Planescape Converting Planescape monsters

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Das ist gut.

Sorry it took so long, but the boards got hit by a slow spell by an apparently high-level caster. ;)
 



i think it's about time to get a new conversion started around here, don't you? :) it's been awhile.

i had this fellow in mind for when the mortai was finished. for some reason, i have always associated the two creatures with each other.

Noctral

CLIMATE/TERRAIN: Seven Heavens
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Dusk, night
DIET: Carnivore
INTELLIGENCE: Supra-genius (19-20)
TREASURE: G
ALIGNMENT: Lawful good

NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 1, Fl 36 (C)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/2-5
SPECIAL ATTACKS: Swoop
SPECIAL DEFENSES: Surprise
MAGIC RESISTANCE: 30%
SUE: M (20' wingspan)
MORALE: Champion (15-16)
XP VALUE: 7,000

Noctrals are the owl-like inhabitants of the Seven Heavens. These giant creatures are the benevolent advisors to the other citizens of the Seven Heavens and, as such, are excellent sources of information.

These huge birds look like larger versions of the common owl. Their tremendous wingspan is around 20 feet, that, spread to its fullest, makes them an impressive sight to behold. Like owls, noctrals have heart-shaped faces and huge eyes with protective inner eyelids. Their glossy feathers range from a deep russet to gray to black. Noctrals have a gentle hooting call, but otherwise do not speak (except through magic).

Noctrals communicate with mortals using telepathy, and with animals using their speak to animals ability.

Combat: Like owls, noctrals are powerful and dangerous predators. They are capable of fast, deadly attacks. Noctrals attack from the air giving them a claw/claw/bite attack. Their large, razor-sharp claws inflict 2-8 points of damage per strike and their beaks inflict 2-5 points.

Noctrals also have the ability to make a diving swoop attack, They must have at least 50 feet of room to make the attack and it can only be performed one time per two melee rounds, during which time no other attacks may be made. No beak attack is possible with a swoop, but the claws are at +2 on the attack dice and inflict double damage (4-16 points each). When a noctral is diving, it is more difficult to hit, giving attackers a -2 penalty on their attack dice.

Physical attacks are seldom used by noctrals, however. They are kind and peaceful creatures that abhor combat and violence. Noctrals often avoid combat using their spell-like abilities:

invisibility
legend lore, 3 times per day, 15th level of magic use
speak with animals
tongues

Noctrals' eyes are well adapted to poor lighting. They can see in total darkness as well as a human can see in daylight, Noctrals' hearing has a range four times greater than that of a normal human. These increased senses make surprising a noctral extremely difficult. During the time from sunset to sunrise, noctrals cannot be surprised. During daylight hours (during which they are normally sleeping), noctrals can only be surprised on a 1-2. In addition, noctrals fly in total silence so that others have a - 6 penalty an their surprise rolls versus noctrals,

Habitat/Society: The true power of a noctral is its knowledge. They are "the keepers of lore and the knowers of history." Those who are in need of information in the Seven Heavens will come to a noctral for help. They can use their powerful legend lore ability as they see fit. They are also the "knowers of history" and as such are 80% likely to know any historical fact pertaining to the history of the Seven Heavens. Each noctral also has an area of expertise much like a sage. Within their area of expertise (i.e. astrology, mathematics, etc,), noctrals are 80% likely to know any particular fact.

Noctrals also have the privilege of bring advisors to the gods. The various powers of the Seven Heavens and other upper planes will often seek our noctrals for advice or in search of knowledge. This role makes them special friends to the great powers and, of course, allows noctrals to exist under their protection. If a noctral is ever attacked or killed, it is 50% likely that some upper power wilt notice and take direct retribution, This retribution will be either in the form of direct intervention (only 5 % likely) or by sending a powerful good servant to the aid of the noctral (95 % likely).

Ecology: It should be noted that although noctrals are wise beings and a higher life form than a common owl, they are still predators and hunt keenly for their food. As dictated by their good nature, they will only hunt unintelligent prey. It is not uncommon for a stately noctral, while in the middle of a lengthy discourse on some matter of arcane knowledge, to excuse himself, swoop down upon a rabbit, then rip it apart and eat it while he continues to lecture.


PSMC2:

NOCTRAL
CLIMATE/TERRAIN: Mount Celestia
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Dusk, night
DIET: Carnivore
INTELLIGENCE: Supra-genius (19-20)
TREASURE: G
ALIGNMENT: Lawful good

NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 1, Fl 36 (C)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2d4/2d4/1d4+1
SPECIAL ATTACKS: Swoop, surprise
SPECIAL DEFENSES: Invisibility
MAGIC RESISTANCE: 30%
SIZE: M (20' wingspan)
MORALE: Champion (15-16)
XP VALUE: 3,000

Noctrals are creatures of Mount Celestia who act as advisers and sages to the other residents of the plane. They're an avian race, resembling great owls with golden eyes. Noctrals delight in showing off their remarkable intelligence, and they can be invaluable sources of information if a cutter doesn't mind being talked down to a little bit.

Noctrals' plumage ranges from dove gray to deep black. In twilight, their feathers cloak them in soft, silent shadow. A noctral stands about as tall as a full-grown man, and its wings span a distance of 20 feet or more. 'Course, a noctral's much lighter than a human of the same height - like all birds, their bones are hollow. Noctrals' faces are heart-shaped, like a barn owl's, and their large eyes have protective inner eyelids.

Noctrals can be found near places of knowledge or power in Mount Celestia. They often befriend archons, aasimon, or exceptional petitioners and spend much of their time providing their companions with the benefit of their advice. This'd grow annoying quickly if it weren't for the fact that noctrals are extremely intelligent - and right more often than not.

COMBAT: Noctrals avoid combat where possible, since they're peaceful and kindly creatures by nature. Although they're physically a match for a minor fiend or a two, noctrals are intelligent enough to realize that powerful fiends or groups of skilled adventurers are far too dangerous to engage directly. When a noctral's confronted by a powerful. enemy, it'll almost always retreat to muster help from nearby archons or aasimon and return leading its allies to the fight.

If a noctral does become involved in a physical fight, they're well-equipped to handle it. Like owls, noctrals are powerful and stealthy predators. They fight from the air, using their talons and hooked beak to deal with most foes. If the noctral has 50 feet of room, it can make a swooping attack once every 2 melee rounds (devoting every other round to maneuvering). When a noctral swoops, it forfeits its beak attack, but gains a +2 attack bonus with its talons and inflicts double damage with a hit. In addition, a swooping noctral is more difficult to strike, and its effective AC drops to - 1.

Noctrals have the following special spell-like powers: invisibility, legend lore 3 times per day (at 15th level of ability), speak with animals, and tongues. They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral's intelligence allows it to effectively defect lie when telepathically conversing with a human or demihuman.

Noctrals are well adapted for night hunting. In total darkness, they see is well as a human does by daylight, and their hearing is about 4 times better than an elf's. Noctrals cannot be surprised in normal nighttime conditions, and are surprised only on a 1 or 2 in full daylight, even when sleeping. Noctrals, like the prime owls they so closely resemble, fly in total silence; their enemies suffer a -6 penalty to their surprise checks if the noctral is aloft and it's dusk or night.

HABITAT/SOCIETY: Here's the chant about noctrals: They're likely to know anything. Knowledge is power, after all, and noctrals know the dark of a lot of things. In Mount Celestia, they're the keepers of lore and the knowers of history. Any decent basher in Mount Celestia can go ask a noctral for help with almost any question. Noctrals are 80% likely to know any historical fact pertaining to Mount Celestia, and 20% likely to be well versed in the history of another plane.

In addition to their knowledge of history, noctrals also have area, of expertise, such as mathematics, astrology, magic, and so on, just like a sage. (In fact, most noctrals've got two or three areas of expertise - their hunger for knowledge is insatiable.) They're 80% likely to know any particular fact in their areas of expertise. As noted above, noctrals love to "help" mortals by sharing their extensive knowledge, so as long as a basher's reasonably polite and patient lie's likely to find out what he needs to know. On the other hand, noctrals never share their information when it's clear that it might be turned to evil purposes.

Many noctrals act as advisers to the various powers or celestial stewards of Mount Celestia. Even a power might need a little insight on some esoteric matter every now and then, and noctrals are more thin happy to oblige. As a result, some noctrals are under the protection of one of the good powers. A sod as harms one of these noctrals is 50% likely to provoke the direct retribution of the noctral's patron. If the noctral's patron intercedes, it's 95% likely that he or she sends a powerful good servant such as a deva or planetar to the noctral's aid.

Don't be fooled by the noctrals' manners and sophistication - they're still predators and need to hunt for their food. Naturally, they hunt only nonintelligent prey, and only when hunger demands it: noctrals don't kill for sport or pleasure. It's not uncommon for a stately noctral to excuse himself from a discourse on some arcane matter and swoop down upon a nearby rabbit, resuming his lesson while he dines.



some preliminary stats for the noctral:

Noctral
Medium Outsider (Good, Extraplanar, Lawful)
Hit Dice: 5d8+X (X hp)
Initiative: +X
Speed: 5 ft (1 square), fly 90 ft (average)
Armor Class: 19 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +5/+X
Attack: X
Full Attack: 2 claws +X melee (2d4+X) and bite +X melee (1d4+X)
Space/Reach: 5 ft/5 ft
Special Attacks: swoop
Special Qualities: darkvision, low-light vision, spell-like abilities, spell resistance (17+), superior sight & hearing, telepathy
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 20, Wis X, Cha X
Skills: 104 (Knowledge: planes & history + any 2 or 3, Listen, Spot, Move Silently)
Feats: 2

Environment: Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: X
Treasure: Standard?
Alignment: Always lawful good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X?


A noctral is about as tall as a human, with a 20-foot wingspan, and weighs about X pounds.


COMBAT

Skills: A noctral has a +X racial bonus on Listen and Spot checks, and a +6? bonus on Move Silently checks.

*A noctral has a +X racial bonus on any Knowledge check involving its home plane


Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).
 

Mmmmm....Planescape. ;)

The owl archon from BOED has the swoop ability for us.

Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d6+8 points) instead.

Spell-Like Abilities: At will—invisibility, speak with animals; 3/day--legend lore. Caster level 15th.

The following ability is always active on the noctral's person, as the spell (caster level 15th); discern lies (DC X). It can be dispelled, but the noctral can reactivate it as a free action. The save DC is Charisma-based.

Tongues (Su): A noctral can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
 

Skill section from the giant owl, along with superior lowlight vision:

Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.

Hmm, how about giving them a lore ability?
Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Of course, the alternative is giving them a few bonuses to Knowledge skills.

Should we keep the relative high caster levels of the Sp abilities?
 

I wonder if the owl archon wasn’t intended as a replacement for the noctral. ;) oh well, screw em, I’m converting this baby anyway. :)

Shade said:
Mmmmm....Planescape.

still takes good, doesn’t it? :)

Shade said:
The owl archon from BOED has the swoop ability for us.

Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d6+8 points) instead.

Spell-Like Abilities: At will—invisibility, speak with animals; 3/day--legend lore. Caster level 15th.

The following ability is always active on the noctral's person, as the spell (caster level 15th); discern lies (DC X). It can be dispelled, but the noctral can reactivate it as a free action. The save DC is Charisma-based.

Tongues (Su): A noctral can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

“They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral's intelligence allows it to effectively defect lie when telepathically conversing with a human or demihuman.”

I have a feeling that the discern lies only works in concert with the telepathy.

Knight Otu said:
Skill section from the giant owl, along with superior lowlight vision:

Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.

Hmm, how about giving them a lore ability?

Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Of course, the alternative is giving them a few bonuses to Knowledge skills.

Should we keep the relative high caster levels of the Sp abilities?

That loremaster stuff might work, and could replace the legend lore power. I’ll need to think about that. It will have Knowledge skills with bonuses either way, not as an alternative. :)

As for the caster levels, I agree that it should be lower. Either we go with the loremaster ability, or have legend lore as a separate ability. I’ll need to review what we did with the mortai.
 

BOZ said:
I wonder if the owl archon wasn’t intended as a replacement for the noctral. ;) oh well, screw em, I’m converting this baby anyway. :)
I wondered the same thing, and drew the same conclusion. ;)

BOZ said:
I have a feeling that the discern lies only works in concert with the telepathy.
True. I suppose we could roll 'em into one ability, and call it "honest telepathy" or somesuch. Or just leave it as it is, but add the caveat in parentheses.

BOZ said:
That loremaster stuff might work, and could replace the legend lore power. I’ll need to think about that. It will have Knowledge skills with bonuses either way, not as an alternative. :)

As for the caster levels, I agree that it should be lower. Either we go with the loremaster ability, or have legend lore as a separate ability. I’ll need to review what we did with the mortai.
I like the loremaster angle. For a third option, from the xerfilstyx:

Knowledgeable (Ex): Swimming for so long in the River Styx has made xerfilstyxes some of the most knowledgeable beings in Baator. A xerfilstyx makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, the xerfilstyx must assign more than 10 ranks to the skill as normal.
 

Doesn't really look to me as if the owl archon and the noctral share more than superficial similarities. They seem like different creatures.

I agree that Knowledgeable might be an interesting idea (wasn't there a second creature with that ability?).
 

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