Converting Planescape monsters


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Agreed. Next...

The Dark: The Wyrm

Over the countless generations that the strain of wyvern known as the Mercykiller Wyrm has been out on the Great Ring, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills. Its wings are well-nigh vestigial stubs, able to flap and carry the beast aloft for a mere minute or two before its weight brings it back to the ground.

Wyrm venom is a valued commodity, since it is the primary ingredient in the Cager version of a potion of truth, which functions just like a ring of truth. Berks forced to drink the potion (a simple matter of pinching their nostrils shut while pouring it into their maw—anyone who doesn’t swallow drowns) will be affected for 1-6 turns. The Mercykillers consider this much more humane than the alternatives. (Shudder.)

The Great Green Wyrm of the Mercykillers: AC 0; MV 9; FL 18 (E); HD 9+9; hp 80; THAC0 13; #AT 2; Dmg 2d10/1d10 plus poison; SZ G (40’ long); ML elite (14); Int low (5); AL NE; XP 10,000.

Anyone attacking or even molesting the Wyrm will suffer the full wrath of the Mercykillers and will be hounded out of the city by their constant attempts to exact justice for the crime. This includes disturbing the Wyrm to gather its valuable venom, which the Mercykillers (not unreasonably) consider their exclusive property.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 

Here's the 2e wyvern for comparison...

Wyvern
CLIMATE/TERRAIN: Temperate mountain forests and jungles
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Dusk and dawn
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: E
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVEMENT: 6, Fl 24 (E)
HIT DICE: 7+7
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (35' long)
MORALE: Very steady (14)
XP VALUE: 1,400

The stinger injects poison (type F) into the wound, against which the victim must make a save vs. poison or die. Even if the saving throw is successful, the victim suffers 1-6 points of physical damage from the sting.
 

Anything about what the wyrm's poison does when you get stung with it? Same as wyvern, still the truth spell (wouldn't seem super-useful in combat), or should we make something up?
 

Anything about what the wyrm's poison does when you get stung with it? Same as wyvern, still the truth spell (wouldn't seem super-useful in combat), or should we make something up?

How about it makes them go into a trance, so they can't fight effectively?

Could treat it as sickened or a flat -X penalty on all attacks, saves and checks.
 

Digging further into the source material...

...the Wyrm’s venom induces delirium, making it easier for Mercykiller inquisitors to extract confessions from their charges, which in turn makes the duty of the Guvners’ judges easier, and guarantees that the poor sods return to the Mercykillers’ hands.

It sounds like the venom doesn't necessarily indicate truth...just makes the victim so delirious as to force a "confession".

In that case, sickened is probably appropriate, probably paired with some penalty to mental ability scores. Maybe a feeblemind effect?
 

Getting back to basics for a minute, it's bigger, has 2 more HD, 3 better AC, is faster on land, and slower in air.

A standard wyvern shrunk from G to L in 3e. A wyvern advanced to 9 HD would be Huge, which I think is appropriate here.

So, take a standard wyvern, advanced to 9 HD and Huge, keep Dex unchanged, and modify speed and reduce maneuverability to clumsy?

Thus...

Huge Dragon
Hit Dice: 9d12+36 (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Sting +15 melee (1d8+8 plus poison) or talon +15 melee (3d6+8) or bite +15 melee (3d8+8)
Full Attack: Sting +15 melee (1d8+8 plus poison) and bite +13 melee (3d8+8) and 2 wings +13 melee (2d8+4) and 2 talons +13 melee (3d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 27, Dex 12, Con 19, Int 6, Wis 12, Cha 9
Skills: Hide +7, Listen +13, Move Silently +11, Spot +16, 8 more
Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack (B), 1 more
Environment: Warm hills
Organization: Solitary
Challenge Rating: x
Treasure: Standard
Alignment: Always neutral evil?
Advancement: 10 HD (Huge); 11–21 HD (Gargantuan)?
Level Adjustment: —
 
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Getting back to basics for a minute, it's bigger, has 2 more HD, 3 better AC, is faster on land, and slower in air.

A standard wyvern shrunk from G to L in 3e. A wyvern advanced to 9 HD would be Huge, which I think is appropriate here.

So, take a standard wyvern, advanced to 9 HD and Huge, keep Dex unchanged, and modify speed and reduce maneuverability to clumsy?

That sounds good, although I don't care for the 10 HD (Huge); 11–21 HD (Gargantuan) Advancement.

I'd prefer 10-21 HD (Huge); 22-27 (Gargantuan).
 

That sounds good, although I don't care for the 10 HD (Huge); 11–21 HD (Gargantuan) Advancement.

I'd prefer 10-21 HD (Huge); 22-27 (Gargantuan).

I'm hoping you meant 10-21 HD (Gargantuan); 22-27 (Colossal). If so, I agree. If not, let's do battle!

Added to Homebrews.

Thoughts on the poison suggestion upthread?
 

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