Converting Planescape monsters

Slippery spittle probably is the least powerful, so I'd vote for that.

Good suggestions for the sand cow.

Boar increased to Large: Str 23, Dex 8, Con 21, Int 2, Wis 13, Cha 4
Dire Boar: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

I'd rather the spittle boar not be better than the dire boar in any area.
How about Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4?

Bison stats are often substituted for bulls. Since the sand cow is a mix between a camel and a bull, let's find a middle ground between the two...

Bison: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Camel: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Sand Cow: Str 20, Dex 13-14, Con 15, Int 2, Wis 11, Cha 4
 

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Slippery spittle probably is the least powerful, so I'd vote for that.

How's this, shamelessly filched inspired by the grease spell.

Greasy Spittle (Ex): Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Good suggestions for the sand cow.

Boar increased to Large: Str 23, Dex 8, Con 21, Int 2, Wis 13, Cha 4
Dire Boar: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

I'd rather the spittle boar not be better than the dire boar in any area.
How about Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4?

Looks good. I'd also like to leave the Spittle Boar's AC and damage dice the same as a regular-sized boar, rather than "embiggening" them.

Spittle Boar
Large Animal
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Gore +3 melee (1d8+3)
Full Attack: Gore +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Greasy spittle
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +6
Feats: Alertness, Toughness
Environment: Temperate forests?
Organization: Domesticated?
Challenge Rating: 2
Advancement: 6-7 HD (Large)
Level Adjustment: —

Combat
Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit.

A spittle boar's gore attack is always treated as a secondary attack.

Greasy Spittle (Ex): Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).


Bison stats are often substituted for bulls. Since the sand cow is a mix between a camel and a bull, let's find a middle ground between the two...

Bison: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Camel: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Sand Cow: Str 20, Dex 13-14, Con 15, Int 2, Wis 11, Cha 4

Those look OK. Let's give them Dex 13 for the sake of argument.

Any idea what a sand cow looks like?

Do they have horns to gore with or do they bite like a camel?

If you don't know, I think they should have a slam attack, since it doesn't seem quite right for a "cow" to bite or gore opponents.

Oh, and their Champion morale makes me want to give them a bonus on saves vs. fear.

Sand Cow
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+11
Attack: Slam +1 melee (1d8+2)
Full Attack: Bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Bravery, low-light vision, sandwalking, scent, stability
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Warm deserts
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Combat
Tactics.

A sand cow's slam attack is always treated as a secondary attack.

Bravery (Ex): Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects.

Sandwalking (Ex): A sand cow can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.

Stability (Ex): Sand cows are exceptionally stable on their feet. A sand cow gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 
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I like almost of all of that. Drop "compulsion and" from stubborn bravery, and replace can't with tripped with a nice racial bonus to avoid trips, bull rushes, etc. (essentially, an improved exception stability of the dwarf), and I think we're good.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground.

Maybe +8 for the sand cow?
 

I like almost of all of that. Drop "compulsion and" from stubborn bravery, and replace can't with tripped with a nice racial bonus to avoid trips, bull rushes, etc. (essentially, an improved exception stability of the dwarf), and I think we're good.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground.

Maybe +8 for the sand cow?

Fine by me. I'll update it.

What about the other bits I put question marks in?

Spittle Boar
Environment: Temperate forests?
Organization: Domesticated?
Challenge Rating: 2?
Advancement: — [or 6-7 HD (Large)?]
 



CR 2 and the HD advancement appeal.

What about Environment and organisation?

Temperate forests is as good as anything I suppose.

Would like to expand the Org a bit. A group of wild boar is a sounder, which suggests an appropriate collective noun for their drooling relatives...

Organization: Domesticated or solitary, pair or slobber (3-8)
 

The environments are easy: Wilderness of the Beastlands for spittle boar, Peacable Kingdoms of Arcadia for sand cow. ;)

Oh, and we need to add the Extraplanar subtype to both critters.

Slobber sounds great (and disgusting). :lol:
 


The environments are easy: Wilderness of the Beastlands for spittle boar, Peacable Kingdoms of Arcadia for sand cow. ;)

Oh, and we need to add the Extraplanar subtype to both critters.

Agree to all that.

Slobber sounds great (and disgusting). :lol:

It may sound disgusting to you, but to a Spittle Boar it just sounds neighbourly.:D

Might as well put it in the Homebrew then.

Organization: Domesticated or solitary, pair or slobber (3-8)

So, we've got some flavour text left to do:

Spittle Boar
Better remove the question mark from behind the "Challenge Rating: 2?".

Spittle boars are amiable, piglike creatures from the Beastlands. They are easily tamed and are often used as mounts and draft animals by those who can tolerate the trails of slobber they leave. Spittle boars are as omnivorous as mundane boars, but mostly live off vegetation.

A spittle boar is 8 feet long and weighs about 1,500 pounds.

Sand Cow
I've moved the "It whistles while it walks" from the description to the flavour text, since (a) they may not be walking when encountered and (b) they might not always whistle.

This creature resembles a cross between a bull and a camel. It has six legs, and is covered in white fur.

A sand cow is a sturdy herbivore from the deserts of Arcadia, as resistance to thirst and hunger as a camel. They can be tamed for riding or carrying burdens.

Sand cows have the curious habit of softly whistling while they walk. To date, no sage has determined why they whistle - whether it is just a quirk of their respiration, a signal to others of their kind, or a means of expressing happiness while annoying humanoids. Sand cows can opt not to whistle if they wish to move stealthily, but seldom do so.

A typical sand cow is 4 feet tall at the shoulder and weighs 1,200 pounds.

Combat
Sand cows run away when threatened, but will bite in self defense if cornered. They are crafty enough to use their sandwalking ability to flee across treacherous dunes or quicksand to confound any pursuers.

A sand cow's slam attack is always treated as a secondary attack.
 

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