Converting Psionic Creatures

Cleon

Legend
Looks pretty good, though I guess I'd rather "often" than "usually" NE. Not sure why, just feels that way to me.

Usually suits me better, but I have no objection to often if it's OK by Shade.

You know, some people might find that last sentence a little confusing.:p
 

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Shade

Monster Junkie
Spider, Brain
Climate/Terrain: Subtropical caverns
Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Brain fluid
Intelligence: Semi (2-4)
Treasure: Z
Alignment: Lawful evil
No. Appearing: 1d6
Armor Class: 2
Movement: 9, Cl 15
Hit Dice: 8
THAC0: 13
No. of Attacks: 5
Damage/Attack: 1d4/1d8 (×4)
Special Attacks: Poison, graft weapons
Special Defenses: Psionics
Magic Resistance: Nil
Size: M (6’ diameter, including legs)
Morale: Average (8-10)
XP Value: 4,000

Psionics Summary

Level Dis/Sci/Dev Attack/Defense Score PSPs
3 2/2/7 EW/IF,MB 15 90

Telepathy – Science: mind link; Devotions: contact, ego whip, intellect fortress, mind blank.

Psychometabolism – Science: shadow form; Devotions: body equilibrium, double pain, graft weapon.

The brain spider lives off the brain matter of intelligent creatures. Although it is not a true arachnid, its exoskeleton is supported by eight hairy legs and it can climb walls and ceilings with ease. Its body resembles a gray, wrinkled mass of brain tissue, though in fact this is chitinous, not soft and pulpy. It has powerful mandibles capable of injecting venom, and it has four eyes. Brain spiders cannot spin webs.

They speak their own, sibilant language, but in combat with nonpsionic creatures they use telepathy to coordinate attacks.

Combat: Brain spiders generally attack from ambush, dropping onto their victims from a ceiling or other high ground, or suddenly appearing from their psionic shadow form, imposing a -2 penalty upon opponents’ surprise rolls. They prefer to attack in groups, focusing their attacks on one or two victims and then leaving abruptly, hoping their poisonous bites do their work. They have been known to trail a party, waiting for one of the dead to be abandoned so they may feed.

The bite of the brain spider attacks the victim’s central nervous system, first paralyzing and then killing. Unless a successful save vs. poison with a -4 penalty is rolled, the victim is immediately paralyzed and suffers 2d10 points of damage each round until death occurs. During this time, the poison runs rampant through the nerve paths and into the brain, permanently destroying 1 point of Intelligence or Dexterity each round (50% chance of either). When the venom has finished its work, the victim’s nerves are liquified and the brain spider sucks out these juices for nourishment. If the saving throw is successful, the victim is merely paralyzed for one round, and then the effects are shaken off.

In addition to biting, brain spiders can rear up on their hind legs and attack with their four front legs. The sharp points and jagged backhooks on their forelimbs inflict 1d8 points of damage with each attack, and this damage can be greater if they use weapons. Brain spiders often employ their psionic graft weapon ability to bond magical weapons or other objects to their forelimbs. This bond is permanent until a brain spider mentally “rejects” a grafted item. Attacks with these weapons are made with a +1 bonus on attack and damage rolls (in addition to magical bonus). Bonded wands are hooked into the spider’s nervous system and may be employed as well.

Habitat/Society: Brain spiders have a strict pack dominance hierarchy, and lower-ranked members are completely servile to higher-ranking members. The leader is a crude and brutish tyrant, usually referred to by pompous titles such as Master Thug or King Venom. Pack culture consists of retelling tales of particularly delicious kills, gruesome stallings, and clever prey. Brain spiders think double pain provides particularly good sport with weak prey. They are cowards at heart, quick to flee if one or more of the pack is slain.

Although brain spiders are crude and even stupid, they have remarkable cunning when hunting. One of their favorite tricks is to use their body equilibrium discipline to stand over quicksand, a pit trap, or wreak ledges, goading victims into approaching them, and then attacking the trapped prey.

Ecology: Brain spiders prefer to hunt and kill intelligent and psionic creatures, as these provide the richest cerebral nectar. They dwell underground, where solitary drow and mind flayers sometimes fall into their clutches.

Originally appeared in Dragon Mountain (1993).
 

Cleon

Legend
Haven't we already done these, or something very similar to them?

Okay, first things first - Magical Beast or Aberration.

I fancy Aberration just for a change.
 

Shade

Monster Junkie
We've done many, many, many arachnoid monsters, but I don't believe we've done this one.

My vote's for aberration as well.
 

RavinRay

Explorer
Brain spider is also the name of a telepathy spell in the Mind domain in the Expanded Psionics Handbook and Spell Compendium. Too bad as an aberration it can't be a material component of that same-named spell.;)

It's brain-like body reminds me of the intellect devourer. At first I thought it would attack like a brain mole, but it's actually more analogous to a blood-sucker, only this time it's a nerve-sucker!:eek:
 

Shade

Monster Junkie
"Nerve-sucker" sounds painful!

We can look to the intellect devourer for inspiration.

Intellect Devourer (S): Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14

This thing is supposedly Medium, so here's how it would look with the usual size adjustments:

Str 17, Dex 19, Con 17, Int 12, Wis 12, Cha 14

Int is far lower (2-4), but since they have a language, I'd go with the high end of that range...

Str 17, Dex 19, Con 17, Int 4, Wis 12, Cha 14

The other two mental scores can probably stay the same, as it is an alert hunter and relies on psionics.
 

freyar

Extradimensional Explorer
I'd actually bump Wis (to 14?) a little since "they have remarkable cunning."

Do the PLAs all have good 3.5 equivalents?

My first thoughts: I'd like to find a way to simplify the venom to a more normal poison, but that will require stretching a little from the original mechanics (too bad we can't just use the Pathfinder affliction rules!).

And, for a psionic flavor, we could probably adapt the bonded weapon business from the soulknife somehow.
 

RavinRay

Explorer
Physical stats ok, lower Int and slightly higher Wis ok too. Increase natural AC because of chitin perhaps?

Graft weapon is a 3rd-level psychic warrior power. Maybe this should be an (Su) rather than PLA as it is permanent until the spider ends the effect.

As is, the poison would deal paralysis initial damage, death second damage, and HP damage with Int and Dex drain between those two! It's very potent for me and needs be toned down a bit, I agree.

As for the PLAs, contact is unnecessary in 3.5 psionics as telepathic contact is automatic (we ruled on that in an earlier conversion); the others are all converted with the same name IIRC; double pain might be inflict pain (I'll get back to that).
 

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