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Converting Monsters from Polyhedron Magazine

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freyar

Extradimensional Explorer
Took the words out of my mouth, so to speak. The CL and spell levels are even right for sorcerer spell casting, which is nice.
 

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Shade

Monster Junkie
These slaves perform errands for the plant, such as acquiring food, water, and -- if possible -- magic items, some of which the plant can employ. Telexian vines can consume potions, and often do so to aid in their capturing other, useful victims.

Telexian vines keep their treasures buried beneath their main stalk. The vines are especially fond of collecting magic items they can use, particularly potions and wands it can wield with its roots.

Treasure: Standard coins; standard goods; double items?

Skills: 14
Max ranks in Use Magic Device? Put the rest in Concentration?

Feats: 2

Environment: Temperate or warm lands?

Organization: Solitary or retinue? (1 plus x dominated creatures)?

Alignment: Always neutral evil?

Advancement: x
 

freyar

Extradimensional Explorer
Yes on all the questions. ;)
Feats: Magical Aptitude (for the UMD checks), Ability Focus (telexian fruit)
1d4 dominated creatures?
5-8HD (Medium), 9-13HD (Large), 14-18HD (Huge)

Incidentally on the fruit ability, do you still think the save should be Fort or be dominated? I'm waffling on whether maybe it should be a Will save or not. I think originally we went Fort because it's like a poison or intoxicant, but Will would be more normal.
 
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freyar

Extradimensional Explorer
Yeah, that's about right, I think. The DCs are a little high, but the AC and hp are low enough that I wouldn't want to go higher.
 

Shade

Monster Junkie
The telexian vine is a malicious and dangerous plant which is capable of speaking and fighting.

Telexian vines speak x.

Should we give them telepathy to make it easier to command various victims of their fruit?
 




Shade

Monster Junkie
Dawnspirit
by Saku Mantere
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Exceptional
TREASURE: Nil
ALIGNMENT: Any Good
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: Fl 15 (A)
HIT DICE: 10
THACO: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Holy Word, fear, quest
SPECIAL DEFENSES: Brightness, hit only by + 1 or better magical weapons, immune to all forms of mental control, immune to poison
MAGIC RESISTANCE: See Below
SIZE: M (6' tall)
MORALE: Fearless (20)
XP VALUE: 3,000

Dawnspirits are energy beings from the upper outer planes. Each dawnspirit's alignment matches the alignment associated with its home plane (for example, a dawnspirit from the Seven Heavens would be Lawful Good). The origins of these creatures are a mystery, but one theory is that they are the spirits of truly great heroes and other champions of good who died fighting evil on the outer planes.

A dawn spirit cannot leave its home plane unless sent forth by the plane's ruler or summoned by a good creature employing a gate, wish, or limited wish spell. The caster's alignment and motives must be pure for a dawnspirit to heed a summons. Once summoned, a dawn spirit may wander the new plane for a few days or weeks before returning home. A dawnspirit can communicate telepathically.

On their home plane, a dawnspirit's form is a ball of brilliant sunlight, much like a will-o-wisp, only brighter. When summoned to another plane, a dawnspirit acquires an aesthetically beautiful, but androgynous, form which glows with a pure, white light.

Combat: Dawnspirits attack with two fists and a powerful kick. They can divide the attacks as they see fit.

The pure light radiating from a dawnspirit causes fear in evil creatures who see the dawnspirit. Creatures of less than three hit dice automatically flee at their fastest movement rate until they are out of sight and for 1d3 rounds thereafter. Creatures of three or more hit dice save vs. spells or are paralyzed with fear for 1d4+1 rounds. Undead who make the saving throw still suffer a -2 "to hit" penalty when within 40 feet of the dawnspirit.

Once per day, a dawnspirit can utter a powerful holy word. This ability sometimes is called "the voice of the gods." Extra-planar evil creatures within 60 feet are automatically forced back to their home plane if not already on it. (This effect works even if the dawnspirit is not on its own home plane.) All other evil creatures within 60 feet are affected as if struck by a normal holy word. In addition, good creatures within 30 feet gain a +2 "to hit" and damage bonus for 1d4+1 rounds.

A dawnspirit's alien mind is completely immune to magical control of any kind, and, since its body is made up of pure energy, it cannot be drugged or poisoned.

Habitat/Society: Dawnspirits have no real society and, as beings of pure energy, they can live anywhere. Most deities dwelling on the upper outer planes are attended by a staff of dawnspirits who act as messengers and intermediaries. Some sages believe that dawnspirits might be involved in the granting of priest spells.

Though mortals can summon them, dawnspirits serve only at their own discretion and never will knowingly commit an evil act or assist an unworthy being. If asked to do something selfish or evil, a dawnspirit immediately returns to its home plane. When summoned by any means, a dawnspirit instinctively knows the summoner's general character and intentions, and bases its decision whether to appear on the merits of the situation.
The DM must decide what a summoned dawnspirit will do, but here are some guidelines: Summoner has followed his alignment strictly and is beset by extra-planar creatures he cannot otherwise combat -- 100% chance to appear. Summoner endangered by extra-planar creatures -- 75% chance to appear, but dawnspirit demands that the summoner complete a quest of the dawnspirit's choosing in return for its aid. If the summoner agrees, he is automatically subject to the quest, no saving throw. Summoner's alignment performance has been exemplary, but summoner or beings dependent on the summoner not in great danger -- 50% chance to appear, demands quest. Summoner's alignment performance has been unsatisfactory or summoner facing encounter he probably can complete on his own without risking death or injury -- 25% chance to appear, demands quest.

Ecology: Dawnspirits have no need to eat, sleep, or breathe. They can survive in the vacuum of space, in the depths of the ocean, or anywhere else in the universe, except the Negative Material plane, which they cannot enter. They have no enemies except evil creatures who hate them for their goodness.

Originally appeared in Polyhedron #67 (1992).
 

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