Planescape Converting Planescape monsters

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Apologizes if it is out of line to bring a question into this thread, but for some reason I couldn't start a new one..

has there been made any conversions for gargoyle golems and kocrachons? I am converting the Umbra adventure from Dungeon # 55, and have found conversions of all the missing monsters, except these two. The kocrahon came from PLanes of Law, and the Gargoyle Golem was a modified gargoyle/golem creation. Alternatively, what monsters should I use instead?

Thanks, and again, sorry for this out of subject post..
 

Trellian - The kocrachon can be found in the Book of Vile Darkness. I am unsure of the gargoyle golem.
 


coming along quite nicely so far. :D

PSMC2 said:
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.)

so, how about …
Armor Class: 31 (+12 +4 full plate armor, +2 +1 light steel shield, +1 Dex, +6 natural), touch 11, flat-footed 30
with a bit of flavor text to describe the armor (no armor check penalty or max dex?). Or maybe we could call it something like “shiere’s armor” and note its properties elsewhere.

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.

That, and don’t forget all eladrins have alter self, comprehend languages, cure light wounds, detect evil, and phantasmal force at will. So…

Spell-Like Abilities: At will - alter self, color spray (DC X), comprehend languages, cone of cold (DC X), cure light wounds (DC X), daylight, detect evil, ice storm (DC X), major image (DC X), see invisibility, silent image (DC X); 1/day - heal. Caster level 10th(?). The save DCs are Charisma-based.

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.

we might as well stat these beasties up too. Magical Beast (Extraplanar)?
 

BOZ said:
coming along quite nicely so far. :D

so, how about …
Armor Class: 31 (+12 +4 full plate armor, +2 +1 light steel shield, +1 Dex, +6 natural), touch 11, flat-footed 30
with a bit of flavor text to describe the armor (no armor check penalty or max dex?). Or maybe we could call it something like “shiere’s armor” and note its properties elsewhere.

That, and don’t forget all eladrins have alter self, comprehend languages, cure light wounds, detect evil, and phantasmal force at will. So…

Spell-Like Abilities: At will - alter self, color spray (DC X), comprehend languages, cone of cold (DC X), cure light wounds (DC X), daylight, detect evil, ice storm (DC X), major image (DC X), see invisibility, silent image (DC X); 1/day - heal. Caster level 10th(?). The save DCs are Charisma-based.

we might as well stat these beasties up too. Magical Beast (Extraplanar)?

Call the armor Shiere Armor and note it properties in the text.

The spells look good, and for the horse, definetly a magical beast (extraplanar)
 
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Spell-likes look good. I agree with Krishnath on the armor. For the horse, are we going to make it a separate creature, or just tack it on in short stat block fashion as part of the shiere?
 


voila?

The Horses of the Shiere: Advanced? Heavy Warhorses; CR 2+?; Large magical beast (extraplanar); HD 4d10+12; hp 34; Init +1; Spd 60 ft, fly 60 ft (average?); AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Atk 2 hooves +7 melee (1d8+4) and bite +2 melee (1d4+2); Space/Reach 10 ft/5 ft; SA X; SQ Courage, darkvision 60 ft, low-light vision, night flight, scent; AL CG; SV Fort +7, Red +5, Will +2; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 10.
Skills and Feats: Listen +5, Spot +4; Endurance, Run
Courage (Ex): Horses of the shiere are braver than normal animals, and receive a +X morale bonus on saving throws against fear.
Night Flight (Sp): Horses of the shiere can fly 60 feet per round, but only when the sun is not in the sky.
Carrying Capacity: A light load for a horse of the shiere is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A horse of the shiere can drag 4,500 pounds.

i copied this stat block from a 3.0 book - let me know if i need to fix anything on it to make it more 3.5-like.
 
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Wow. I've been watching too much Lord of the Rings. I thought that said "Horses of the Shire". :p

Here is the heavy warhorse info from the 3.5 SRD.

Warhorse, Heavy
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.
 

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