Converting Planescape monsters

I don't see the need for Diplomacy and Sense Motive when they can just use Suggestion. I guess Concentration goes into that boat, too, though, since Su shouldn't require it. Swim I like due to the swampy environment. Meanwhile, they like suggesting adventurers leave good loot behind, so Appraise seems like a must.

Appraise, Bluff, Climb, Knowledge (the planes), Intimidate, Listen, Sense Motive, Spot, Swim, Use Magic Device is what I propose.

Well, I like Ability Focus, Persuasive, and Weapon Focus. For the last one, I'm split between Lightning Reflexes and Combat Expertise.
 

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I don't see the need for Diplomacy and Sense Motive when they can just use Suggestion. I guess Concentration goes into that boat, too, though, since Su shouldn't require it. Swim I like due to the swampy environment. Meanwhile, they like suggesting adventurers leave good loot behind, so Appraise seems like a must.

Well I don't mind dropping Diplomacy but I still like Sense Motive for them. If you want them to be well adapted to a swampy environment we could just give them a Swim speed, like a Green Hag. Appraise is a good idea though, and I think they could do with Hide.

So, how about:

Appraise, Bluff, Climb, Knowledge (the planes), Hide, Intimidate, Listen, Sense Motive, Spot, Use Magic Device plus a 30 ft. Swim speed.

Well, I like Ability Focus, Persuasive, and Weapon Focus. For the last one, I'm split between Lightning Reflexes and Combat Expertise.

I'm leaning towards Lightning Reflexes, since they don't have a very good attack bonus.
 

Updated.

Organization: Solitary?

Challenge Rating: 9?

Treasure: Standard coins, standard goods, double items?

An obtestu is about 8 feet tall and weighs about x pounds.
 

Updated.

Organization: Solitary?

Challenge Rating: 9?

Treasure: Standard coins, standard goods, double items?

An obtestu is about 8 feet tall and weighs about x pounds.

That all looks good, except I'd make it double treasure, just to keep things simple.

As for the weight, why not 325 pounds like an Annis, which is also 8 foot tall and presumably has a similar monstrously female build, being a Hag.
 

Perhaps it should be an amorphous, slug-like creature with alternate form?

Having it be a shapechanger makes sense, then it can assume any of a wide range of helpless-looking, pitiful but foul guises (the default old crone, or a limbless beggar, starving street urchin et cetera).

It looks like we still need the alternate form!

Does this work?

Alternate Form (Su): An obtestu can assume a humanoid form at will as a standard action. The form may range from Small to Large, but always appears pitiful and helpless. Sample forms include an old crone, a limbless beggar, or a starving street urchin.
 

It looks like we still need the alternate form!

Does this work?

Alternate Form (Su): An obtestu can assume a humanoid form at will as a standard action. The form may range from Small to Large, but always appears pitiful and helpless. Sample forms include an old crone, a limbless beggar, or a starving street urchin.

Looks fine to me.
 




The interior of the Temple is a gloomy sanctuary of evil, with dark marble columns and 12 stone golems in the shape of terrifying, serni-reptilian griffons with deep emerald eyes.

The Dark: Serpent Griffon Golems
The terrible golems of the Temple of the Abyss have slain hundreds of intruders, and the priests never clean the guard beasts’ claws, the better to warn off others. Unlike most golems, the serpent griffons actually devour their screaming victims whole, according t o shaken (but reliable) witnesses.

The secret of the serpent griffons’ construction is known only to the high priest and the temple’s patrons, the Abyssal Lords. Most bashers figure it’s too gruesome to put into practice for any but the most depraved mages, so the dark of it isn’t sought after, despite the golems’ obvious powers.

SERPENT GRIFFONS: AC: -1; MV 12, FI 18 (C); HD 15; THACO 5; #AT 3; Dmg ld10/ld10/2d20; SA mesmerize, shatter blades; 5D immune t o mental attacks; SZ H (19’taIl); ML fearless (20); Int semi (3); AL N; XP 12,000.

Because their minds are purely magical constructs, the griffons are immune to mental attacks. In addition, their shimmering, scaly skin can destroy edged or pointed weapons: When any such weapon strikes a serpent griffon, it shatters unless it passes an item saving throw versus crushing blow (7 or better for metal). Blunt weapons are immune to this effect.

In addition to their great daggerlike claws and ripping razorbeaks, the serpent griffons can mesmerize their prey with their deep, hypnotic stare. Any creature looking into the griffons’ eyes must survive a saving throw versus death magic or be completely paralyzed for a number of rounds equal to the number the saving throw missed by. During this time, the victim is totally immobile and is automatically hit by the serpent griffons’ attacks. (Thankfully, the beasts are too stupid to alter their attacks into automatically lethal blows against mesmerized targets.) .

5ome say that the priests of the Temple of the Abyss created the serpent griffons with this enchantment to ncourage the Temple’s visitors to be respectful; it certainly does keep all but the Clueless from staring and poking around in the corners of the temple.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 

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