Converting Forgotten Realms monsters

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Added to Homebrews.

A holy word drives the spirit of a mara from its stone body, but if the body stands where light cannot reach, a mara spirit may later return.

Thoughts on that?

Mara are huge fey creatures that roam cold regions, hunting all creatures in their paths.

Environment: Any cold?

Crashing through underbrush and forested areas, they shake the ground with their tread, and even deep snow does not hinder them. A mara plows a trail or swath up to six feet wide with its body. Mara-trails often afford the only passage through the snowfields of the frozen north.

Movement never penalized by terrain features?

A mara is very slow, but very strong and fearless. Its keen senses let it track its quarry by scent, with the same chance of success as a ranger.

Scent? Track as a bonus feat?

However, the creature has little or no mind. It cannot comprehend someone leaping a gap or from one tree to another. If the prey takes refuge in a structure or faces a mara in open battle, the mara is a deadly foe. It can effortlessly uproot trees and crush undergrowth, and the icy grip of its stone claws can crush armor, flesh, and bone alike.

Double damage against objects, like a treant?

Mara are subservient to tanar’ri and other powerful lower planar creatures of like alignment. Further, they can sense the presence of such creatures within a day’s ride and move to aid or join them if possible. The creatures cannot gate mara in, however. If more than one chaotic evil lower planar creature is present, the mara obeys the most powerful. Typical simple commands that mara might receive from their master include orders to search here and there, to find and slay, or hold, a certain creature, and include a mental picture of the quarry or places to search for it.

Continuously detect chaotic evil outsiders to a range of 1 mile?
 

Scent, track, double damage, ignores terrain features and detecting CE outsiders... all good. Not sure about the spirit comes back to the body thing.
 

Updated.

Trample seems appropriate for them, eh?

At one time we discussed giving them DR/cold iron to make them more like demons and fey. Wanna add that?
 


I'd agree to all that. I'm also not sure about the re-inhabitation. I guess I'm still not sure how we're handling the separate spirit-body thing.
 

I'm still not real sure on that either. ;)

I suppose we could make the mara an incorporeal outsider, and let it inhabit these bodies like a possessing fiend, but I can't really see a use for them outside the bodies.

Anyway, it has been updated.

Suggested damage for the claws and bite?
 

Maybe 2d6 and 2d8?

For the re-inhabitation, I was just thinking that the sunlight vulnerability could effectively paralyze them. Then, say, a DC X Will save could allow them to regenerate after X days, sort of like a ghost. The bit about spirits, etc, could be flavor text.
 


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