Psychotic Jim
First Post
Here's the a reposting of a conversion I posted a while ago, but revised for 3.5. Hopefully they will be helpful for any further conversions. I'll post the greater peltast and palimpsest later.
Edit: I converted this from 2E Monstrous Comp. II, I think it may originally have came from Forgotten Realms MC, but I could wrong there.
Peltast
Tiny Aberration (Shapechanger)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 18 (+4 Dex, +2 size)
Base Attack/Grapple: +1/-11
Attacks: touch +7 melee
Full Attack: touch +7 melee
Damage: Attachment
Space/Reach: 2 1/2 ft /0 ft
Special Attacks: Attach
Special Qualities: Symbiosis, mimic shape, contamination, blindsight 60 ft, immunities, SR 12
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 3, Dex 18, Con 13, Int 10, Wis 13, Cha 10
Skills: Disguise +14, Hide +10, Listen +4, Move Silently +8, Spot +4
Feats: Alertness, Weapon finesse (touch) (B)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: 3-4 HD (Tiny)
Level Adjustment: -- (+1 if bonded to host?)
Peltasts are tiny, amorphous creatures that have brown skin highly resembling that of well-made leather. They are fairly inoffensive creatures that masquerade as various small leather items such as bags and gloves in order to attract hosts to bond with. Humans and goblinoids are its only suitable hosts; it only uses other humanoid races as carriers to bring it into contact with humans and goblinoids. After a possible host picks it up and conveniently stores it away, it attaches itself to the host almost unnoticeably. Peltasts are indistinguishable from normal leather items, and a host has only a 1% chance of noticing a peltast as it attaches. Peltasts are silent and do not breathe, nor do they radiate heat or magic.
Combat
Peltasts do not engage in combat and are helpless except for fleeing. Fortunately, it is not likely to enter combat.
Attach (Ex): Upon coming in contact with exposed skin of a host, a peltast releases a natural anesthetic and “joins” with a host harmlessly. If the host is a human or goblinoid, he or she becomes symbiotically linked with the peltast.
Symbiosis (Ex): A peltast linked with a proper host drains 1 hp from the host each day it is bonded. It also functions in every way as part of the host. In return, the peltast neutralizes any poison introduced into the host’s system, effectively giving the host poison immunity. It also bestows its spell resistance upon the host assuming he or she does not already have spell resistance superior to that of the peltast. Once per day if the host is gravely wounded (driven to two hit points or less), the creature will give the host 1d4+2 hit points.
Mimic Shape (Ex): A peltast can take the form of any tiny, mundane leather object. A successful Spot check (opposed by the peltast’s Disguise check) is required to distinguish a peltast from a normal leather object. Its texture, smell, and weight matches that of leather, and it does not give off any heat.
Contamination (Ex): A peltast dipped into water releases toxic materials, rendering the water undrinkable. Any one who drinks such contaminated water must make a Fortitude Save (DC 12) or become nauseated for 2d4 rounds.
Blindsight (Ex): The peltast’s acute sense of smell and touch give it blindsight with a 60 ft range.
Immunities (Ex): A peltast is immune to bludgeoning and falling damage as well as poison.
Skills: A peltast gets a +10 racial bonus on disguise checks.
Edit: I converted this from 2E Monstrous Comp. II, I think it may originally have came from Forgotten Realms MC, but I could wrong there.
Peltast
Tiny Aberration (Shapechanger)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 18 (+4 Dex, +2 size)
Base Attack/Grapple: +1/-11
Attacks: touch +7 melee
Full Attack: touch +7 melee
Damage: Attachment
Space/Reach: 2 1/2 ft /0 ft
Special Attacks: Attach
Special Qualities: Symbiosis, mimic shape, contamination, blindsight 60 ft, immunities, SR 12
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 3, Dex 18, Con 13, Int 10, Wis 13, Cha 10
Skills: Disguise +14, Hide +10, Listen +4, Move Silently +8, Spot +4
Feats: Alertness, Weapon finesse (touch) (B)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: 3-4 HD (Tiny)
Level Adjustment: -- (+1 if bonded to host?)
Peltasts are tiny, amorphous creatures that have brown skin highly resembling that of well-made leather. They are fairly inoffensive creatures that masquerade as various small leather items such as bags and gloves in order to attract hosts to bond with. Humans and goblinoids are its only suitable hosts; it only uses other humanoid races as carriers to bring it into contact with humans and goblinoids. After a possible host picks it up and conveniently stores it away, it attaches itself to the host almost unnoticeably. Peltasts are indistinguishable from normal leather items, and a host has only a 1% chance of noticing a peltast as it attaches. Peltasts are silent and do not breathe, nor do they radiate heat or magic.
Combat
Peltasts do not engage in combat and are helpless except for fleeing. Fortunately, it is not likely to enter combat.
Attach (Ex): Upon coming in contact with exposed skin of a host, a peltast releases a natural anesthetic and “joins” with a host harmlessly. If the host is a human or goblinoid, he or she becomes symbiotically linked with the peltast.
Symbiosis (Ex): A peltast linked with a proper host drains 1 hp from the host each day it is bonded. It also functions in every way as part of the host. In return, the peltast neutralizes any poison introduced into the host’s system, effectively giving the host poison immunity. It also bestows its spell resistance upon the host assuming he or she does not already have spell resistance superior to that of the peltast. Once per day if the host is gravely wounded (driven to two hit points or less), the creature will give the host 1d4+2 hit points.
Mimic Shape (Ex): A peltast can take the form of any tiny, mundane leather object. A successful Spot check (opposed by the peltast’s Disguise check) is required to distinguish a peltast from a normal leather object. Its texture, smell, and weight matches that of leather, and it does not give off any heat.
Contamination (Ex): A peltast dipped into water releases toxic materials, rendering the water undrinkable. Any one who drinks such contaminated water must make a Fortitude Save (DC 12) or become nauseated for 2d4 rounds.
Blindsight (Ex): The peltast’s acute sense of smell and touch give it blindsight with a 60 ft range.
Immunities (Ex): A peltast is immune to bludgeoning and falling damage as well as poison.
Skills: A peltast gets a +10 racial bonus on disguise checks.
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