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Converting Dark*Matter Creatures

Should this creature by an Aberration like half-Grays? And I'm presuming it's Medium-size, because its Dark*Matter profile matches black bears more than brown or polars.

Ability scores show up as: Strength 16, Dexterity 16, Constitution 17, Intelligence 6, Wisdom 17, Charisma 6.

For comparison, a black bear with the half-Gray template has the following stats: Strength 17, Dexterity 13, Constitution 13, Intelligence 6, Wisdom 16, Charisma 8.

Proposed stats for the d20 Modern armodont: Strength 16, Dexterity 14, Constitution 15, Intelligence 6, Wisdom 15, Charisma 7.

I guess Aberration makes sense. These things are designed to go after psychic foes, so a strong Will save would be desirable.

Do we want to give it Psionic Resistance from the Psionic Monsters SRD? It'd help it close with its psychic foes.

It also has excellent Brawl (18) and Tracking (20) abilities.

Aberrations only have medium-BABs, so I'd be tempted to give it a continuous metaphysical claw Psi-Like Ability to boost its attack and damage with a +1 or +2 enhancement bonus.

As for tracking, we could just give it Scent and a large racial bonus (+6?), but I'm also wondering whether its phenomenal tracking skill couldn't also have a psionic component - maybe it can follow a "mental scent" as well as a physical one?
 

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Armodont
CR: 2
Medium-size Aberration
Hit Die: 2d8+4
Hit Points: 13
Massive Damage Threshold: 18
Initiative: +2
Speed: 40 ft.
Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Base Attack Bonus: +1
Grapple: +4
Attack: +5 melee (2d4+4, claw)
Full attack: +5 melee (2d4+4, 2 claws) and +0 melee (1d6+2, bite)
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Special Qualities: Damage reduction 5/ballistic, darkvision 60 ft., improved grab, psionic claw, psionics resistance 8, psi-sense, psi-tracking, scent
Allegiances: Creator
Saves: Fort +2, Ref +2, Will +5
Action Points: 0
Reputation: +0
Abilities: Str 16, Dex 14, Con 15, Int 6, Wis 15, Cha 7
Skills: Move Silently +8, Speak Gray (understand only), Survival +5 (+9 when tracking by scent), Swim +5.
Feats: Endurance, Improved Damage Threshold*
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Possessions: None
*Endurance is a bonus feat

Armodonts are the "test tube hunting dogs" of the enigmatic Gray aliens, bred to sniff out traitors and other enemies of the colony. They somewhat resemble amphibian-like bears, their hairless skin stretched over a soft layer of blubber that gives them a rounded appearance. The most recognizable (and disturbing) feature of an armodont, though, is its head; a fanged maw stretches over a head that is best described as a Gray whose intellectual and cranial growth was intentionally cut short. They are elite trackers designed to withstand damage from most physical and mental attacks, but in recent years the Grays have come across a weapon that they weren't prepared for: firearms. While Gray energy weapons and fists are not a problem for the blubbery armodont, buckshot and bullets prove surprisingly effective against them.

Species Traits
Psionic Claw (Psi): An armodont's claw and bite attacks are considered under a continuous metaphysical claw effect, as the psionic power.

Psi-Sense (Psi): This ability works as a continuous detect psionics power, but works in an 80-foot radius rather than a 60-foot cone, and immediately works under the 3rd-round definition of the power.

Psi-Tracking (Psi): Armodonts are masters of tracking psionic creatures such as rogue Grays. Once they detect a psionic aura with their psi-scent special quality, they can track the creature or item that created it as if the psionic aura was a physical scent (they must make Survival checks as if tracking a creature, and can apply their racial bonus to tracking by scent). They can acquire the psionic scent of a Faint aura that is up to 1d6 minutes old, a Moderate aura up to 1d6×10 minutes old, a Strong aura up to 1d6 hours old, and an Overwhelming aura up to 1d6 days old. (see the detect psionics power for how to determine the strength of an aura). Once they've "acquired" a psionic aura's scent, an armodont can follow its trail until they fail a Survival check on their tracking attempts.

An armodont's psi-tracking can even follow the psionic trail of teleportation in a fashion similar to the trace teleport power, although this imposes a +10 adjustment to the DC of the Tracking check. Since the armodont can not teleport itself, it must either follow its quarry physically or have assistance to teleport after its prey.

An armodont's psionic tracking can be detected with detect remote viewing and blocked by a nondetection or mind blank power. The pass without trace spell does not prevent psi-tracking.

Skill Bonuses: An armodont has a +2 bonus to Swim checks, +4 bonus to Move Silently checks, and a +4 bonus to Survival checks to track by scent.


Armodonts In Dungeons and Dragons
Environment: Warm forests and swamps
Treasure: None
Alignment: Always Neutral

An armodont's damage reduction should be bypassed by magic in a D&D campaign, due to the lack of ballistic damage. They could be played as either a natural aberration of local fauna or a creation of one of the various powerful psionic races (such as the psionic aboleths).


Armodont is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter"
 
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Alright, here's the baseline. Should we add the "mental tracking" as its own special ability, or as an alteration to the scent special quality? Or does its Psionics Tracking work well enough (even if it doesn't cover mundane minds)?

*SNIP*

Psi-Sense (Psi): Armodonts are masters of tracking psionic creatures such as rogue Grays. This ability works as a continuous detect psionics power, but works in an 80-foot radius rather than a 60-foot cone, and immediately works under the 3rd-round definition of the power.

I'd make its "mental tracking" its own special ability that works in concert with its psi-sense. Perhaps something like:

Psi-Sense (Psi): This ability works as a continuous detect psionics power, but works in an 80-foot radius rather than a 60-foot cone, and immediately works under the 3rd-round definition of the power.

Psi-Tracking (Psi): Armodonts are masters of tracking psionic creatures such as rogue Grays. Once they detect a psionic aura with their psi-scent special quality they can track the creature or item that created it as if the psionic aura was a physical scent (they must make Survival checks as if tracking a creature, and can apply their racial bonus to tracking by scent). They can acquire the psionic scent of a Faint aura that is up to 1d6 minutes old, a Moderate aura up to 1d6×10 minutes old, a Strong aura up to 1d6 hours old and an Overwhelming aura up to 1d6 days old. (see the detect psionics power for how to determine the strength of an aura). Once they've "acquired" a psionic aura's scent an armodont can follow its trail until they fail a Survival check on their tracking attempts.

An armodont's psi-tracking can even follow the psionic trail of teleportation in a fashion similar to the trace teleport power, although this imposes a +10 adjustment to the DC of the Tracking check. Since the armodont can not teleport itself, it must either follow its quarry physically or have assistance to teleport after its prey.

An armodont's psionic tracking can be detected with detect remote viewing and blocked by a nondetection or mind blank. The pass without trace spell does not prevent psi-tracking.
 

Updated as per your suggestions.

If there are no other special quality suggestions, we can move on to skills and feats.

We could either max up a single skill (presumably Survival), or split up its ranks between Move Silently and Survival (2 and 3 ranks, respectivelly) to keep a bit more of its original flavor in, possibly giving it a racial bonus to these skills to beef them up as compensation.

For feats, I suggest either Endurance or Improved Damage Threshold.
 


Alright, updated, and I went with the best of both worlds on feats. Now all that's needed are the Challenge Rating and some info on armodonts in D&D. Any suggestions on either front?
 

Go with both skills, maybe a +2 racial bonus to Move Silently and +4 to Survival.

I'd split the skill ranks between Move Silently and Survival, then give it a +4 racial bonus on Survival checks to track prey by scent like a wolf.

+2 to Move Silently seems a bit low, I'd make it +4 as well.

Oh, and since it describes these things as bear-like how about giving it a +4 racial bonus on Swim checks, like a Black or Brown bear?
 

Alright, updated, and I went with the best of both worlds on feats. Now all that's needed are the Challenge Rating and some info on armodonts in D&D. Any suggestions on either front?

Challenge Rating 2? They're roughly as nasty as a leopard.

Maybe warm forests and swamps for their Environment?

No treasure.

Neutral probably makes the most sense for an alignment, they're not that much more than beasts.
 

Updated.

If there are no objections, we can move onward to a new creature.

Also, as an aside, should I provide links to the converted creatures in the list in the first post?
 


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