Converting Planescape monsters


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Shade

Monster Junkie
Added to Homebrews.

Trelons do not like natural light, and torches or strong lanterns can prevent a trelon from attacking its target. Light sorceries, however, drive them into frenzies, and they attack any opponent using them without hesitation.

Borrow this from another critter from the same issue?

Illuminated Rage (Ex): Gronk are angered by sudden flashes of light. Any spell or effect with the light descriptor that originates within 60 feet of a gronk sends the creature into a berserk rage on its next turn, fighting madly until either it or all all visible creatures are dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily. Existing light sources brought into an area containing gronk does not trigger the rage.

Combat: A trelon swarm is terrible to behold. When they appear, they mob any nearby creature, tearing through their victims like scythes. Trelons attack with their two armspikes, bisecting a target like a pair of cutting shears.

Augmented critical to resemble a scythe (x4 multiplier, no increase to threat range)?

Trelons never “appear” at distances greater than 30 feet from their victim. Until a victim comes within range, the trelons simply don’t exist. A target might never even know that he or she is in the middle of a swarm of trelons until they suddenly begin to materialize, imposing a -3 penalty to their prey’s surprise roll. Where these creatures come from is unknown, but they seem to appear only in shadowy conditions where there is no natural light. It is not known where they retreat to once they have finished their attack.

It almost sounds like ethereal jaunt, except it takes them to the Plane of Shadow.

No one knows how these creatures hunt. Some believe that the trelons track a creature by its spellcasting, its shadow, its emotions, or its sound. It is known that trelons have the ability to track a victim through almost any spell or magical item designed to cloak the victim. They are drawn to invisibility, dust of disappearance, displacements, and shadow magic. Trelons can sense a target no matter how well they are hidden. It has been observed (under extremely bloody circumstances) that magical cloaking effects seem to drive trelons into a rage, and they prefer to attack any invisible or cloaked target in range.

Something like arcane sight in addition to the true seeing? Or maybe the balhannoth's Dweomersight?

Trelons are immune to hold monster, protection from evil, illusions, shadow magic, and mind-influencing spells.

Add immunity to deleterious effects of spells with the shadow descriptor?

Habitat/Society: Trelons speak in soft clicks and chittering noises, which rise to a near-deafening screeching when they strike. Their insect nature makes several sages suspect that they may have a hive mentality, but like much that is known about trelons, it is only speculation.

Hivemind?
 



demiurge1138

Inventor of Super-Toast
Light sensitivity, although not blindness, is fully justified. We might even want to give them the daylight vulnerability of a derro (Con damage every hour).
 

Shade

Monster Junkie
Updated.

I forgot about the shadow walk spell, which makes much more sense than trying to retool etheral jaunt to do essentially the same thing.

Arcane sight or dweomersight?

Any takers on Demiurge's proposed daylight vulnerability?
 

Leopold

NKL4LYFE
Can we modify the light sensitivity so that when they are exposed to full sunlight or some sort of powerful light they rage like a barbarian and want to destroy what is attacking them.

LIght sources would bug them , give them a penalty for that.
 

demiurge1138

Inventor of Super-Toast
The problem with shadow walk is that it deposits you a random distance from your intended destination. In a scope of miles. It's more like teleport than ethereal jaunt.
 

freyar

Extradimensional Explorer
Can we modify the light sensitivity so that when they are exposed to full sunlight or some sort of powerful light they rage like a barbarian and want to destroy what is attacking them.

LIght sources would bug them , give them a penalty for that.

The illuminated rage ability Shade suggested would handle that part; we could modify it to be any bright enough light and not just spells.

The problem with shadow walk is that it deposits you a random distance from your intended destination. In a scope of miles. It's more like teleport than ethereal jaunt.

Yeah, I think we should just go with ethereal jaunt with the ethereal plane replaced by the plane of shadows.
 

Shade

Monster Junkie
So...

Shadow Jaunt (Su): An ethereal marauder can shift from the Plane of Shadow to the Material Plane or the Outlands as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th), replacing all references to the Etheral Plane with the Plane of Shadow.
 

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