Planescape Converting Planescape monsters

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BOZ said:
thus, the aquatic subtype and amphibious quality have been added. ;)

:cool:

BOZ said:
is alternate form enough to describe this? Described more later…

This would seem to be the standard for eladrin...

Alternate Form (Su): A noviere can shift between its humanoid and "golden dolphin made entirely of shimmering water" forms as a standard action. In humanoid form, it cannot use its "ram" or "envelop" attacks, but it can use its spell-like abilities, and its weapons. In dolphin form, it can envelop, make "ram" attacks, and use spell-like abilities, but it cannot use its weapons.

A noviere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a noviere revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

BOZ said:
an entangle attack – like the balor’s whip?

Would a normal net attack suffice?

BOZ said:
would that be a grapple attack, or something more like the gelatinous cube’s engulf? Would it coincide with the “ram” (slam?) attack, or be its own thing?

Hmm...let me think about this one.

BOZ said:
I see an AC difference here of +6; would that be natural armor or something completely different?

This sounds like a deflection bonus to me.

BOZ said:
at will - alter self, charm person, daylight, minor image, mirror image, slow; 1/day – water breathing (as 3rd level caster?)
as for the “water bolt” would that be better as a unique 1/day power?

Spell-likes look good. I'd go with the unique 1/day power for water bolt. Check out the shiradi's lightshard strike for a good example of how to word this.
 

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BOZ said:
how's a normal net attack work? :) and underwater, even better?

From the SRD:

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

So, it looks like we'll have to give it a special ability (or special net) to make it work underwater.
 


an additional note: all 2E eladrins had alter self, comprehend languages, cure light wounds, detect evil, and phantasmal force (aka silent image), all at will.
 

Perhaps for the net, something like this:

Aquatic Net (Su): A noviere's net benefits from a freedom of movement effect, allowing it to be thrown effectively underwater, incurring none of the additional penalties for range that ranged weapons normally suffer when used underwater.
 


just one off-topic comment: i was looking at the eladrins, and i noticed that the shiradi's "Enchantment Awareness" would be a good replacement for the nic'epona's detect charms. :)
 


how about this?

Water Bolt (Sp): A noviere can launch a blast of concentrated water at a range of 60 feet, once per day. This water bolt does 4d6 points of damage to all creatures in a 5-foot-wide path from the noviere (Reflex save DC X for half damage). The save DC is Dexterity-based.
 
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