Planescape Converting Planescape monsters

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Indeed! I'm still puzzling over why the 1st-level warrior humanoid races with almost no special abilities take forever. :confused:
 

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Shade said:
Indeed! I'm still puzzling over why the 1st-level warrior humanoid races with almost no special abilities take forever. :confused:
I suppose, it's coz we're trying to find something that will make them different from each other. ;)

Regards
Mortis
 


BOZ gave me the go-ahead to lead some conversion threads while he focuses on the Dukes of Hell. Here's another one that was requested...

Smoke Mephit
Clim/Terr: Any
Freq: Common
Org: Solitary
Activity: Any
Diet: Special
Int: Average (8-10)
Treasure: Nil
AL: Neutral
# Appearing: 1-10
AC: 4
Movement: 12, FL 24 (B)
HD: 3
THAC0: 17
# Att: 2
Dmg: 1d2/1d2
SA: See below
SD: See below
MR: Nil
Size: M (5' tall)
Morale: Average (8-10)
XP: 420

Smoke mephits are crude and lazy. They spend most of their time sitting around invisible, smoking pipeweed, telling bad jokes about their creators, and generally shirking their responsibilities.

Combat: A smoke mephit's two clawed hands cause 1d2 damage each. Its breath weapon consists of a sooty ball usable every other melee round, an unlimited number of times per day. This sooty ball automatically strikes one creature of the mephit's choice within 20 feet (1d4 damage and blinded for 1-2 rounds), no saving throw.

Smoke mephits can cast invisibility and dancing lights once each per day. Once per hour, they can attempt to gate in 1-2 other mephits, fire, magma, smoke, or steam. If two mephits arrive, they are the same type.

Contact with any kind of smoke lets a smoke mephit regenerate 1 hp per turn. When a smoke mephit dies, it disappears in a flash of flame. This flash causes 1 hp damage to all creatures within 10 feet.

Ecology: Lower-planar beings traditionally dispatch a smoke mephit as a gift to enemies, a gesture of insolence and contempt that amounts to a declaration of vendetta.

Source: PSMC1.
 

This one should be rather simple as well, since mephits are fairly plug-and-play.

Smoke Mephit
Small Outsider (Air?, Fire?, Extraplanar)
Hit Dice: 3d8+x (x hp)
Initiative: +x
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: x (+1 size, +x Dex, +x natural), touch x, flat-footed x
Base Attack/Grapple: +3/+0
Attack: Claw +x melee (1d3+x)
Full Attack: 2 claws +x melee (1d3+x)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +x, Ref +x, Will +x
Abilities: Str x, Dex x, Con x, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +8, Hide +12, Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: 2
Environment: Elemental Plane of Air and Elemental Plane of Fire (?)
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Breath Weapon (Su): 10-foot cone of soot, damage 1d4, Reflex DC X half. Living creatures that fail their saves are blinded(?) for 1d2 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: 1/day--dancing lights (DC X), invisibility. Caster level 6th.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Fast Healing (Ex): A smoke mephit heals only if in contact with smoke.
 

Since smoke is similar in consistency to steam, we could use the steam mephit's ability scores:

Str 10, Dex 13, Con 10

Dust is also similar:

Str 10, Dex 17, Con 10

Or we could split the difference with Dex 15.

Thoughts?
 



Air: +3 nat armor
Dust: +3 nat armor
Steam: +4 nat armor
Water: +5 nat armor

I'm thinking +3 to +4 for this fella.

Looking at the other mephits, it looks like most (if not all) have the following skills ranks:
Skills: Bluff +6, Escape Artist +6, Hide +6, Diplomacy +0, Disguise +0 (+2 acting), Intimidate +0, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)

All mephits have two of the following feats:
Dodge, Improved Initiative, Power Attack, Toughness, Weapon Finesse

Of those, Dodge, Improved Initiative, and Weapon Finesse seem the most likely candidates.
 


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