Converting Planescape monsters


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Demarax
Climate/Terrain: Outlands or any Lawful plane
Frequency: Very rare
Organization: Clutch
Activity Cycle: Any
Diet: Special
Intelligence: Low (5-7)
Treasure: None
Alignment: Lawful neutral
No. Appearing: 1-3
Armor Class: 0
Movement: 6
Hit Dice: 5+5
THAC0: 15
No. of Attacks: 1
Damage/Attack: 1d8
Special Attacks: Magic missile
Special Defenses: Spell crystals
Magic Resistance: 90%
Size: M (6’ body)
Morale: Average (8-10)
XP Value: 2,000

There are some mighty strange creatures on the Great Road, and the demarax is one of the strangest. It looks like a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.) Its face is blunt and small-mouthed, and three jellow eyes are spaced evenly across its forehad. The demarax’s movements are slow and deliberate, and it’ often the butt of jokes about slow speed; the folk of Automata refer to a lazy basher as a “demarax walking uphill”.

The truly unusual thing about the demarax is its diet – it eats spell crystals, the magical manifestations of summoning and contact other plane spells cast by wizard on prime-material worlds. A body could stick his hand in a demarax’s mouth and it wouldn’t bite him; spell crystals are the only things it eats. This means that a demarax doesn’t pose a threat to the typical traveler on the planes, but if that traveler’s got a trapped spell crystal, or one appears in the traveler’s vicinity, the demarax’ll single-mindedly try to get at its favorite food, no matter who or what gets in the way.

Combat: Demarax’re highly magic resistant; in fact, they may be about the most magic-resistant creatures around. When one touches a spell crytal, it almost always fizzles. The demarax feeds on the spell’s remains. Its gem-studded hide is renewed by the process of devouring a spell crystal; the rock-hard crystals provide the demarx with an exceptional natural Armor Class. The demarax’s magic resistance extends to all other kinds of magic cast at it, so it’s a rare event when a spell actually affects one.

The demarax is a generally inoffensive creature, and doesn’t go out of its way to start a fight unless it’s provoked or it senses a spell crystal on someone’s person. The demarax can sense a crystal up to 200 yards away; it also has the unusual ability to deceive a crystal into believing that the demarax itself is the intended recipient of the spell. The crystal instantly diverts itself from its course and streaks to the demarax, who happily devours it. On rare occasions, when the creature fails its magic resistance roll, it can be summoned in place of whatever the casting wizard really wanted. The demarax is too stupid to do much of anything except stare at its new surroundings and slowly starve to death for lack of food.

If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail. The gems lining its tail are heavier and sharper than elsewhere on its body, and the demarax can deliver a serious blow. The creature can also fire magic missiles from its eyes, delivering a volley of three magic missiles up to three times a day. The demarax doesn’t like to do this, since this rapidly depletes the spell energy that sustains it, and makes it hungry again in a hurry.

As a last-ditch defense, the demarax can release a whirling storm of partially-absorbed spell crystasl that scythe and spin around it to a range of 20 feet. Any creature in that area must make a successful saving throw versus paralyzation or be struck by a crystal, which inflicts one of the random effects below:

d6 Roll Effect
1-2 Target confused for 1d4 rounds by a barrage of questions
3-4 Target blinded for 2d4 rounds by images of another world
5 Spell energy causes target to blink for 2d4 rounds
6 Target transported to Prime Material Plane by a remnant of a summoning spell

Creating the crystal storm exhausts the demarax’s energy; if it does not feed on a crystal, it starves to death within 1d6 hours. Naturally, the demarax uses this ability only when its life’s in immediate and dire peril.

Habitat/Society: Demaraxas travel alone or in small groups, roaming the Great Road in an endless search for the spell crystals they feed on. They’re barely intelligent enough to speak a few crude phrases of the common trade jargon of the planes, but a body shouldn’t expect lively repartee from a demarax. Their typical dialogue goes something along these lines: “S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry. Hun-gry now.”

Interestingly enough, the demarax possesses a perfect memory and a complete inability to lie. It may be dumb as astump, but it can repeat any conversation it’s ever had word for word, even if it has no idea what the other party may’ve been talking about. The demarax isn’t bright enough to understand the concepts of past, present, or future, so a cutter hoping to get some information from a demarax had better be ready to ask some stump-dumb questions, or he’ll find the demarax abandoning the conversation and resuming its search for food.

One last thing about the demarax: Its hide is worth a lot to any cutter in need of some jink. The typical demarax is covered with the equivalent of 50 to 100 (1d6+4×10) gems worth 10 gp each. There’re only a small fraction of the crystals studding the demarax’s hide, but the rest are too small to be of any value.

Ecology: As noted above, the demarax feeds on spell crystals. Somehow, the creature’s metabolism converts the magical energy contained in these crystals into the energy needed to sustain life. The demarax’s unusual body processes result in an incredible life span; a body can talk to a demarax who recalls conversations thousands of years old.

Since the demarax’s body works on different systems than most living creatures do, it’s basically inedible. Nothing can digest the crystalline hide or flesh, so it’s without natural predators. Unfortunately, there are any number of bloods who’ll take a demarax for its hide.

It is said by the Guvners that the demaraxes were created by the Powers of Law to reduce the chaos caused by the uncontrollable appearance of spell crystals. By devouring all crystals they come across, the demaraxes prevent a lot of chaotic things from happening.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
 

The big question is this creatures whole existence revolves around Planescape's spell crystals, which don't exist in core 3E.

So, do we include rules for "spell crystals, the magical manifestations of summoning and contact other plane spells cast by wizard on prime-material worlds" or substitute other magical crystals for them.

Maybe they eat any magical or psionically imbued gem or crystal? Which could prove awkward for somebody with an ioun stone, a psicrystal or a pet Crysmal.

Statwise I think we can start with a Monitor Lizard, turn it into a Magical Beast and increase the HD, NA and Int.
 


I'll agree with all that, though we'll probably also want to change the "crystal storm" effects in that case.
 

I'll agree with all that, though we'll probably also want to change the "crystal storm" effects in that case.

If we have it exhaust its "digested crystal energy" instead of "spell crystals" it has swallowed then the Crystal Storm will be pretty similar.

Anyhow, here's a rough proposal for the stats based on the previous ideas:

Devarax
Medium Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Magic missile, crystal storm
Special Qualities: Darkvision, devour crystal, low-light vision, scent crystal, spell resistance X
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 11
Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4 plus 2 ranks
Feats: Alertness, Great Fortitude
Environment: ?
Organization: Solitary or cluster (2-3)
Challenge Rating: ?
Advancement: ?
Level Adjustment: —
 

It looks a good start, but I'd rather not keep the monitor lizard's feats and skills. The feats are exceptionally boring. ;)

Added to Homebrews.

There are some mighty strange creatures on the Great Road, and the demarax is one of the strangest. It looks like a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. (The older it gets, the more obvious and profuse the gems become.)

I'd say that outta negate the monitor lizard's racial bonus on and Move Silently checks, and defnitely the improved Hide in forested areas.

The demarax’s movements are slow and deliberate, and it’ often the butt of jokes about slow speed; the folk of Automata refer to a lazy basher as a “demarax walking uphill”.

I'm not sure it deserves a Dex bonus. It sounds like its rather ungainly. I'd vote lowering Dex and going with all natural armor.

The demarax is a generally inoffensive creature, and doesn’t go out of its way to start a fight unless it’s provoked or it senses a spell crystal on someone’s person. The demarax can sense a crystal up to 200 yards away; it also has the unusual ability to deceive a crystal into believing that the demarax itself is the intended recipient of the spell. The crystal instantly diverts itself from its course and streaks to the demarax, who happily devours it.

Should we give it detect magic/arcane sight, or some sort of "gemsense"?

It sounds like the latter ability allows it to wrest control of ioun stones and similar items from their owners.

If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail. The gems lining its tail are heavier and sharper than elsewhere on its body, and the demarax can deliver a serious blow.

It's got a tail slap attack rather than a bite attack. Fixed. ;)
 

It looks a good start, but I'd rather not keep the monitor lizard's feats and skills. The feats are exceptionally boring. ;)

I was expecting to change them, too. Much of the "copied from Monitor Lizard" stuff is just a placeholder.

I'd say that outta negate the monitor lizard's racial bonus on and Move Silently checks, and defnitely the improved Hide in forested areas.

I'm not sure it deserves a Dex bonus. It sounds like its rather ungainly. I'd vote lowering Dex and going with all natural armor.

That agrees with my thinking.

Dex 11 and +10 NA?

Maybe even a Dex penalty and even higher natural armour.

Dex 7 and +12 NA?

Of those I prefer the Dex penalty one.

Should we give it detect magic/arcane sight, or some sort of "gemsense"?

I prefer some kind of gemsense. After thinking it over a bit, my favoured solution is an ability to scent gems. Here's a couple of possibilities:

Gemsense (Su): A devarax can sense the location of any magical crystal or jewel within 200 feet, including the strength and "flavor" of the gem's magic. This works like a combination of blindsight and arcane sight that only senses enchanted gems. The detection range is doubled for a strong aura, tripled for an overwhelming aura.

Scent Gems (Ex): A devarax can smell the aura of magic gems and crystals out to 5 times the normal range of scent (e.g. 75 ft. for a faint aura, 150 ft. for a moderate aura, 300 ft. for strong aura, 450 for overwhelming aura), with double ranges for upwind, half ranges for downwind. Determine the strength of the aura as per the detect magic spell.

A devarax can track magic gems by scent as if it has the Track feat, with a +8 racial bonus on the Survival checks to track by scent.

It sounds like the latter ability allows it to wrest control of ioun stones and similar items from their owners.

That's pretty much what I was thinking, some kind of "Attract Gem" special attack.

It's got a tail slap attack rather than a bite attack. Fixed. ;)

I was fooled by the "a body could stick his hand in a demarax's mouth and it wouldn't bite him", which might be read as saying they could bite if they wanted to.
 

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