Converting Creatures from Other Campaign Settings

freyar

Extradimensional Explorer
Yeah, on further thought, CR 5 is good. They're sort of glass cannons, but they should also be pretty good at surrounding themselves with meat shields to alleviate that. ;)

Tactics: Tso order their slaves and summoned monsters into melee with little regard for their safety and spend subsequent rounds casting protective spells on themselves. Given time, a group of tso may cast offensive spells, but they usually avoid expending the resources; after all, slaves are cheaper than spell slots! On the other hand, a tso will make liberal use of its spells to make a profitable business deal and isn't above using its enslave ability on an unwary customer.
 

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Cleon

Legend
Yeah, on further thought, CR 5 is good. They're sort of glass cannons, but they should also be pretty good at surrounding themselves with meat shields to alleviate that. ;)

Tactics: Tso order their slaves and summoned monsters into melee with little regard for their safety and spend subsequent rounds casting protective spells on themselves. Given time, a group of tso may cast offensive spells, but they usually avoid expending the resources; after all, slaves are cheaper than spell slots! On the other hand, a tso will make liberal use of its spells to make a profitable business deal and isn't above using its enslave ability on an unwary customer.

Some of that looks like it belongs more in background info than tactics.
 

freyar

Extradimensional Explorer
The bit about business deals? Yeah, unless you consider diplomacy and combat two sides of the same coin. ;) Still, do you have other suggestions for tactics and/or background?
 

Cleon

Legend
The bit about business deals? Yeah, unless you consider diplomacy and combat two sides of the same coin. ;) Still, do you have other suggestions for tactics and/or background?

A horrible little creature with a spiderlike body and a long neck and head resembling a predatory eel, save for the head's pointed ears. The creature appears intelligent, for it bears equipment. It walks on four hind legs and has four arms with long-fingered hands that would look delicate if it weren't for their formidable claws. Entirely hairless, its body is covered in shiny chitin, with leathery black hide on the joints and eel-like portions.

Tso are relatives of the neogi who journey the planes in search of wealth. They possess the same enslaving power as their kin and are seldom encountered without a retinue of slaves. Groups of tso can use a time-consuming form of cooperative magic to weave spells of formidable power, this cooperative magic is incomprehensible to non-tso.

Highly sociable, a tso rarely strays far from others of its kind. Family bands of tso, known as broods, travel in flying vessels, most commonly a spider-shaped ship called an aracheon, aracheas, or arachantine. Broods are led by the most powerful tso, typically a sorcerer of at least 6th level, although some base their power on another class or the possession of a mighty slave. Spellcasting tso leaders usually select metamagic feats as their level increases.

Tso are insatiably avaricious. No act is too contemptible or treacherous for a tso if there's profit in it, save for one - they always keep a contract. Tso will only act on a deal once they have an ironclad contract, but they'll take a contract for kidnapping, sabotage, murder and soul-trapping as readily as one for smuggling, slave-trading or even honest trade. It matters not to them whether they're shipping medicine for a deva to save a city or selling an iron cage of larva to a devil. Tso are extremely devious, and use cunning wording or complex sub-clauses in a contract to trick clients into paying more for less. They reckon anyone who signs a contract that may lead to penury or slavery deserves what they get. Tso will make liberal use of spells to make a profitable business deal and aren't above using their enslave ability on an unwary customer. Their contract negotiations with devils are infamous for their deceitfulness and complexity.

Tso reproduction resembles that of neogi. A brood selects one of their older members and paralyzes it with venomous bites that trigger the parent-to-be's transformation into a breeding stage. The elder tso is immobilizes and possessed by ravenous hunger, it eats constantly for 8 to 10 weeks and then 3 to 6 infant tso burst out its swollen body, killing their parent. Unlike neogi spawn, newborn tso are intelligent creatures that look (and act) like tiny versions of the adults. They become active members of their brood's hierarchy within a year. If a brood's population becomes too large for its flying vessel, it'll try to alleviate the pressure by dispatching permanent trading parties, but eventually the over-large brood must split up and build a new ship. This is a time of great danger, uncertainty and intrigue among tso.

A tyical tso stands 5 1/2 feet tall and weighs about 120 pounds.

Tso speak Common, even among themselves, and most also know Celestial, Draconic and Infernal.

COMBAT
Tso avoid melee, preferring to cast spells or use their enslaving ability from a safe distance. They go to great lengths to let their slaves and summoned monsters do their fighting for them but are surprisingly capable combatants if given no other option. While tso try to avoid throwing away the lives of their slaves, as it's poor business to lose valuable property, they always put their own lives ahead of any slave's.

A portion of tso in an encounter will often be armed with a simple darkwood polearm (quarterstaff, spear or longspear) instead of the sample tso's rapier and darkwood shield. A typical tso has a +6 melee attack with a darkwood polearm and is AC 19 instead of 20, since it has no shield bonus.
 

freyar

Extradimensional Explorer
A problem with the tactics: enslave requires touching the victim, so they can't use it at a safe distance. Why don't we drop that from the first line and later note that they use enslave rarely in combat, preferring to take prisoners in battle and use it on them?

Otherwise, I think we should change "larva" to "larvae" to make it plural. Also, in the 2nd line of the reproduction paragraph, there's a typo --- it should be "immobilized" instead of "immobilizes."
 

Cleon

Legend
A problem with the tactics: enslave requires touching the victim, so they can't use it at a safe distance. Why don't we drop that from the first line and later note that they use enslave rarely in combat, preferring to take prisoners in battle and use it on them?

Oh dang, regular Neogi have 30 foot range Enslave, I forgot the Tso version was a touch attack. While we could change it to ranged like the Neogi version, I'd rather rephrase the tactics.

I can easily imagine a tso using enslave in a melee to compel an attacker to become its bodyguard.

Otherwise, I think we should change "larva" to "larvae" to make it plural. Also, in the 2nd line of the reproduction paragraph, there's a typo --- it should be "immobilized" instead of "immobilizes."

It's still a work in progress, that "immobilizes" worked before I rephrased that sentence. It does need changing, and that "larvae" too.
 

freyar

Extradimensional Explorer
Was ranged enslave vs touch enslave a difference in the original neogi vs tso as well?

Well, I don't think it needs much work. Just drop "or use their enslaving ability" from the first sentence of tactics.
 

Cleon

Legend
Was ranged enslave vs touch enslave a difference in the original neogi vs tso as well?

The original Neogi didn't have enslave, they had a special ability to command umber hulks that was "akin to the effect of the charm monster spell", and used regular spells and umber hulk overseers to keep their other chattels in line. Their umber hulk mastery was due to brainwashing of captive umber hulks, it didn't work on "wild" hulks.

Far as I can tell, it's the Tso who introduced the enslave power, so I'm inclined to make it as good as or better than the 3E Neogi version.

Well, I don't think it needs much work. Just drop "or use their enslaving ability" from the first sentence of tactics.

Or we can give the enslaving ability a range. :cool:
 

freyar

Extradimensional Explorer
Well, you present good evidence that the enslave ability for the tso should be better than that for the neogi. I'd add a range slightly longer than the neogi's and maybe increase the number of allowed slaves (or times per day), too.
 

Cleon

Legend
Well, you present good evidence that the enslave ability for the tso should be better than that for the neogi. I'd add a range slightly longer than the neogi's and maybe increase the number of allowed slaves (or times per day), too.

Hmm, the Tso's writeup puts no limit on how often it can use enslave.

It does say "a brood of tso can have anywhere from 2 to 3 times their own number of charmed slaves and guards", which suggests they can't enslave that many more victims than neogi. If they keep a "slave slot" or two free to enslave better prospects they come across, they could easily have the same 1 + Cha bonus enslaving limit of the 3E Neogi.

How about giving it the same 30 ft. range as a Neogi's enslave but making it at-will?

Enslave (Su): A tso can try to enslave any one living creature within 30 feet as an at-will standard action. This ability functions similarly to a dominate monster spell (caster level 16th; Will DC 18). An enslaved creature obeys the tso's telepathic commands to the letter. The subject can attempt a new DC 18 Will save every 24 hours to break free. Otherwise, the tso's control is broken only by the death of the tso or the enslaved creature, by a remove curse or dispel magic effect, or if the tso travels more than 1 mile from the enslaved creature. At any given time, a tso can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifier (but tso also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based and includes a +2 racial bonus.
 

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