Converting monsters from Dungeon Magazine

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Hmmm...as written, a kada could deal 12d6 points of damage with its telekinesis ability!

I think we should tone it back to caster level 2nd, so it is limited to 50 pounds and 2d6 damage.

Even then, I think it still warrants CR 2, as it effectively has the equivalent of 2 greatsword attacks at range on the rounds its telekinesis are available (as is nearly impossible to locate and nigh-indestructible on the rounds between against a low-level party).
 

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Wow, we definitely need to cut the caster level on that. That's way out of line with 4HD. CR 2 is ok, then.
 



Let's return to the land of the living...

Phantasm
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 18”//24”
HIT DICE: 4
% IN LAIR: 5%
TREASURE TYPE: U
NO. OF ATTACKS: 2 hooves
DAMAGE/ATTACK: 1-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
lNTELLIGENCE: High
ALIGNMENT: Neutral good
SIZE: M (8’ high at the shoulder)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IV/150 + 4 per hp

A phantasm appears to be a large, white deer with rainbow-colored wings. It lives on the Ethereal Plane, coming to the Prime Material Plane only once every hundred years or so. A phantasm usually wanders about, observing the many things that go on in the world and collecting various magical items to take back to its lair in the Ethereal Plane, where 1-6 other phantasms await it. Phantasms draw nourishment from the energies of magical devices, though they do not deplete the magical items in so doing. A phantasm might reward those who help it with a gift from its treasure store, but this is a very rare occurrence.

Phantasms never attack any creature first, and they fight only if they cannot escape pursuit. Phantasms continuously use detect magic and read magic spells, and they know how to speak the common tongue. Once per day, each may cast haste upon itself, and once every 111 years, the phantasm may plane shift itself from the Ethereal Plane to the Prime Material Plane. It must shift back to the Ethereal Plane within one year, or the phantasm permanently loses 1 hp per day over a year that it stays, until the creature dies. Some good-aligned persons have befriended phantasms, but such friendships are always brief. A phantasm rarely tells any being where it has its lair, as it fears for the safety of its fellows.

If anyone tries to harm a phantasm but the creature escapes, the phantasm may cast a special curse upon one of its tormentors (usually the one the phantasm dislikes the most). The victim must save vs. spells at -4, or else an antipathy spell with a permanent duration is cast upon him. The spell is designed to repel all humans, demihumans, and humanoids, making the victim stand out easily in a crowd. Other phantasms immediately sense the presence of such a person from one mile away and avoid the person at all costs. Only a wish can remove this curse, and few good-aligned creatures will do so.

The wounds of a phantasm can only be cured by spells cast by a cleric of 9th or greater level, or by magical spells normally used by such characters (heal, restoration, etc.)

Originally appeared in Dungeon Magazine #5 (1987).
 

Modify a Pegasus into an Outsider (Good, Extraplanar) or a Magical Beast (Extraplanar)? I prefer Outsider, like a Nightmare.

The continuous detect magic and read magic are easy, as is the 1/day haste SLA. The antipathy curse is very tough for a 4HD creature - that's an 8th level spell! Make it the equivalent of mark of justice?

The 1-16 hoof damage is a bit odd, especially as it lists 2 attacks. Maybe it's a typo and should be 1-6/1-6?
 

Odd that they're called phantasms, makes them sound undead.

I'm agreed with Cleon on this, though I'd be equally happy with Outsider or Magical Beast.
 

I heard that. I stumbled upon them while looking for undead!

Outsider works for me.

Pegasus stats: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13

They remind me a bit of the white hart from Dragon #343 as well.
White Hart: Str 20, Dex 17, Con 15, Int 12, Wis 10, Cha 18

Int for these fellas is High (13-14).

How about Str 19, Dex 16, Con 15, Int 14, Wis 13, Cha 16?
 


Added to Homebrews.

once every 111 years, the phantasm may plane shift itself from the Ethereal Plane to the Prime Material Plane. It must shift back to the Ethereal Plane within one year, or the phantasm permanently loses 1 hp per day over a year that it stays, until the creature dies.

What to do with that?

If anyone tries to harm a phantasm but the creature escapes, the phantasm may cast a special curse upon one of its tormentors (usually the one the phantasm dislikes the most). The victim must save vs. spells at -4, or else an antipathy spell with a permanent duration is cast upon him. The spell is designed to repel all humans, demihumans, and humanoids, making the victim stand out easily in a crowd. Other phantasms immediately sense the presence of such a person from one mile away and avoid the person at all costs. Only a wish can remove this curse, and few good-aligned creatures will do so.

The continuous detect magic and read magic are easy, as is the 1/day haste SLA. The antipathy curse is very tough for a 4HD creature - that's an 8th level spell! Make it the equivalent of mark of justice?

I like adding the mark of justice, but I don't think it adequately captures what the ability was meant to do. Although it is an 8th-level spell, it is not one that harms the victim in any way, so I don't find it particularly problematic. Perhaps we can model it after the yuan-ti's aversion ability?

The wounds of a phantasm can only be cured by spells cast by a cleric of 9th or greater level, or by magical spells normally used by such characters (heal, restoration, etc.)

That sounds almost identical to this...

Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
 

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