I’m thinking, possibly, we might want to raise the Con a bit to reflect this. In 1E/2E it would have had 10 hp at only 1 HD. Raising the Con to 22 to give it 10 hp now might be a bit much though.HIT DICE: 1 + 6
Dragon 101 said:NO. OF ATTACKS: 1 horn and 1 fang slash
DAMAGE/ATTACK: 4-7/1-3
Dragon 101 said:SPECIAL DEFENSES: Spell and psionic immunities
PSIONIC ABILITY: Nil
Attack/Defense Modes: See below
Dragon 101 said:They have ultravision out to a 20” range and infravision to 15“, both of which are useful in their nighttime hunting.
Dragon 101 said:Their greatest threat to prey is the ability of each orpsu to use, once per day, a weak form of hold monster (as the 5th-level magic-user spell, against any single living target within 6“; target saves at +2, success indicating the target is affected as if by a slow spell). This hold effect (or slow, if save is made) lasts for 2-5 rounds, and is the means by which orpsu catch and overcome most of their prey.
MC11 said:Once per day, an orpsu can use a weak form of hold monster (as the fifth-level wizard spell, except that only a single living being within 60’ can be attacked). If the target successfully saves (at +2) against this power, it is affected as if by a slow spell.
Dragon 101 said:Orpsu can fly by some form of natural levitation combined with propulsion provided by the flailing of their tails. However, they are relatively slow and clumsy in the air, and generally only try to swoop down on prey after it has been held or slowed.
MC11 said:Orpsu fly by natural levitation, propelling themselves forward by flailing and wriggling their tails, and steering by angling the membrane “wings” of their horns as they tilt their bodies.
Dragon 101 said:Any wound inflicted by an orpsu horn will continue to bleed (the victim losing 1 hp per round thereafter) until the wound is bound or some form of curative magic is applied.
MC11 said:Any wound caused by one continues to bleed (the victim losing 1 hp/round thereafter) until the wound is bound up (and the victim refrains from combat or other strenuous activity for at least 1 turn), or curative magic is applied.
Dragon 101 said:Orpsu will not attempt to drain blood unless a victim is held or until it collapses from wounds and blood loss. Its tentacles can penetrate a victim’s skin and provide some holding power, and the orpsu can also affix itself to a victim by coiling its tail around the body or an extremity of the prey. (The creatures have no legs or feet, and cannot move across solid surfaces.)
The blood drain of an orpsu will sap 1-2 hp per round from a victim until the victim dies or the orpsu is knocked or rubbed off—not difficult to do but requiring conscious effort (and the ability to move) on the part of the victim.
MC11 said:Orpsu only attempt to drain blood from victims who are held, asleep, or who have collapsed. Up to a dozen soft, flexible white tentacles emerge from slits in an orpsu’s belly (into which they retract when not needed). Orpsu have no barbs or claws to grip victims, and instead glide down to a flapping halt above chosen prey, onto which they settle heavily. The tentacles penetrate the victim’s skin, providing some holding power, and the orpsu usually wraps its tail around the victim’s body, limb or extremity. On the round after settling, the orpsu’s blood drain begins. It takes 1-2 hit points of blood per round, until the victim dies or the orpsu is knocked off (this is not difficult if the victim is conscious and able to move). A physical attack by another being usually causes a draining orpsu to bound into the air with a powerful coiling and whipping of its tail, and fly away. Orpsu have no known blood-satiation point. They remain alert when draining, and will abandon a victim rather than face certain death by remaining.
Dragon 101 said:Orpsu can communicate only with others of their kind, employing a sort of limited telepathy (2" range) which is incomprehensible and confusing to others who may try to “overhear.”
MC11 said:Orpsu emit no calls or noises, and can communicate only with others of their kind, employing a limited, 20’-range telepathy that is incomprehensible to other beings employing magic or natural powers to mentally eavesdrop.
Dragon 101 said:The creatures are immune to charm, suggestion, domination, and hold magic, and psionic powers of similar nature, but otherwise have standard magic resistance.
MC11 said:Their peculiar mental activity renders them immune to charm, suggestion, domination, and hold magic and similar mental powers and spells.
Breakin 2...Electric Boogaloo!BOZ said:Breakin it down!
Why not give it Toughness, either as a feat or bonus feat, and then keep the Con score a bit lower?BOZ said:I’m thinking, possibly, we might want to raise the Con a bit to reflect this. In 1E/2E it would have had 10 hp at only 1 HD. Raising the Con to 22 to give it 10 hp now might be a bit much though.
Hmmm....why not boost it up to 1d6, and raise Str to 10?BOZ said:Another thought here. Since we gave it a Str penalty, we might want to do something to reflect the higher damage rating of the horn. I have it with 1d4 so far, but with a –2 damage penalty that will only do a measly 2 damage at most.
A couple of options...give it psionic resistance equal to spell resistance, or just give it spell resistance under the assumption that the psionics=spells if not using the psionic rules (which I believe is the standard in most non-psionic products).BOZ said:This suggests a resistance to certain types of psionics, explained better below. We can make that a separate ability if need be, but it can always just tie in with a resistance to spells. This is not used in the 2E version – likely because of 2E’s aversion to psionics.
Both.BOZ said:low-light vision and darkvision, or just darkvision?
That it does.BOZ said:sounds like a magical based paralysis attack.
Thus.BOZ said:thus, their supernatural flight capability.
Wounding, the magic item ability, now does 1 point of Con damage. However, I've seen 3.5 monsters with abilities that mimic the "old school" wounding, so I'd go with that.BOZ said:I think this comes from any physical attack. Probably an Ex ability. How does “wounding” work now?
Agreed.BOZ said:Works sort of like the stirge except without Attach.
Once more, agreed.BOZ said:really weak telepathy.
I think that should cover it.BOZ said:is “immune to mind-affecting effects” enough or should I add something about resisting mind-affecting psionics?
Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.