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Converting Creatures from Other Campaign Settings

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I agree they're better as Outsiders than Aberrations.

Rather than increasing their Dex I'd suggest increasing their Cha to produce the target AC, since these things are almost personifications of rage I think they should have impressive Charismas (but little brains to direct them).

Also, why have you given them Con 15? I'd have thought they would have Con around 10, like Will-o'Wisps.

e.g.:

Diminutive, Str -, Dex 29, Con 11, Int 3, Wis 10, Cha 20
 

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Rather than increasing their Dex I'd suggest increasing their Cha to produce the target AC, since these things are almost personifications of rage I think they should have impressive Charismas (but little brains to direct them).

That works for me.

Also, why have you given them Con 15? I'd have thought they would have Con around 10, like Will-o'Wisps.

Because it was between xeg-yi's and trilloch's scores. That said, I think Con 11 is fine, since they are dinky and have wicked-good AC.

Updated.
 

You know, now that I think about it, what seems best is giving them a "merge with host" ability (see below) and then adapt the trilloch's control rage to only affect the host.

Merge with Host (Su): Once per round, a death shade can merge with a corporeal creature. If the creature succeeds on a DC X Will save, the death shade is expelled and cannot attempt to merge with that creature for 24 hours. On a failed save, the creature becomes the death shade's host and may be victimized by the death shade's control rage ability. A death shade's host has a faint/moderate/strong? evil aura when examined with the detect evil spell. The save DC is Charisma-based.
 

You know, now that I think about it, what seems best is giving them a "merge with host" ability (see below) and then adapt the trilloch's control rage to only affect the host.

Merge with Host (Su): Once per round, a death shade can merge with a corporeal creature. If the creature succeeds on a DC X Will save, the death shade is expelled and cannot attempt to merge with that creature for 24 hours. On a failed save, the creature becomes the death shade's host and may be victimized by the death shade's control rage ability. A death shade's host has a faint/moderate/strong? evil aura when examined with the detect evil spell. The save DC is Charisma-based.

So how do you separate the shade from its host?
 

Good point. Here's the original text:

Death shades do not leave a host unless the host has been killed. If a PC becomes infested with a death shade, only a wish or limited wish can remove it from the PC's body. Amulets of Life Protection are the only items which prevent death shade infestation.

If the creature's current host is killed, it transfers out of the host body, infesting the strongest creature within 20 feet, and this creature becomes its new host.

I kind of think even limited wish is a bit much for the HD and likely CR, though. I might allow dismissal or dispel evil to work. As for prevention, I'm not sure what an amulet of life protection is in 3e terms, but we might consider protection from evil and/or magic circle vs evil, or things like consecrate or hallow.
 

I kind of think even limited wish is a bit much for the HD and likely CR, though. I might allow dismissal or dispel evil to work. As for prevention, I'm not sure what an amulet of life protection is in 3e terms, but we might consider protection from evil and/or magic circle vs evil, or things like consecrate or hallow.

Yes, that's pretty similar to what I was thinking. Certainly we ought to have protection from evil have its usual anti-possession effect.

I wouldn't use consecrate or hallow, since these aren't Undead, but dispel evil and its ilk are fine.
 

Ok, to prevent: protection from evil, magic circle vs evil, and similar.
To remove: dispel evil, dismissal, banishment, and similar.

Sound good to everyone?
 


Help fill in the ?, people! ;)

Merge with Host (Su): Once per round, a death shade can merge with a corporeal creature. If the creature succeeds on a DC X Will save, the death shade is expelled and cannot attempt to merge with that creature for 24 hours. Protection from evil, magic circle vs evil, and similar magic prevent the death shade from merging with a protected host. On a failed save, the creature becomes the death shade's host and may be victimized by the death shade's control rage ability. A death shade's host has a faint/moderate/strong? evil aura when examined with the detect evil spell. A death shade can be expelled by the host's death or by successful use of a dispel evil, dismissal, or banishment spell against the death shade. The save DC is Charisma-based.
 


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