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Converting "generic setting" second edition monsters

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BOZ

Creature Cataloguer
this one should be a nice little challenge. :) template?


1E Monster Manual II:

VAGABOND

FREQUENCY: Very rare
NO. APPEARING: As form
ARMOR CLASS: As form
MOVE: As form
HIT DICE: As form
% IN LAIR: 0
TREASURE TYPE: See below
NO, OF ATTACKS: As form
DAMAGE/ATTACK: As form
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: As form
MAGIC RESISTANCE: As form
INTELLIGENCE: Genius to supra-genius
ALIGNMENT: Neutral (any)
SIZE: As form
PSIONIC ABILITY: 201-300
Attack/Defense Modes: All/all
LEVEL/X.P. VALUE: Variable

A vagabond is a life force of unknown origin, possibly from a far planet, parallel universe, or undiscovered plane. Though very rare, it may be encountered anywhere. The life force occupies the form of any one intelligent corporal creature indigenous to the area in which it is encountered, apparently forming or controlling the body for its own ends. A vagabond is often immediately recognizable if communication is established, as its odd speech and behavior patterns (always atypical of the form assumed) indicate its unfamiliarly with local customs and expectations.

As vagabonds may have nearly any appearance (though they have no power to change the form once assumed), their movement rates and other physical characteristics are those of the creatures, The vagabond is typically very inquisitive, often about mundane or personal details. If attacked, it will use its form to defend (or retreat) as best possible. If invited to accompany a party for an adventure, however, it will usually agree (90%), offering its form as an asset for use in exploration and (if necessary) combat. If the body is slain, the vagabond life force will depart, never to return. It an entire adventure is completed, the creature will give a special gift to each party member before departing, It can enchant any gem with a variety of word of recall (3 uses per enchantment) and will enchant 1 gem per character accompanying it on the adventure by way of thanks. (Only the possessor will know the 1-segment phrase needed to activate the gem).

Vagabonds are creatures of legend, and nothing is known of their true forms or society (if any). They are immune to all forms of mental attack or control, save psionics.



Complete Psionics Handbook:

Vagabond

CLIMATE/TERRAIN: As host
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: As host
DIET: As host
INTELLIGENCE: Genius to Supra-genius (17-20)
TREASURE: As host + special
ALIGNMENT: Neutral (any)

NO. APPEARING: 1
ARMOR CLASS: As host
MOVEMENT: As host
HIT DICE: As host
THAC0: As host
NO. OF ATTACKS: As host
DAMAGE/ATTACKS: As host
SPECIAL ATTACKS: As host, psionics
SPECIAL DEFENSES: As host, psionics
MAGIC RESISTANCE: As host, immune to mental spells
SIZE: As host
MORALE: Steady (11-12)
XP VALUE: As host + 4 Hit Dice

It is difficult to say what a vagabond really looks like, because they can mimic countless other creatures in form. They are an alien life force of unknown origin. They are always encountered in the form of an intelligent, corporeal creature indigenous to the area (a creature with at least animal intelligence).

Vagabonds can assume such forms in one of three ways. First, they can simply form the body with their unusual powers. When this occurs, the vagabond looks like a small blob of ink which appears on the ground, then quickly enlarges into three dimensions, filling out, then forming the finer details. Such a change can be tremendously terrifying if the chosen form is something like a wolfwere. Secondly vagabonds can take over a freshly dead body, curing it of all ailments. Lastly, they can inhabit a living body. In this last form, they are like back-seat drivers who make strong suggestions: they cannot do anything which the host life force does not want them to do. Thus, a possessed horse wouldn't jump off a cliff unless it felt safe or confident about the jump. As noted above, vagabonds take the form of any creature with at least animal intelligence. They rarely inhabit forms of higher intelligence, however , such as player character races.

Once they have assumed a form, vagabonds are locked into it and cannot leave, except with the typical psionic powers such as switch personality (which is one of their favorites).

If they are communicated with, it will soon become t that something is amiss, for they have none of their form's knowledge as to speech, behavior, customs, or expectations. However, they are able to use all of its attack and defense forms as well as movement and essential functions. Of course, many of these will be performed in strange unique ways.

Combat: Vagabonds fight with the same skills as their form has. They are also completely immune to all forms of mental attacks and control which are not strictly psionic. Besides these adjustments, all vagabonds are psionically endowed. If their host body is slain, they will, depart, never to return.

Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score
12 4/6/19 See below/All =Int 1d100+200

Vagabonds never have psychokinetic powers. They have a particular affinity for these:

· Clairsentience - Any power which lets them learn things.
· Psychometabolisrn - Any power which allows them to change form or travel in difficult terrain.
· Metapsionics - They are masters of this discipline, having access to all its powers without regard to their total number of disciplines, science, and devotions.
· Telepathy - The creature can use any telepathic power to communicate or gain information, plus enough attack forms to psionically defend themselves.
· Psychoportation - Any which allows them to travel.

Habitat/Society: Habitat matches the form they assume. Society either matches the form, or the creature is a solitary wanderer. Vagabonds are never encountered together, and no one has ever heard of this occurring. All vagabonds can detect each other's presence, up to a mile. At this point, they will separate if feasible.

Ecology: Vagabonds seem to have come to the prime material plane to gain information. They are extremely curious and inquisitive often about mundane or personal details. If given the chance to adventure with the party, they are 90% likely to join. In exchange, they will use their considerable power to the party's benefit.

It can be great fun to have a vagabond secretly posses a PC's war dog or war horse (most of these will be true neutral). Evil and good vagabonds tend to side with forces of similar alignment, both aiding them and learning of their ways.
 

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Shade

Monster Junkie
Conversions are back. Woo-hoo! :D

Yeah, methinks this should be a template. Or, at least, a creature/template combo similar to the raggomoffyns/captured ones.
 

BOZ

Creature Cataloguer
they could start off as incorporeal creatures, and when they find/create a host the template would be applied.
 


BOZ

Creature Cataloguer
they would be basically incorporeal right? how about the creature first, and then the host-template?
 

Shade

Monster Junkie
Yeah, I'd say they are incorporeal. We might be able to get some ideas from the possession stuff in the BOVD and fiend of possession prestige class in the FF.
 

BOZ

Creature Cataloguer
it's a really mild possession though, in a case where it possesses someone. it only adds to something's abilities and can't control them or force them to do anything.
 


GrayLinnorm

Explorer
Shade said:
My gut reaction is that the bite is 2d6, since it is its "main feature". The +1 on the 2d4 might also represent the "pile-driver punch" of its tail attack.

Also, any idea where one might find the stats for a "marine eel"? ;)



Marine eels are in the 1e Monster Manual II and in Monstrous Compendium, Volume 2. They're basically giant electric eels. There aren't any 3e stats that I know of. Sorry if this reply is late, but I just registers
 


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