Planescape Converting Planescape monsters

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For the weight, Races of Faerun lists the weight for aquatic elves as 100 lb. x (2d4) lb., which is the same as a half-elf. Unfortunately, the MM doesn't have a weight block for a half-elf. :( Maybe around 150 lbs?

For the Attack and Full Attack entries, I'd go with the trident for the weapon of choice, and leave the dagger in the description.

CR 5? They aren't quite as good as the bralani at CR 6.

The other "lesser" eladrins, the bralani and coure, have LA +5.
 

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3.5 standard now also includes suggestions for prepared spells. how 'bout this?

Typical Cleric Spells Prepared: (6/6/5/3/2); save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, light, resistance, virtue; 1st – bless, calm animals*, divine favor, obscuring mist, sanctuary, shield of faith; 2nd – aid, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom; 3rd – dominate animal*, prayer, remove curse; 4th – control water*, restoration
* Domain spell. Domains: Animal and Water.
 




i concur. ;) time for their big brothers!

ELADRIN, SHIERE (LESSER)

CLIMATE/TERRAIN: Arborea
FREQUENCY: Common
ORGANIZATION: Company
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Very-Exceptional (11-16)
TREASURE: Incidental
ALIGNMENT: Chaotic good

No. APPEARING: 3-24
ARMOR CLASS: 4 (-4)
MOVEMENT: 15, FI 24 (A)
HIT DICE: 8+12
THAC0: 13
No. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon +6
SPECIAL ATTACKS: Glance
SPECIAL DEFENSES: Magic use
MAGIC RESISTANCE: 25%
SIZE: M (7' tall)
MORALE: Fearless (19-20)
XP VALUE: 11,000

The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm.

The shieres appear to be exceptionally tall high elves of some kind. They're long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere's as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.

Unlike the other eladrins, shieres're bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin. The shieres can transform only once per hour, so they don't often use this ability, preferring to maintain their demihuman appearance.

COMBAT: Shieres' natural Armor Class is 4, but they commonly wear armor of glass and crystal equivalent to field plate armor +4 and use long, narrow shields +1. (If a shiere is slain, its armor is usually ruined by the damage.) Shieres favor any knightly weapon, especially the lance, battle axe, horseman’s mace, horseman's flail, and long sword. A shiere's weapon is always enchanted to a value of +3 or better and may have sharpness, quickness, or defender properties. As highly skilled warriors, shieres receive 2 attacks per round with their favored weapons.

Shieres assume their faerie-light form only in extreme conditions, since they cannot easily resume their normal shape. A shiere may use this ability if he is badly wounded and needs to escape to warn others of trouble, or if he needs to maneuver with more stealth than his normal size allows.

In addition to his formidable combat skills, a shiere's gaze causes fear in any evil creature that meets his eyes. He also has the spell ability of a 5th-level priest and can use the following spell-like powers once per round at will: alter self, color spray, continual light, detect evil, detect invisibility, ice storm, spectral force, wall of ice, or cast a 10d4+10 cone of cold. Once per day the shiere can heal another creature.

THE HORSES OF THE SHIERE: When hunting, patrolling, or riding to war, shiere are always mounted. A shiere's horse is the equivalent of a heavy war-horse (AC 7, 4+4 HD, THAC0 17, Dmg 1d8/1d8/1d3) but its morale is Fearless and it never has fewer than 5 hit points per Hit Die. In addition, the shiere's war-horse has a movement rate of 24 and can fly as long as the sun is not in the sky.

HABITAT/SOCIETY: The shieres're the most numerous eladrins that regularly inhabit the tulani courts, and are the highest of the common eladrins. Shieres of unusual wisdom or experience are often acknowledged as hunt leaders or captains in the service of a tulani lord, but when the battle is over all shiere companies share the same rank. Shieres're exceptionally honorable and courageous creatures who celebrate similar qualities in others. They can be cold as ice when dealing with those who don't measure up to their own high standards of behavior.



some preliminary stats for the shiere:

Eladrin, Shiere
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 8d8+X (X hp)
Initiative: +X
Speed: 40 ft (30 ft in armor?) (8 squares), fly 60 ft (perfect)
Armor Class: X (+12 +4 full plate, +1 shield, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +8/+X
Attack:
Full Attack: (+3 weapons with properties) +X melee (X+X)
Space/Reach: 5 ft/5 ft
Special Attacks: glance-fear gaze, spell-like abilities, spells
Special Qualities: Alternate form –light form, 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 16, tongues, warhorses
Saves: Fort +X (+4 against poison) Ref +X Will +X
Abilities: Str 23, Dex X, Con X, Int 14, Wis X, Cha X
Skills: X
Feats: X

Environment: Olympian Glades of Arborea
Organization: Solitary or company (3-24)
Challenge Rating: X
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +X



COMBAT


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

Adapted from the coure...

Alternate Form (Su): A shiere can assume the form of an incorporeal ball of light once per hour. This transformation counts as a standard action. In this form, the shiere can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the shiere has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A shiere in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a shiere always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the shiere sheds light as it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the shiere can perform once per round.

For attacks, how about:

Attack: +3 heavy lance of speed +14 melee (1d8+9/x3) or +3 defending battleaxe +14 melee (1d8+6/x3)
Full Attack: +3 heavy lance of speed +14/+9/+14 melee (1d8+9/x3) or +3 defending battleaxe +14/+9 melee (1d8+6/x3)
 



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