Converting Planescape monsters

I'm not opposed to cursed wound, but we can probably get by without it, since they've got enough going for 'em.

Updated.

Skills: We have 7 ranks to allocate. With racial bonuses alone, it looks like this...
Balance +11, Climb +17, Hide +7*, Jump +13, Move Silently +7, Swim +13

How about Listen 3, Move Silently 1, Spot 3?

Feats: 2
Cheetahs and leopards have Alertness and Weapon Finesse. The former works here, but the latter is useless. Multiattack? Stealthy?
 

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Nah, it doesn't need cursed wound.

Skills sound fine, and so does Alertness. Let's go for Multiattack on the last feat.

CR 4 is probably about right.
 


Updated.

All that's left is Advancement.

5-6 HD (Medium), 7–12 HD (Large)? This follows both the leopard and tiger advancement.

All looks good so far, including the Advancement.

I did wonder about adding a DR since it's stony and extraplanar, but it doesn't really need it.
 


Updated.

Here's the next one. Dun-nuh-nuh-nuh-nuh-nuh-nuh-nuh...BATFLY! :p

Centered in the dining room are three 20-foot-diameter spheres made of transparent crystal (AC 3; 25 points of damage shatters a sphere). Each sphere contains a different species of rare creature, along with whatever foliage, minerals, and scenery are necessary to simulate its native habitat. Small holes in the top of the spheres provide ventilation. The proprietors change the exhibits every few months, since new creatures guarantee a surge in business. The current exhibits include a Maladomini tiger (from Baator, it resembles a cheetah made of black granite; its sphere is filled with jagged rocks and a pool of mud), a batfly (from Chamada in the plane of Gehenna, it resembles a butterfly with bat wings, made of solid iron; molten lava lines the bottom of its sphere), and an eyewing (from the Abyss; it hovers silently in the otherwise empty sphere).

BATFLY: AC 0; MV 1, F1 24 (B); HD 1-2 hp; THACO 20; #AT 1; Dmg 1 point; SZ T (1’ long); ML 2 (unreliable); Int non: AL N; XP 15.

We'll definitely need to jazz these up to make 'em interesting. Here are details on its home...

Manual of the Planes said:
Chamada: The second mount of Gehenna is the most savage. The slopes burn with constantly flowing magma so thick that solid, cool ground is rare, and so bright that the glare blots out the sky itself. Cascading lava rivers sometimes harden and briefly dam the fiery flow, only to explosively burst forth in new directions. Vents unexpectedly open, spewing fresh ejecta, and miniature volcanoes are common. The air itself is usually filled with feather-soft gray ash, which falls everywhere like dread snow, often dropping visibility to zero.
 




At 1-foot, they could be Diminutive or Tiny.

Here's the stats for the bat swarm...

Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

It looks like we should drop the Int to mindless, boost the fly speed to 60 feet, and boost the AC to at least 20 (probably due to natural armor). I'd also recommend adding immunity or resistance to fire, and possibly immunity to acid and poison like yugoloths and Gehenna petitioners.
 

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