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D&D Older Editions, OSR, & D&D Variants
Converting my old Magic conversions to 3.5
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<blockquote data-quote="HellHound" data-source="post: 1978493" data-attributes="member: 3397"><p><strong>Licids</strong></p><p></p><p>[imager]http://www.psi-soft.co.uk/images/M/TE/EnragingLicid.JPG[/imager]</p><p>Licids are tiny (1 to 2 foot long) magical creatures reminiscent of the “facehuggers” from the Alien(s) movies. They attack by rushing at their target, springing through the air and latching onto them, usually to the head or neck. Once in place they attempt to latch onto the host in a symbiotic or parasitic connection, many involving some level of mind control. Licids all produce strange magical abilities or effects in their hosts, ranging from intense calm to the ability of flight.</p><p></p><p>There are many varieties of Licid known, with a plethora of strange powers, but they can generally be divided into two “strengths”, greater licids (including the calming licid, gliding licid, corrupting licid, convulsing licid and the tempting licid) and lesser licids (including the enraging licid, quickening licid, stinging licid, leeching licid, and nurturing licid). These strength categories can be misleading, as they generally represent the physical capabilities of the licid in question, and not the potency of their magical parasitism.</p><p></p><p><strong>Greater Licid</strong></p><p>Tiny Aberration</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved Initiative)</p><p>Speed: 40ft</p><p>AC: 24 (+4 Dex, +21 Size, +8 Natural)</p><p>Attacks: Slam +7</p><p>Damage: Slam 1d6+2</p><p>Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft</p><p>Special Attacks: Grab, Absorb</p><p>Saves: Fort +2, Ref +5, Will +6</p><p>Abilities: Str 14, Dex 18, Con 12, Int 4, Wis 14, Cha 12</p><p>Skills: Jump +7*, Climb +4, Escape Artist +3</p><p>Feats: Improved Initiative</p><p>Climate / Terrain: Any</p><p>Organization: Solitary or Colony (3-6)</p><p>Challenge Rating: 3</p><p>Treasure: no coins; no goods; double items</p><p>Alignment: usually neutral</p><p>Advancement: 5-6 HD (Tiny), 7-10 (Small)</p><p>*Licids have a +4 racial bonus to jump rolls (for a jump of +11)</p><p></p><p><strong>Lesser Licid</strong></p><p>Tiny Aberration</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved Initiative)</p><p>Speed: 40ft</p><p>AC: 21 (+4 Dex, +2 Size, +5 Natural)</p><p>Attacks: Slam +4</p><p>Damage: Slam 1d4+1</p><p>Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft</p><p>Special Attacks: Grab, Absorb</p><p>Saves: Fort +1, Ref +4, Will +4</p><p>Abilities: Str 12, Dex 18, Con 12, Int 4, Wis 12, Cha 12</p><p>Skills: Jump +5*, Climb +3, Escape Artist +2</p><p>Feats: Improved Initiative</p><p>Climate / Terrain: Any</p><p>Organization: Solitary or Colony (3-6)</p><p>Challenge Rating: 3</p><p>Treasure: no coins; no goods; double items</p><p>Alignment: usually neutral</p><p>Advancement: 5-6 HD (Tiny), 7-10 (Small)</p><p>*Licids have a +4 racial bonus to jump rolls (for a jump bonus of +9)</p><p></p><p></p><p>COMBAT</p><p></p><p>Licids rush their opponents, leaping through the air to strike and grab their targets.</p><p></p><p>Grab (Ex): When a licid succeeds at a Slam attack, they get a free grapple attack that does not provoke an attack of opportunity. Since this grapple has the sole intent of grabbing hold to form the parasitic link, the relative sizes of the Licid and it’s target are not accounted for in the grappling check, only their strength stats.</p><p></p><p>Absorb (Su): Once a successful grab has been achieved, the Licid immediately sinks into the target, forming the magical parasitic bond they are known for. The target must succeed at a Will save (DC 16) to prevent the absorption. Once absorbed, the Licid cannot be physically attacked, and can only be removed from the target with a Remove Curse, Cure Disease, Heal, or greater magic (or until the Licid detaches of it’s own accord).</p><p></p><p>Each form of Licid has a particular power over it’s host, as follows:</p><p></p><p>Calming Licid (Greater): Hosts of a Calming Licid act as if under the effects of a Calm Emotions spell, with the duration extended for the entire time of the attachment. The effect is not dispelled if the host is attacked or damaged, however.</p><p></p><p>Enraging Licid (Lesser): Hosts of an Enragin Licid act as if under the effects of an Emotion (Rage) spell, with the duration extended for the entire time of the attachment.</p><p></p><p>Quickening Licid (Lesser): Hosts of a Quickening Licid gain a +4 symbiosis bonus to initiative rolls.</p><p></p><p>Nurturing Licid (Lesser): Hosts of a Nurturing Licid gain Rapid Healing of 2 hit points per round.</p><p></p><p>Leeching Licid (Lesser): Hosts of a Leeching Licid take 1d2 temporary Con damage every round until slain.</p><p></p><p>Corrupting Licid (Greater): Hosts of a Corrupting Licid cause Fear (as the spell) to all enemies within 30 feet. This can be resisted with a Will save (DC 14, DC 18 if being charged by the host of the corrupting licid). Hosts also gain a -6 enhancement</p><p>penalty to Charisma.</p><p></p><p>Convulsing Licid (Greater): Hosts of a Convulsing Licid twitch and convulse and cannot defend themselves in combat, but can still attack. They lose their Dex bonus to AC (if any) and also are penalized an additional 2 points.</p><p></p><p>Tempting Licid (Greater): Hosts of a Tempting Licid attract trouble. When engaged in a fight, opponents must make a Will save (DC 16) or be forced to attack the host instead of any other enemies that present themselves.</p><p></p><p>Gliding Licid (Greater): Hosts of a Gliding Licid gain the ability to fly at a speed of 60 ft (Average maneuverability)</p><p></p><p>Stinging Licid (Lesser): Hosts of a Stinging Licid take 2d6 damage each time they attempt an action the Licid does not approve of (usually actions against the licid’s owner, summoner or group allegience), with a max of 2d6 damage per combat</p><p>round. This is a very effective method of controlling someone’s actions. Obviously, seeking out a way to remove the licid will incite a series of these “stings”.</p><p></p><p>Dominating Licid (Lesser): Hosts of a Dominating Licid are completely under the Licid’s control, as if under the effects of a Dominate Monster spell, with the duration extended to the entire duration of the attachment.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978493, member: 3397"] [b]Licids[/b] [imager]http://www.psi-soft.co.uk/images/M/TE/EnragingLicid.JPG[/imager] Licids are tiny (1 to 2 foot long) magical creatures reminiscent of the “facehuggers” from the Alien(s) movies. They attack by rushing at their target, springing through the air and latching onto them, usually to the head or neck. Once in place they attempt to latch onto the host in a symbiotic or parasitic connection, many involving some level of mind control. Licids all produce strange magical abilities or effects in their hosts, ranging from intense calm to the ability of flight. There are many varieties of Licid known, with a plethora of strange powers, but they can generally be divided into two “strengths”, greater licids (including the calming licid, gliding licid, corrupting licid, convulsing licid and the tempting licid) and lesser licids (including the enraging licid, quickening licid, stinging licid, leeching licid, and nurturing licid). These strength categories can be misleading, as they generally represent the physical capabilities of the licid in question, and not the potency of their magical parasitism. [b]Greater Licid[/b] Tiny Aberration Hit Dice: 4d8+4 (22 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40ft AC: 24 (+4 Dex, +21 Size, +8 Natural) Attacks: Slam +7 Damage: Slam 1d6+2 Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft Special Attacks: Grab, Absorb Saves: Fort +2, Ref +5, Will +6 Abilities: Str 14, Dex 18, Con 12, Int 4, Wis 14, Cha 12 Skills: Jump +7*, Climb +4, Escape Artist +3 Feats: Improved Initiative Climate / Terrain: Any Organization: Solitary or Colony (3-6) Challenge Rating: 3 Treasure: no coins; no goods; double items Alignment: usually neutral Advancement: 5-6 HD (Tiny), 7-10 (Small) *Licids have a +4 racial bonus to jump rolls (for a jump of +11) [b]Lesser Licid[/b] Tiny Aberration Hit Dice: 2d8+2 (11 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40ft AC: 21 (+4 Dex, +2 Size, +5 Natural) Attacks: Slam +4 Damage: Slam 1d4+1 Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft Special Attacks: Grab, Absorb Saves: Fort +1, Ref +4, Will +4 Abilities: Str 12, Dex 18, Con 12, Int 4, Wis 12, Cha 12 Skills: Jump +5*, Climb +3, Escape Artist +2 Feats: Improved Initiative Climate / Terrain: Any Organization: Solitary or Colony (3-6) Challenge Rating: 3 Treasure: no coins; no goods; double items Alignment: usually neutral Advancement: 5-6 HD (Tiny), 7-10 (Small) *Licids have a +4 racial bonus to jump rolls (for a jump bonus of +9) COMBAT Licids rush their opponents, leaping through the air to strike and grab their targets. Grab (Ex): When a licid succeeds at a Slam attack, they get a free grapple attack that does not provoke an attack of opportunity. Since this grapple has the sole intent of grabbing hold to form the parasitic link, the relative sizes of the Licid and it’s target are not accounted for in the grappling check, only their strength stats. Absorb (Su): Once a successful grab has been achieved, the Licid immediately sinks into the target, forming the magical parasitic bond they are known for. The target must succeed at a Will save (DC 16) to prevent the absorption. Once absorbed, the Licid cannot be physically attacked, and can only be removed from the target with a Remove Curse, Cure Disease, Heal, or greater magic (or until the Licid detaches of it’s own accord). Each form of Licid has a particular power over it’s host, as follows: Calming Licid (Greater): Hosts of a Calming Licid act as if under the effects of a Calm Emotions spell, with the duration extended for the entire time of the attachment. The effect is not dispelled if the host is attacked or damaged, however. Enraging Licid (Lesser): Hosts of an Enragin Licid act as if under the effects of an Emotion (Rage) spell, with the duration extended for the entire time of the attachment. Quickening Licid (Lesser): Hosts of a Quickening Licid gain a +4 symbiosis bonus to initiative rolls. Nurturing Licid (Lesser): Hosts of a Nurturing Licid gain Rapid Healing of 2 hit points per round. Leeching Licid (Lesser): Hosts of a Leeching Licid take 1d2 temporary Con damage every round until slain. Corrupting Licid (Greater): Hosts of a Corrupting Licid cause Fear (as the spell) to all enemies within 30 feet. This can be resisted with a Will save (DC 14, DC 18 if being charged by the host of the corrupting licid). Hosts also gain a -6 enhancement penalty to Charisma. Convulsing Licid (Greater): Hosts of a Convulsing Licid twitch and convulse and cannot defend themselves in combat, but can still attack. They lose their Dex bonus to AC (if any) and also are penalized an additional 2 points. Tempting Licid (Greater): Hosts of a Tempting Licid attract trouble. When engaged in a fight, opponents must make a Will save (DC 16) or be forced to attack the host instead of any other enemies that present themselves. Gliding Licid (Greater): Hosts of a Gliding Licid gain the ability to fly at a speed of 60 ft (Average maneuverability) Stinging Licid (Lesser): Hosts of a Stinging Licid take 2d6 damage each time they attempt an action the Licid does not approve of (usually actions against the licid’s owner, summoner or group allegience), with a max of 2d6 damage per combat round. This is a very effective method of controlling someone’s actions. Obviously, seeking out a way to remove the licid will incite a series of these “stings”. Dominating Licid (Lesser): Hosts of a Dominating Licid are completely under the Licid’s control, as if under the effects of a Dominate Monster spell, with the duration extended to the entire duration of the attachment. [/QUOTE]
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