Converting Al-Qadim creatures

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Challenge Rating: 4?

Treasure: Standard?

Advancement: 6-15 HD (Medium)?

Level Adjustment: +6?

Al-jahar stand 5 to 7 feet tall and weigh x to x pounds.

Challenge Rating 4 sounds right.

Standard treasure's fine by me. The original had gems (Type Q) and copper & silver coins (Type O), but giving them the potential to have magic items suits me.

Advancement's fine.

They don't seem suitable as PCs, so I wouldn't give them a LA.

Since they're made out of "sparkling light", they probably don't weigh much - 75 to 150 pounds?
 

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Not an earth-shattering improvement, but yeah... shimmer works better.

When I say the description out loud, 'wavers' makes me think the thing is signing legal documents. ;)

I agree with myself any yourself.:)

This winged humanoid looks as though it were composed of sparkling white motes of light. Its genderless form shimmers like a heat-mirage, giving the creature an otherworldly appearance.
 


It looks pretty nailed down to me. Which one should we tackle next? Alphabetical in City of Delights or just hit Pasari-Niml or Tatalla?
 




There are a couple of minor niggles in the power descriptions.

I'd like to mention the opinicus's gaze attack in the Immunity to Light SQ, e.g.:
Immunity to Light-Based Attacks (Ex): Al-jahar are immune to all light-based attacks, except those that have a special effect against evil outsiders, such as the sun-sparkle gaze of the opinicus.
Also, it looks like we have too many suches in the first sentence of Feed on Emotion:
Feed on Emotions (Su): An al-jahar can feed off emotional energy, but it can only feed off intelligent creature gripped by strong negative emotions (rage, lust, greed, et cetera), although such emotions can be natural or induced by such spells such as domination, fear or rage.
That's just plain ugly, how about:
Feed on Emotions (Su): An al-jahar can feed off emotional energy, but it can only feed off intelligent creature gripped by strong negative emotions (rage, lust, greed, et cetera), these emotions can be natural or induced by spells such as domination, fear or rage. An al-jahar can attempt to feed off all creatures within a 30 ft. radius. Any creature gripped by a hateful passion must attempt a DC 17 Will save, if they fail they take 1 Charisma damage and can not be affected by any al-jahar's feed on emotions attack for the next 24 hours. The save DC is Charisma-based.
 


Opinicus
From the City of Delights Monstrous Appendix sheets.

OPINICUS

CLIMATE/TERRAIN: Any surface ruins
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very to exceptional (11-16)
TREASURE: A
ALIGNMENT: Chaotic good
NO. APPEARING: 1-2
ARMOR CLASS: -2
MOVEMENT: 21, Fl 30 (MC: B)
HIT DICE: 7+7
THAC0 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3 / 1-3
SPECIAL ATTACKS: Spells, rear claws for 1d6/1d6
SPECIAL DEFENSES: Spells, gaze
MAGIC RESISTANCE: 35%
SIZE: M (3 ft. at shoulder, 12-ft. wingspan)
MORALE: Steady (11-12)
XP VALUE: 10,000

An opinicus (the term is plural as well as singular) is a desert-dwelling creature of good will. It is an odd-looking creature, seemingly a blend of several creatures. This friendly psionic beast looks like a camel with an eagle's wings, a monkey's face and hands, and a lion's mane and tail. Its forepaws have opposable thumbs and can be used to grasp and wield objects of various sorts. Most opinicus are colored a light buff to a golden brown with slightly darker faces and wings.

Though some sages may suggest the opinicus is one of the classic "mad wizard's experiment," it is a breed unto itself, and an ancient one at that, with roots in Zakhara's Haunted Lands and Ruined Kingdoms. Most speak an older dialect of Midani, though some of them hint they have a language of their own; if so, it is never spoken around other creatures.

Combat: Opinicus seek to avoid combat in most cases, but are adamant opponents of evil. They attack all evil creatures and have a special hatred of undead and al-Jahar, attacking any of those monsters on sight. Opinicus fight sometimes to aid a good cause.

Opinicus have very keen senses and are never surprised. They are also stealthy, and opponents suffer a -2 penalty to surprise rolls, -5 if the opinicus is in its home environment,

Despite its rather ridiculous appearance, the opinicus can be deadly in combat, flying into opponents when space permits. It attacks using its front claws for 1-3 points of damage each. If both front claws hit, or if the opinicus is flying, it also rakes with its rear claws, which cause 1d6 damage apiece.

Opinicus also have spellcasting abilities and spell-like powers. They have the spell capacity of a 7th level cleric with a Wisdom of 18, and they can also turn undead. Each can also cast holy word and heal, each spell three times per day. Though mainly for defensive purposes, some of their spells can be used offensively as well. If the DM wishes, opinicus can be considered kahins or hakimas, but seldom other kits.

Opinicus can become ethereal at will (as per plate mail of etherealness) and use this ability to travel away or to become insubstantial. They also have several transportation-related psionic powers.

In addition to their other powers, opinicus have a glowing sun sparkle gaze. It emanates in a cone-shape 20 feet long and 10 feet wide at the base. Once per turn (10 minutes), an opinicus can use the gaze to harm undead and creatures of the lower planes; these creatures suffer 2d8 damage, half if they roll a successful saving throw vs. spell.

Though opinicus usually save their psionic powers for traveling and playing pranks, they use them for self-defense if pressed. Inertial barrier and dimension walk are of particular use in self-defense.

Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
5 2/ 3 / 10 All/All per ability 150

Opinicus have the following psionic powers:
~ Psychoportive - Sciences: probability travel, teleport. Devotions: astral projection, dimensional door, dimension walk, dream travel, teleport trigger, time/space anchor.

~ Psychokinesis - Sciences: telekinesis. Devotions: animate object, control wind, inertial barrier, levitation.

For purposes of psionics, opinicus have a Constitution of 16.


Habitat/Society: Opinicus usually live in old ruins, such as a deserted city, palace, or temple. They are occasionally encountered elsewhere, usually on some mission for a good cause. Despite the creatures' penchant for joking and playing pranks, good creatures seldom refuse their aid.

Since opinicus are so ancient (often living for centuries), and because they are found in the Haunted Lands and the Ruined Kingdoms, they are assumed to be an ancient beneficial race. Some wise folk say they were summoned from the outer planes to battle al-Jahar and vargouilles.

Ecology: Opinicus have little impact on their environment, though they sometimes clean the ruins they inhabit or create works of art, usually sculpture.
Right out of the gate:

Presumably it is an Outsider
CLIMATE/TERRAIN:
Any surface ruins
ORGANIZATION: Solitary
INTELLIGENCE: 16
ALIGNMENT: Chaotic good
NO. APPEARING: 1-2
ARMOR CLASS: Possibly a good Dex, some kind of natural armor, and possibly a Deflection bonus if it is an Outsider
MOVEMENT:
Possibly a speed of 40 or 50, with a 50 or 60 Fly speed, maneuverability rating might be Good
HIT DICE: 7d ? (plus 21 hit points from Con)
SIZE: M (3 ft. at shoulder, 12-ft. wingspan)


Psionics ought to make this fella interesting! :D
 

I actually get Magical Beast from the description and "mad wizard's experiment" phrase. I guess I could see Outsider (native) from that bit at the end, but I'm not sure I'm completely sold on that.

Agree that these are interesting! SLAs, cleric casting, and psionics! Does this sound more like innate manifestation or PLAs?

Besides Int 16, I think we've got enough info to support Con 16 and Wis 18.
 

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