Sweet... I thank you, but my Al-Qadim group might not thank you.Peek up one post, and you'll have my answer.![]()
Peek up one post, and you'll have my answer.![]()
Sweet... I thank you, but my Al-Qadim group might not thank you.
These fellas seem to be medium-sized aberrations... and while they might be fairly straight forward to convert, I wonder what to do about creating them.
Regarding advancement, which has been on my mind for a while... do we worry whether or not the caster needs a Craft Wondrous Item to enchant the fruit, or simply a Craft (alchemy) check (presumably with a couple of weeks of work)?
Also, if the tainted fruit is created like a magical item... do we let them gain Fighter or Warrior levels, or do you count additional levels in on the creation process and require a higher level caster and more material costs
One major consideration, albeit a nitpicky one of practicality......I'm thinking they should have a mediocre dexterity, unlike the agile Fachan. They wear armour but still only have a mediocre AC6 - the AD&D Armour Class of an average goblin.
So, either a mail shirt or hide armour, or something lighter like leather plus a bit of natural armour...
I'm not convinced yet that since they are fairly twisted and insane that they should have a Wisdom score with a negative modifier... in fact in this case they might be all the more strong willed because of their determination to simply remain upright and dangerous. That said, I wouldn't argue against a low Wisdom for long....How about this for a beginning?
Medium Aberration
Hit Dice: 2d8+4 (13 hp)
Speed: 20 ft. (4 squares) [includes some sort of armour - studded leather?]
Armor Class: 14 (+1 natural, +3 studded leather), touch 10, flat-footed 14
Special Attacks: Fear aura, monodextrous
Special Qualities: Darkvision 60 ft., DR X/cold iron or magic
Abilities: Str 20, Dex 11, Con 15, Int 7, Wis 8, Cha 12
Feats: One plus Endurance (B)
Skills: Jump (with racial bonus) plus what else?
Hmmm, Panicked... I like the idea that these brutes can cause normal men to go running off in random directions!...Frightening Hoot (Su): When a nasnas hoots and screams, all creatures except its creator and other nasnas within a 10-foot spread must succeed on a DC X Will save or become frightened (panicked?) for 1d4+1 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nasnas's hoot for 24 hours. The save DC is Charisma-based.
One major consideration, albeit a nitpicky one of practicality...
When a spellcaster creates these things he's going to need to pay for keeping them to some extent... if not for a token amount of food, then at least space. Do we have them "grow" to useful size within a matter of days, weeks, or months? I suspect you could simply use one of the two lowest standards of living from the Upkeep rules in the DMG.
More importantly, their armor: again, this is going to sound like a very pain-in-the-ass question... but is it custom made, or does the spellcaster buy the armor and hire out some cut rate armorer to slap together two improvized suits for two nasnas?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.