Planescape Converting Planescape monsters

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posting the visage in homebrews...

once we finish with the visage, we'll have 10 new ones to post to the CC. are you excited? :)
 

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BOZ said:
once we finish with the visage, we'll have 10 new ones to post to the CC. are you excited? :)

I know I am. :)

The lucidity control DC should be 20 (10 + 3 for 1/2 HD + 5 Cha + 2 Ability Focus).

The dominate DC should be 18 (10 + 3 for 1/2 HD + 5 Cha).

Suggested skill ranks: Bluff 6, Disguise 6, Hide 6, Intimidate 6, Knowlege (the planes) 6, Listen 6, Move Silently 6, Sense Motive 6, Spot 6.
 

caster level for dominate monster?

Skills: Bluff +15, Diplomacy +7, Disguise +11 (+13 acting), Hide +7, Intimidate +11, Knowledge (the planes) +6, Listen +8, Move Silently +11, Sense Motive +8, Spot +8.

Feats: Ability Focus (lucidity control), Weapon Finesse (need one more - Alertness? Improved Initative? Iron Will?)
 
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BOZ said:
caster level for dominate monster?

Skills: Bluff +15, Diplomacy +7, Disguise +11 (+13 acting), Hide +7, Intimidate +11, Knowledge (the planes) +6, Listen +8, Move Silently +11, Sense Motive +8, Spot +8.

Feats: Ability Focus (lucidity control), Weapon Finesse (need one more - Alertness? Improved Initative? Iron Will?)
I gave my version Alertness, but now that I think about it, Improved Initiative might be better so that these undead dopplegangers could quickly kill and assume the form of their prey, essentially getting the drop on them. Stealthy or Persuasive might make for appropriate skill-boosting feats if you wanted to do that.
 


Also, on the CR, if you're deciding to include the standard tanar'ri traits and immunities, you should bump it up from 6 at least by +1. It felt sort of at the high end of a CR 6 monster already. I had the caster level of the Domination be at level 12. The closest comparisons to the visage, being essentially a trickster type monster, are the succubus and the erinyes, which both have their spell-like abilities as 12th level casters.

Also, in the description it mentions that the visages, although they like the Negative Material Plane, have no special connection to it like normal undead, rather being animated by Orcus himself. I don't know if this should have any special in-game rules effect, but it's part of the reason why I gave the visage such a high (+6) turn resistance.
 

well, i did make the Neg plane their environment (since nothing else made more sense), so that's something. :)

OK, go to homebrews and check out my final for the visage and tell me if we're ready to post these finished 10 to the CC! :)
 


well, in that case i'll just have to clean them up a bit and post em over the weekend. :)

now, did someone around here say something about wanting to convert celestials?


ELADRIN, NOVIERE (LESSER)

CLIMATE/TERRAIN: Arborea
FREQUENCY: Uncommon
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13 -14)
TREASURE: Incidental
ALIGNMENT: Chaotic good

No. APPEARING: 2-16
ARMOR CLASS: 3 (-3)
MOVEMENT: 15, Sw 24
HIT DICE: 5+7
THAC0: 15
No. OF ATTACKS: 1 weapon or 1 ram
DAMAGE/ATTACK: By weapon +3 or 2d8
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: Dolphin form
MAGIC RESISTANCE: 20%
SIZE: M (5' tall or 7' long)
MORALE: Fanatic (17-18)
XP VALUE: 5,000

The seas and islands of Ossa, the second layer of Arborea, are the home of the noviere eladrins. Like the bralani, the novieres are a people who celebrate the beauty of the lands and emerald waters around them. They're the most straightforward and approachable of the eladrins. The shieres are blocks of ice to the typical cutter traveling in Arborea, the bralani are fickle and flighty, and trying to talk seriously to a coure can drive a sod barmy but the novieres're willing to take a basher at his word and deal with him the way he deals with them.

The novieres appear to be aquatic elves or nixies. Their skins are greenish, blue, or golden in hue, and their hair ranges from deep blue-green to pale blond. They're equally at home in the water or on land. The novieres're somewhat more human in appearance than a full-blooded aquatic elf; they're stockier, and have no prominent gills or webbing in their fingers. Their eyes mirror the color of the seas around them. In addition to their demihuman form, novieres can take on the shape of golden dolphins made entirely, of shimmering water.

Novieres prefer to remain in the seas of Ossa, but sometimes journey to other planes or prime-material worlds to visit with ocean nymphs or merfolk. They love exploring a new coastline or listening to the sound of the surf on a strange shore. Of all eladrins, the novieres are most likely to be interested in trade or material things; they're fascinated by gemstones and jewelry.

COMBAT: The novieres're slow to anger and try to avoid combat unless it's absolutely necessary. If pressed, a noviere can fight fairly well - her lithe limbs and graceful frame conceal an 18/01 Strength. Novieres like weapons that can be used on water or land, and usually wield tridents +1, nets, or long-bladed daggers +2. Novieres can throw their nets 30 feet underwater or 60 feet on land; if they score a hit, their victim must successfully save versus paralyzation or be entangled for 1d6 rounds. Entangled victims are attacked at a +4 bonus to hit. Novieres are usually careful not to allow air-breathers to drown while entangled in their nets.

In dolphin form, a noviere's body is composed of water bound together by her magical nature. She can attack by making a powerful ramming strike once per round and can use the surrounding water to shield herself from harm. In this body, the noviere is AC -3. If the noviere scores a hit with natural 19 or 20, she can choose to envelop her opponent, effectively holding it motionless with a Strength of 20. Neither the held opponent nor the noviere can make any attacks while she holds it. To escape the noviere's grasp, the victim must succeed at a bend bars/lift gates roll or find a way to drive the noviere away with magic.

In any form, the noviere has the spell ability of a 5th-level priest. She can also use the following spell-like powers once per round at will: alter self, charm person, continual light, improved phantasmal force, mirror image, and slow. Once per day a noviere can confer water breathing for 6 hours or hurl a 60-foot water bolt that does 4d6 points of damage to all creatures in a 5-foot-wide path (save vs. spell for half damage.)

HABITAT/ SOCIETY: After the coures, the novieres are the most social of the eladrins. They do not travel much, but choose a favorite island or coastline and linger there for years at a time. A clan of noviere eladrins is loosely governed by a chieftain, but individuals are not bound to obey this leader. Novieres tend to keep to themselves and are a rare sight in the high eladrin courts of Olympus.




some preliminary stats for the noviere:

Eladrin, Noviere
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 5d8+X (X hp)
Initiative: +X
Speed: 40 ft (8 squares), swim 60 ft
Armor Class: 17 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +5/+X
Attack:
Full Attack: Ram +X melee (2d8+X) or (+1 trident or +2 dagger) +X melee (X+X)
Space/Reach: 5 ft/5 ft
Special Attacks: Drown, envelop, net, spell-like abilities, spells
Special Qualities: Alternate form –dolphin (+6 AC), damage reduction X/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 15, tongues
Saves: Fort +X (+4 against poison) Ref +X Will +X
Abilities: Str 19, Dex X, Con X, Int 14, Wis X, Cha X
Skills: X swim bonus
Feats: X

Environment: Olympian Glades of Arborea
Organization: Solitary or clan (2-16)
Challenge Rating: X
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X



COMBAT


Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 

First thing we need to do is get rid of the planescape slang, we want people who don't understand the chant to be able to use this, right?

Anyways, on to the creature.

Maybe it should have the aquatic subtype? y/n? either that or waterbreathing/the water subtype?
 

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