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Converting monsters from Second Edition Monstrous Compendiums
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<blockquote data-quote="Shade" data-source="post: 4602698" data-attributes="member: 287"><p><strong>Peltast </strong>(Dragon #84 version)</p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 7</p><p>MOVE: 4"</p><p>HIT DICE: 1 + 6</p><p>% IN LAIR: Nil</p><p>TREASURE TYPE: Nil</p><p>NO. OF ATTACKS: See below</p><p>DAMAGE/ATTACK: See below</p><p>SPECIAL ATTACKS: Surprise feeding; poisons water</p><p>SPECIAL DEFENSES: Immune to poison and blunt weapon attacks; mimicry; fire resistance</p><p>MAGIC RESISTANCE: 7%</p><p>INTELLIGENCE: Average</p><p>ALIGNMENT: Neutral</p><p>SIZE: S (see below)</p><p>PSIONIC ABILITY: Nil</p><p>AttacklDcfense Modes: Nil/Nil</p><p>LEVEL/X. P.VALUE: III/81 + 2/hp</p><p></p><p>The peltast is a curious creature that can exist in symbiosis with a human or humanoid creature. Demi-humans, such as elves or dwarves, do not seem right for its needs, and it uses them only as "carriers" to convey itself to a more suitable host.</p><p></p><p>A peltast is a small, amorphous creature without visible organs or limbs, about the size of three fists in volume. Its skin has a textured, mottled brown hue resembling worn but sturdy leather. A peltast can change its shape in 2 rounds to resemble any leathery item of clothing or accoutrements worn next to the skin, commonly a leather boot, belt, thong, wristband, strap, glove, or cap. Quite often, if it sees a suitable host creature drop such an item, it will swiftly move and change form so as to be mistaken for the missing item. A peltast feels like leather, does not breathe, give off heat, or make any sound, and is of about the same weight as leather (though with no odor).</p><p></p><p>When donned, a peltast exudes a liquid which serves as an anesthetic and a tissue softener; there is only a 1% chance that the host will feel something amiss. The peltast is skilled in its surgery, using this liquid with pinpoint precision to open a small wound in its victim by dissolving the skin in a small, hidden area. Through this contact, it "feeds" on its victim, absorbing 1 hp of blood-borne nutrients every day. A healthy host will likely never notice the slight weakness this causes, and will never fall ill from the peltast's feeding since the body, with rest, will recuperate 1 hp each night.</p><p></p><p>A peltast will leave a diseased host, but while attached it will neutralize any insinuated poisons in the bloodstream, feeding on the venom itself. The peltast has an interest inkeeping its host alive; should the host be reduced to 1 hp or less and still live, the peltast will inject 3-6 hp of energy back into the host (it can do this only once per day). </p><p></p><p>A peltast has a slight magic resistance, and this protection is extended to its host (being added to any natural or magically bestowed resistance possessed by the host).</p><p></p><p>A peltast's skin can sense vibrations, distinguish scents with acute sensitivity, and can see up to 6" both with infravision and normal vision through tiny, flat eyes which it can conceal entirely within its form or reveal through slits when in use. A peltast exudes any waste material from itself whenever immersed in water (thus staining and poisoning the water; anyone who drinks the same water must save vs. poison at +2 or become nauseated for 2-8 rounds, unable to attack or defend). Peltasts apparently live for more than sixty years, are asexual, and all saving throws vs. fire and is unaffected walls, ceilings, etc., even when these are reproduce by dividing into two smaller, identical creatures, which grow as fast as the food supply permits.</p><p></p><p>A peltast’s body is resilient; it gains +1 on all saving throws vs. fire and is unaffected by crushing blows or attacks by blunt weapons. All edged-weapon cuts do normal damage. Peltasts move by creeping, worm- like, along any surface. They can stick to walls, ceilings, etc., even when these are wet or oily. A peltast will never fight another peltast, nor join a host already carrying one; peltasts can somehow sense each other from up to 4” away.</p><p></p><p><strong>Peltast</strong> (Monstrous Compendium Annual Volume Two version)</p><p>CLIMATE/TERRAIN: Any land</p><p>FREQUENCY: Very rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Special</p><p>INTELLIGENCE: Average (8-10)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Neutral</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 7</p><p>MOVEMENT: 4</p><p>HIT DICE: 1+6</p><p>THAC0: 19</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: See below</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: Immune to poison and crushing attacks</p><p>MAGIC RESISTANCE: 7%</p><p>SIZE: T (under 2’ long unless stretched very thin)</p><p>MORALE: Steady (12)</p><p>LEVEL/XP VALUE: 65</p><p></p><p>A peltast is an amorphous creature about the size of three human fists in volume. Its skin has a textured, mottled brown hue resembling worn but sturdy leather. A peltast can change its shape to exactly match a leather item in two rounds. If a peltast sees a leather item dropped, it swiftly moves and changes form so as to be mistaken for the missing item. A peltast feels and hefts like leather, and does not breathe, give off heat, or make any sound. It has no tanning odor, nor does it radiate magic. A peltast’s skin can sense vibrations, smell acutely, and its many tiny, concealable eyes have 60-foot infravision.</p><p></p><p>Combat: In contact with suitable flesh, a peltast exudes a liquid anesthetic and tissue softener. There is only a 1% chance that a host creature will notice its attack. The peltast dissolves the host’s skin in a small, hidden area. Through this, it absorbs 1 hit point/day of blood-borne nutrients. A healthy host may never notice the slight weakness this causes. If the peltast is removed, there is no telltale peeling, pulling, or blood.</p><p></p><p>The peltast is resilient and is immune to poison and crushing attacks, but all edged weapons do full damage. Peltasts also gain a +1 on saving throws vs. fire.</p><p></p><p>Habitat/Society: The peltast infests dungeon settings. The peltast can be encountered in urban settings, especially where there are direct connections with dungeons or sewer systems below; the most common forms these are found in are discarded coin bags, belts, hats, or gloves.</p><p></p><p>Ecology: Peltasts live in symbiosis with humans and all goblinkind. Elves and dwarves aren’t right for its needs, and are used only as carriers to more suitable hosts.</p><p></p><p>A peltast will leave a diseased host, but helps keep its host alive while attached. It neturalizes poisons introduced into the host. Its slight magic resistance is also extended to the host. Should the host be reduced to two hit points or less, the peltast will inject 1d4+2 points of energy back into the host; it can do this only once per day.</p><p></p><p>A peltast exudes wastes whenever immersed in water, staining and poisoning it; drinkers must save vs. poison at a +2 bonus or become nauseated for 2d4 rounds, unable to attack or defend.</p><p></p><p>A peltast will never fight another peltast, nor willingly join a host already carrying one. Peltasts can sense each other up to 40 feet away.</p><p></p><p>Originally appeared in Dragon Magazine #89 (1984).</p></blockquote><p></p>
[QUOTE="Shade, post: 4602698, member: 287"] [B]Peltast [/B](Dragon #84 version) FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 7 MOVE: 4" HIT DICE: 1 + 6 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: See below DAMAGE/ATTACK: See below SPECIAL ATTACKS: Surprise feeding; poisons water SPECIAL DEFENSES: Immune to poison and blunt weapon attacks; mimicry; fire resistance MAGIC RESISTANCE: 7% INTELLIGENCE: Average ALIGNMENT: Neutral SIZE: S (see below) PSIONIC ABILITY: Nil AttacklDcfense Modes: Nil/Nil LEVEL/X. P.VALUE: III/81 + 2/hp The peltast is a curious creature that can exist in symbiosis with a human or humanoid creature. Demi-humans, such as elves or dwarves, do not seem right for its needs, and it uses them only as "carriers" to convey itself to a more suitable host. A peltast is a small, amorphous creature without visible organs or limbs, about the size of three fists in volume. Its skin has a textured, mottled brown hue resembling worn but sturdy leather. A peltast can change its shape in 2 rounds to resemble any leathery item of clothing or accoutrements worn next to the skin, commonly a leather boot, belt, thong, wristband, strap, glove, or cap. Quite often, if it sees a suitable host creature drop such an item, it will swiftly move and change form so as to be mistaken for the missing item. A peltast feels like leather, does not breathe, give off heat, or make any sound, and is of about the same weight as leather (though with no odor). When donned, a peltast exudes a liquid which serves as an anesthetic and a tissue softener; there is only a 1% chance that the host will feel something amiss. The peltast is skilled in its surgery, using this liquid with pinpoint precision to open a small wound in its victim by dissolving the skin in a small, hidden area. Through this contact, it "feeds" on its victim, absorbing 1 hp of blood-borne nutrients every day. A healthy host will likely never notice the slight weakness this causes, and will never fall ill from the peltast's feeding since the body, with rest, will recuperate 1 hp each night. A peltast will leave a diseased host, but while attached it will neutralize any insinuated poisons in the bloodstream, feeding on the venom itself. The peltast has an interest inkeeping its host alive; should the host be reduced to 1 hp or less and still live, the peltast will inject 3-6 hp of energy back into the host (it can do this only once per day). A peltast has a slight magic resistance, and this protection is extended to its host (being added to any natural or magically bestowed resistance possessed by the host). A peltast's skin can sense vibrations, distinguish scents with acute sensitivity, and can see up to 6" both with infravision and normal vision through tiny, flat eyes which it can conceal entirely within its form or reveal through slits when in use. A peltast exudes any waste material from itself whenever immersed in water (thus staining and poisoning the water; anyone who drinks the same water must save vs. poison at +2 or become nauseated for 2-8 rounds, unable to attack or defend). Peltasts apparently live for more than sixty years, are asexual, and all saving throws vs. fire and is unaffected walls, ceilings, etc., even when these are reproduce by dividing into two smaller, identical creatures, which grow as fast as the food supply permits. A peltast’s body is resilient; it gains +1 on all saving throws vs. fire and is unaffected by crushing blows or attacks by blunt weapons. All edged-weapon cuts do normal damage. Peltasts move by creeping, worm- like, along any surface. They can stick to walls, ceilings, etc., even when these are wet or oily. A peltast will never fight another peltast, nor join a host already carrying one; peltasts can somehow sense each other from up to 4” away. [B]Peltast[/B] (Monstrous Compendium Annual Volume Two version) CLIMATE/TERRAIN: Any land FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Average (8-10) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 7 MOVEMENT: 4 HIT DICE: 1+6 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: See below SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to poison and crushing attacks MAGIC RESISTANCE: 7% SIZE: T (under 2’ long unless stretched very thin) MORALE: Steady (12) LEVEL/XP VALUE: 65 A peltast is an amorphous creature about the size of three human fists in volume. Its skin has a textured, mottled brown hue resembling worn but sturdy leather. A peltast can change its shape to exactly match a leather item in two rounds. If a peltast sees a leather item dropped, it swiftly moves and changes form so as to be mistaken for the missing item. A peltast feels and hefts like leather, and does not breathe, give off heat, or make any sound. It has no tanning odor, nor does it radiate magic. A peltast’s skin can sense vibrations, smell acutely, and its many tiny, concealable eyes have 60-foot infravision. Combat: In contact with suitable flesh, a peltast exudes a liquid anesthetic and tissue softener. There is only a 1% chance that a host creature will notice its attack. The peltast dissolves the host’s skin in a small, hidden area. Through this, it absorbs 1 hit point/day of blood-borne nutrients. A healthy host may never notice the slight weakness this causes. If the peltast is removed, there is no telltale peeling, pulling, or blood. The peltast is resilient and is immune to poison and crushing attacks, but all edged weapons do full damage. Peltasts also gain a +1 on saving throws vs. fire. Habitat/Society: The peltast infests dungeon settings. The peltast can be encountered in urban settings, especially where there are direct connections with dungeons or sewer systems below; the most common forms these are found in are discarded coin bags, belts, hats, or gloves. Ecology: Peltasts live in symbiosis with humans and all goblinkind. Elves and dwarves aren’t right for its needs, and are used only as carriers to more suitable hosts. A peltast will leave a diseased host, but helps keep its host alive while attached. It neturalizes poisons introduced into the host. Its slight magic resistance is also extended to the host. Should the host be reduced to two hit points or less, the peltast will inject 1d4+2 points of energy back into the host; it can do this only once per day. A peltast exudes wastes whenever immersed in water, staining and poisoning it; drinkers must save vs. poison at a +2 bonus or become nauseated for 2d4 rounds, unable to attack or defend. A peltast will never fight another peltast, nor willingly join a host already carrying one. Peltasts can sense each other up to 40 feet away. Originally appeared in Dragon Magazine #89 (1984). [/QUOTE]
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