Psychotic Jim
First Post
Here's a conversion for the simpathetic monster from the Planescape MCII. Does anyone know where it originally appeared. Also, should the alignment shift ability be mind-affecting?
Simpathetic
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 50 ft (good)
Armor Class: 14 (+2 size, +2 Dex)
Base Attack/Grapple: +1/-11
Attack: Beak +5 melee (1d2-4) or spit +5 ranged (1d4 fire)
Full Attack: Beak +5 melee (1d2-4) or spit +5 ranged (1d4 fire)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Charm, alignment shift, spit blood
Special Qualities: Darkvision 60 ft, low-light vision, fire immunity, spell resistance 13
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 14, Wis 14, Cha 15
Skills: Bluff +6, Hide +12, Listen +3, Move Silently +5, Sense Motive +5, Spot +5
Feats: Ability focus (Alignment shift)(B), Weapon Finesse
Environment: The Abyss (temperate and warm plains and desert)
Organization: Solitary, family (2-6), or flock (4-400)
Challenge Rating: 1?
Treasure: None
Alignment: Always chaotic evil
Advancement: 1-2 HD (Tiny)
Level Adjustment: --
An innocuous crow-like bird perches on the tree, singing a pleasant tune. It has brown and gold feathers, and its beak and leg display a dark yellow sheen.
Simpathetics are a dangerously deceptive species of bird that are native to the Abyss. Influence by its evil energies, the simpathetics, in addition to subsisting on a normal diet, feed on the goodness of mortals. A simpathetic relies on its harmless appearance and its natural charm ability to get close to a victim, and then it sucks away the poor sod’s morals like a mosquito feasts on the blood of a cow.
A simpathetic appears to be a crow but with slightly different coloring. It is known for their red plumage marking the edge of its tail and wings as well as the hateful gaze of its menacing red eyes. It can speak Common and Abyssal and can communicate with other avian life forms as well.
Combat
A simpathetic avoids open combat with human-sized beings at all costs, preferring to flee if its true nature is exposed. In open melee, all it has to rely on is its beak. It instead uses its charm ability to make potential victims friendly enough for it to get into close physical proximity and turn them evil.
Charm (Sp): At will, a simpathetic may use a charm ability that acts like a charm monster spell (Will DC 16 negates), except that it lasts only 1d6 rounds. The affected victim does not feel any conscious obedience to the simpathetic; the victim instead just feels comfortable enough to let the simpathetic come into close physical contact, like allowing it to perch on his shoulder. This is a mind-affecting ability. Caster level 8. The DC is Charisma-based
Alignment shift (Su): Each round a victim maintains contact with a simpathetic, he must make a Will save (DC 15) or turn one step towards an alignment of neutral evil.
Even if the victim makes his Will save and notices the attack, if she is charmed, the victim will not care and will act as if nothing happened. The alignment change only lasts 1d6 weeks if the individual shows a true effort to repent; otherwise it is permanent. Characters who have lost their class abilities due to alignment shift can have their abilities restored normally (via an atonement spell or similar) once their original alignment is regained. The DC is Charisma-based
Spit blood (Ex): Once per day, a simpathetic can spit a glob of burning blood that does 1d4 fire damage if it hits. A target hit must make a Reflex save (DC 10) or become blinded for 1d3 rounds. The DC is Constitution-based.
Simpathetic
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 50 ft (good)
Armor Class: 14 (+2 size, +2 Dex)
Base Attack/Grapple: +1/-11
Attack: Beak +5 melee (1d2-4) or spit +5 ranged (1d4 fire)
Full Attack: Beak +5 melee (1d2-4) or spit +5 ranged (1d4 fire)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Charm, alignment shift, spit blood
Special Qualities: Darkvision 60 ft, low-light vision, fire immunity, spell resistance 13
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 14, Wis 14, Cha 15
Skills: Bluff +6, Hide +12, Listen +3, Move Silently +5, Sense Motive +5, Spot +5
Feats: Ability focus (Alignment shift)(B), Weapon Finesse
Environment: The Abyss (temperate and warm plains and desert)
Organization: Solitary, family (2-6), or flock (4-400)
Challenge Rating: 1?
Treasure: None
Alignment: Always chaotic evil
Advancement: 1-2 HD (Tiny)
Level Adjustment: --
An innocuous crow-like bird perches on the tree, singing a pleasant tune. It has brown and gold feathers, and its beak and leg display a dark yellow sheen.
Simpathetics are a dangerously deceptive species of bird that are native to the Abyss. Influence by its evil energies, the simpathetics, in addition to subsisting on a normal diet, feed on the goodness of mortals. A simpathetic relies on its harmless appearance and its natural charm ability to get close to a victim, and then it sucks away the poor sod’s morals like a mosquito feasts on the blood of a cow.
A simpathetic appears to be a crow but with slightly different coloring. It is known for their red plumage marking the edge of its tail and wings as well as the hateful gaze of its menacing red eyes. It can speak Common and Abyssal and can communicate with other avian life forms as well.
Combat
A simpathetic avoids open combat with human-sized beings at all costs, preferring to flee if its true nature is exposed. In open melee, all it has to rely on is its beak. It instead uses its charm ability to make potential victims friendly enough for it to get into close physical proximity and turn them evil.
Charm (Sp): At will, a simpathetic may use a charm ability that acts like a charm monster spell (Will DC 16 negates), except that it lasts only 1d6 rounds. The affected victim does not feel any conscious obedience to the simpathetic; the victim instead just feels comfortable enough to let the simpathetic come into close physical contact, like allowing it to perch on his shoulder. This is a mind-affecting ability. Caster level 8. The DC is Charisma-based
Alignment shift (Su): Each round a victim maintains contact with a simpathetic, he must make a Will save (DC 15) or turn one step towards an alignment of neutral evil.
Even if the victim makes his Will save and notices the attack, if she is charmed, the victim will not care and will act as if nothing happened. The alignment change only lasts 1d6 weeks if the individual shows a true effort to repent; otherwise it is permanent. Characters who have lost their class abilities due to alignment shift can have their abilities restored normally (via an atonement spell or similar) once their original alignment is regained. The DC is Charisma-based
Spit blood (Ex): Once per day, a simpathetic can spit a glob of burning blood that does 1d4 fire damage if it hits. A target hit must make a Reflex save (DC 10) or become blinded for 1d3 rounds. The DC is Constitution-based.