cold (6” long with a 3” base) in any direction, and the alternate one is fear (as a wand) in a 6” radius, which can be used whenever the Flard desires, Fire does double damage to a Flard, and cold does half damage.

Flards cannot go to sleep once they have been awakened unless they are asked a question, so in all likelihood they will attack a party which is not quick with its query.

A Flard is considered Non-intelligent in dormant state, and of Godlike intelligence when awake. All spells in existence higher than 3rd level did not exist when Flards were created, so only spells of 3rd level and below will affect Flards. The following lower-level spells also have no effect: Fireball, Burning Hands, and all spells that were obviously created by a character (they have a name like “Bigby” or Tensor” attached as a possessive).

A Flard’s treasure is stored inside its body, and the body can only be opened (while the Flard is still living) by the Flard itself. All magic items in the treasure are considered to be usable by the Flard if it wishes (e.g. if it had a Wand of Fireballs it could shoot fireballs at the party; if it had a Ring of Invisibility it would be invisible, etc.).
Flards are never encountered as wandering monsters, and should only be placed by the DM in hard-to-get-at places in Nirvana. A quest for a Flard would not be unusual.

Description: Flards appear as towering pillars of pure white marble with a veined, pink marble base. The opening to their treasure cache should be treated as a secret door (if the Flard is killed). Flards have infinite height.

Originally appeared in Dragon Magazine #47 (1981).
 


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