Converting Psionic Creatures

Here's what we had for the crystal nipper. We should drop the last paragraph, of course, but just change the "damage" in the first paragraph?

Infestation (Ex): Any living creature that takes damage from a crystal nipper swarm might also be infested with crystal nippers each round. A creature must make a successful DC 18 Reflex save to dodge the swarming nippers or bat them aside. The crystal nipper infesting the creature burrow into its flesh. An infested creature takes 1d4 points of Constitution damage per round, plus an additional 1d4 points of Constitution damage for each failed Reflex save against a crystal nipper swarm's attack. A successful DC 16 Fortitude save halves this damage. After 2d4 rounds, the sated crystal nippers crawl or swim away. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the crystal nippers inhabiting a target.

Medium or larger creatures that die from crystal nipper infestation spawn a new crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a crystal nipper swarm but this does not destroy the crystal nippers infestation, casting remove disease or a similar spell in the round afterward removes the nippers normally. Resurrection and true resurrection destroy the crystal nipper when cast.
 

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Here's what we had for the crystal nipper. We should drop the last paragraph, of course, but just change the "damage" in the first paragraph?

Infestation (Ex): Any living creature that takes damage from a crystal nipper swarm might also be infested with crystal nippers each round. A creature must make a successful DC 18 Reflex save to dodge the swarming nippers or bat them aside. The crystal nipper infesting the creature burrow into its flesh. An infested creature takes 1d4 points of Constitution damage per round, plus an additional 1d4 points of Constitution damage for each failed Reflex save against a crystal nipper swarm's attack. A successful DC 16 Fortitude save halves this damage. After 2d4 rounds, the sated crystal nippers crawl or swim away. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the crystal nippers inhabiting a target.

Medium or larger creatures that die from crystal nipper infestation spawn a new crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a crystal nipper swarm but this does not destroy the crystal nippers infestation, casting remove disease or a similar spell in the round afterward removes the nippers normally. Resurrection and true resurrection destroy the crystal nipper when cast.

Yes, that's the basic approach, but it needs quite a bit of reworking. The leeches will attach themselves to the victim, not bury into them, so it'll probably need a Ref or Dex check to remove them (by brushing them off) and a Will check to halve the damage (since it's psychic).

The DCs are presumably Dex for the attachment, Cha for the half-damage?
 

Will save for half-damage, Cha-based DC sounds right. I'm not so sure about the Ref save to brush them off, though, since you're not supposed to notice them attaching in the first place.
 

Will save for half-damage, Cha-based DC sounds right. I'm not so sure about the Ref save to brush them off, though, since you're not supposed to notice them attaching in the first place.

That's for individual leeches.

I think it'd be hard not to notice when thousands of leeches crawl over you, doing swarm damage.
 

Right, but you shouldn't notice them sticking. :)

Well, I'm not opposed to a Ref save to brush them off, as long as it has a decent racial bonus.
 

Right, but you shouldn't notice them sticking. :)

Well, I'm not opposed to a Ref save to brush them off, as long as it has a decent racial bonus.

Make it the same as their racial bonus to grapple?

Hold on, the Homebrew doesn't have a racial bonus to grapple!

Weren't we going to give them a +12, like a stirge, which would up their Grapple modifier to -4.

Hang on, they ought to have BAB +1 now they're Magical Beasts, which would increase Grapple to -3.

I prefer -4, so would lower the Strength to 1. (Besides, Str 2 seems too high. The same Str as a Diminutive Bat, Centipede, Hellwasp or Spider seems better).

I'd also let them use Dex on Swim checks.

There's also a "giant leech" in the skills that needs fixing...

I'm having second thoughts about the CR. Is 1/3 too much?

Thus:

Leech, Psionic
Diminutive Magical Beast (Aquatic, Psionic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Touch +5 melee (attach)
Full Attack: Touch +5 melee (attach)
Special Attacks: Attach, concussion blast, power drain
Special Qualities: Amphibious, blindsight 10 ft., detect psionics, scent
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Swim +9
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Warm marsh
Organization: Colony (2-5) or swarm (6-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This leech has a distinctive bluish tinge to its rubbery black hide.

Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams.

Psionic leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the psionic powers of the victim have been exhausted or a better source of food comes along.

A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness.

COMBAT

Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal.

If a psionic leech is attacked it defends itself with its concussive blast power.

Attach (Ex): If a psionic leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Psionic leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

The touch of a psionic leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.

An attached psionic leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Concussion Blast (Ps): A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.

Detect Psionics (Ps): Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th.

Power Drain (Ps): A psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.

Spawn (Ex): If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool.

Skills: Psionic leeches have a +4 racial bonus on Hide checks. A psionic leech has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It uses its Dexterity modifier instead of its Strength modifier for Swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 



I think proposed changes are fine. And I don't have a problem with CR 1/3.

I can live with a 1/3, so I guess the individual version's done.

Getting back to the swarm, how are we doing for the "attachment"?

If a swarm "attaches" to a victim, does the swarm follow the victim when (if) they move, or is the victim unable to leave their square?

We were also talking about a bunch of individual leeches sticking to a victim who escapes a swarm. How many individual leeches should that be?
 

I don't think I want the whole swarm sticking to the victim in this case. Doesn't feel right for leeches. But I do like the rot grub style stickiness. Maybe 1d4 leeches?
 

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