Planescape Converting Planescape monsters

Status
Not open for further replies.
MC8:

T'uen'rin

CLIMATE/TERRAIN: Arcadia
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Supra-genius (19-20)
TREASURE: I, H
ALIGNMENT- Lawful Good

NO. APPEARING: 1
ARMOR CLASS: -8
MOVEMENT: 24, FI 48 (A)
HIT DICE: 16
THAC0: 5
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/2-20
SPECIAL ATIACKS: Awe
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: 90%
SIZE: H (13' long)
MORALE: Fanatic (17-18)
XP VALUE: 150,000

T'uen-rin are a race of extra-planar ki-rin that dwell in the peaceful plains of Arcadia. These creatures normally have little to do with the world of mortals or ki-rin, but are occasionally seen on the Prime Material plane performing some mission (if great importance.

They look much like their more common counterparts, having shining coats of golden manes that scintillate with seemingly impossible shades of color. Their thick manes and tails am a deep, dark gold. Their horns and hooves are a pinkish ivory color. A t'uen-rin's eyes are deep orbs of beautiful violet.

T'uen-rin speak the common language, and can also communicate using telepathy or empathy.

Combat: Although t'uen-rin are peaceful and good, they will fearlessly attack evil wherever they encounter it. The creatures are capable of a powerful hoof/hoof/horn attack inflicting 1-10 points of damage per hoof and 2-20 points of damage with the great hom. These natural attacks we capable of doing damage to any creature, even those normally only hit by magical weapons.

T'uen-rin may use mage spells at 20th level of ability. Each day they may use 15 1st-level spells, 14 2nd4evel spells, 13 3rd level spells, etc., all the way up to 7 9th-level spells.

Tuen-rin may, once per day, create an awe effect, using their nearly divine presence to stun opponents. When creating an awe effect, the t'uen-rin rears up on its hind legs and lets out a commanding cry, Any being of a non-divine nature must immediately a save vs. spells at a - 6 penalty or be in awe. Awed beings will stand and stare at the t'uen-rin for a number of rounds equal to 20 minus their wisdom wore. For example, if a t'uen-rin awes two opponents-one of a 15 wisdom, the other of a 10 wisdom-the former will be stunned for five rounds, the latter for ten. Normally, a t'uen-rin will not attack awed opponents unless they are of great evil and need to be destroyed.

All truen-rin have powerful telepathic powers that allow them to read conscious thought, thus making it impossible to surprise one. They may also use this ability to detect lie without error. A t'uen-rin, in addition to possessing all abilities of a ki-rin (the Monstrous Compendium, Volume 11, ki-rin entry), have the following divine abilities:

• Goodharvest: By using this ability, a t'uen-rin can cause any crops in a 20 square mile area to grow at maximum speed and yield a maximum harvest. They will often use this ability to aid farmers in trouble or reward those who have lived with integrity.

• Attack Evil; t'uen-rin, with the divine help of a god, can make a direct telepathic attack on all evil creatures in a 50 square mile area. Any evil beings of a nondivine nature in the area of affect of this power must make a saving throw vs. spells or migrate nut of the area within one week. Evil creatures will not enter the area for at least a month. This power is used to rid places of strong evil presences.

• End Blight: When a t'uen-rin uses its end blight ability, it can stop the spread of disease or plague within a 100 mile radius. This will cure all nonevil creatures within the area and stop the spread of the disease for one year.

Habitat/Society: t'uen-rin are motivated purely by the pursuit of good. They will naturally seek out and attempt to destroy evil. This does not, however, mean that t'pen-rin will blindly attack evil strongholds. They will not, for instance, travel to the Abyss or other similar place of strong evil where they obviously would not survive.

The t'uen-rin dwell among the clouds in Arcadia and are very lofty in attitude. They will never venture into the Prime Material plane to meddle in the affairs of men unless commanded by a deity or other powerful good entity.

Ecology: In some cultures (particularly oriental), the t'uen-rin is seen as the strongest embodiment of good. They are generally characterized as female, and no male t'uen-rins are known to exist.


PSMC2:

T’UEN-RIN

Climate/Terrain: Arcadia
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Herbivore
Intelligence: Supra-genius (19-20)
Treasure: H, I
Alignment: Lawful good

No. Appearing: 1
Armor Class: -8
Movement: 24, Fl 48 (A)
Hit Dice: 16
THAC0: 5
No. Of Attacks: 3 (two hooves, horn)
Damage/Attack: 1d10/1d10/2d10
Special Attacks: Awe, spell use
Special Defenses: Never surprised
Magic Resistance: 90%
Size: H (13' long)
Morale: Fanatic (17-18)
XP Value: 150,000

T'uen-rin are a powerful race of good servants that dwell in the peaceful skies and plains of Arcadia. They're related to the ki-rin of the Prime Material Plane, but they're even more intelligent, capable, and noble than their "lesser" kin. T'uen-rin keep their distance from prime-material affairs, concentrating on the task of battling evil around the Great Wheel. However, from time to time the requirements of their endless war on evil send them to the worlds of the prime.

T'uen-rin resemble their mow common counterparts. Their bodies are horselike, but their coats are covered with fine scales that scintillate with impossible shades of color. Their thick manes and tails are deep, dark gold, and their hooves and horn are pinkish-ivory. The t'uen-rin's face is wise and beautiful, and its eyes are liquid orbs of deep violet. Lots of berks say there's no more beautiful sight in the multiverse than a t’uen-rin galloping across the sky at sunrise, and they might be right.

T’uen-rin can understand and speak any human tongue, and can also communicate by telepathy or empathy. No natural nonevil animal'll ever offer harm to a t'uen-rin. Flowers spring up where their hooves touch the earth.

Combat: Although t'uen-rin are peaceful and good, they'll fearlessly attack evil wherever they encounter it. A t'uen-rin's a match for even a greater baatezu or true tanar'ri, and the noble creature'll never hesitate to engage such an opponent. The t'uen-rin attacks physically with two blows of its mighty hooves and a thrust of its great horn. Its natural attacks're considered the equal of +5 weapons for purposes of harming creatures struck only by enchanted weapons. T'uen-rin enjoy dealing with evil opponents in a direct, physical approach and often choose this option over the use of spells or their awe power.

T'uen-rin can cast wizard spells at the 20th level of ability. Each day, they may use 15 1st-level spells, 14 2nd-level spells, 13 3rd-level spells, on up to 7 9th-level spells. They're especially fond of the schools of illusion and enchantment but won't hesitate to use extremely powerful spells such as symbols, wishes, or power words against very powerful evil entities.

The t'uen-rin's telepathy ability enables them to monitor conscious thoughts nearby, making them impossible to surprise. This also allows the t'uen-rin to know alignment and detect lie without error. Each day, the t'uen-rin can create nutritious food and beverage for 10d10 10 people, as well as 100 cubic feet of soft goods, 50 cubic of wood, and 20 cubic feet of stone or metal items. These creations are permanent.

T'uen-rin can assume gaseous form, become invisible, summon weather, and call lightning at will. They can freely enter the Ethereal or Astral Planes. Creatures of elemental air don’t attack a t'uen-rin unless compelled by an evil force at least as powerful as the t’uen-rin.

Once per day, a t'uen-rin may create an aura of divine awe. Any being of a nondivine nature within sight must survive a saving throw versus spell at -6 or be awed. Awed beings stand motionless for a number of rounds equal to 20 minus the creature's Wisdom score. For example, a character with a Wisdom of 12 would be awed for 8 rounds. Awed creatures recover after a 1-round delay it attacked physically. If the t'uen-rin chooses, it may follow up the awe with a special suggestion or emotion spell that affects every awed creature. A t'uen-rin could use this power to inspire an entire army to courage, or put a legion of evil creatures to flight. Normally, t'uen-rin don't attack creatures they've awed unless the creatures are evil and must be destroyed to deter them from their purpose.

Habitat/Society: T'uen-rin're motivated purely by the pursuit of good. They often use their great powers to aid people of good heart wherever they find 'em. Naturally, a t'uen-rin'll seek out and destroy evil if at all possible. T'uen-rin are super-humanly intelligent, and they've got a good idea of when it's time to back off - they might consider a tanar'ri roaming the Astral to be fair game, but they won't follow that same tanar'ri into the Abyss.

Although t'uen-rin travel widely, their true home's the skies above Arcadia. They live among the clouds, and some t'uen-rin go centuries without setting foot on the ground. Unfortunately, this attitude's rubbed off on the t’uen-rin; there’s a dark seed of arrogance and superiority in the hearts of many of these noble creatures, and there's some bloods who say that the t'uen-rin may be headed for a fall if they keep distancing themselves from mortal concerns.

Ecology: In some prime-material cultures, the t'uen-rin're seen as the ultimate embodiment of good. 'Course no planar'll ever say that about a t'uen-rin. Any cutter with a clue knows that there are high-ups even more important than a t'uen-rin All that aside, there’s no dark to the fact that t'uen-rin're some of the most gifted creatures in the multiverse, and that nothing short of a power dares face them in a fair fight.

It's said that all the t'uen-rin are female, that no males of the race exist. If' this is the case, a body might wonder how more t'uen-rin show up. Some bloods say that there's only a limited number of t'uen-rin - a couple of dozen, no more than that - and that each time one is slain, the universe loses something unique and irreplaceable. Others say that the male t'uen-rin is actually the ki-rin (or vice-versa, depending on how a cutter looks at it), and that we two "races" are actually one divided species. The t’uen-rin themselves avoid questions of this nature.


some preliminary stats for the t’uen-rin:

T’uen-rin
Large (Magical Beast? Outsider?) (Extraplanar, Good, Lawful)
Hit Dice: 16dX+X (X hp)
Initiative: +X
Speed: 60 ft (12 squares), fly 120 ft (perfect)
Armor Class: 28 (-1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +16/+X
Attack: X
Full Attack: Horn +X melee (2d10+X) and 2 hooves +X melee (1d10+X)
Space/Reach: 10 ft/5 ft
Special Attacks: awe (like divine awe in D&DG?), divine powers (goodharvest, attack evil, end blight), spell-like abilities (copy from ki-rin in OA), spells
Special Qualities: air creatures cannot attack, darkvision 60 ft, detect thoughts, discern lies (like noctral), empathy, invisibility, spell resistance 29+, telepathy
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int 20+, Wis X, Cha X
Skills: X
Feats: 6

Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary
Challenge Rating: X
Treasure: (H, I)
Alignment: Always lawful good
Advancement: 17-32 HD (Large); 33-48 (Huge)
Level Adjustment: ---


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


Here’s an older conversion by Andrew D. Gable, and a more recent one by the Seraph of Babel. :)
 

log in or register to remove this ad



Also, normal ki-rin are Huge, and I don't see anything to indicate that these fellas are smaller.
 

Shade said:
normal ki-rin are Huge, and I don't see anything to indicate that these fellas are smaller.

in fact, I looked it up… in 2E, ki-rin and t’uen-rin are both 13 feet long. So, upping this fellow to Huge…
 

Cool.

Other stuff that can be borrowed/adapted from ki-rin...

Attack: Horn
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., detect thoughts, spell resistance 28, telepathy 100 ft.
Abilities: Str 26, Dex 18, Con 20, Int 19, Wis 21, Cha 23
Skills: Concentration, Diplomacy, Knowledge (arcana), Listen, Sense Motive, Spellcraft, Spot
Feats: Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes
 

Shade said:
Abilities: Str 26, Dex 18, Con 20, Int 19, Wis 21, Cha 23

I’d increase these a bit. Str 27-28, Dex 19-23, Con 21-25, Int 20-21, Wis 22-24, and Cha 24-25.

Shade said:
Feats: Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes

plus one more. Perhaps Multiattack, Combat Casting, Improved Initiative, or Ability Focus (awe)
 

BOZ said:
I’d increase these a bit. Str 27-28, Dex 19-23, Con 21-25, Int 20-21, Wis 22-24, and Cha 24-25.
Definitely increase 'em. I just posted the ki-rin's stats for a baseline...I didn't make any modifications.

BOZ said:
plus one more. Perhaps Multiattack, Combat Casting, Improved Initiative, or Ability Focus (awe)
Any of those are good choices. I'd probably skip Combat Casting, because we can easily get it a high enough Concentration modifier to cast any spell defensively.
 

Shade said:
Definitely increase 'em. I just posted the ki-rin's stats for a baseline...I didn't make any modifications.

I could be cheesy, and go +2 on all the ki-rin’s scores. ;) Str 28, Dex 20, Con 22, Int 21, Wis 23, Cha 25

Shade said:
Any of those are good choices. I'd probably skip Combat Casting, because we can easily get it a high enough Concentration modifier to cast any spell defensively.

ability focus, then. :)

here are the rest of its powers:

MC8 said:
T'uen-rin speak the common language, and can also communicate using telepathy or empathy.

PSMC2 said:
T’uen-rin can understand and speak any human tongue, and can also communicate by telepathy or empathy.

the telepathy we know how to deal with, but the empathy must be a 2E concept that has been forgotten.

MC8 said:
These natural attacks we capable of doing damage to any creature, even those normally only hit by magical weapons.

PSMC2 said:
Its natural attacks're considered the equal of +5 weapons for purposes of harming creatures struck only by enchanted weapons.

the ki-rin already have a power like this, so we can copy that as well.

MC8 said:
T'uen-rin may use mage spells at 20th level of ability. Each day they may use 15 1st-level spells, 14 2nd4evel spells, 13 3rd level spells, etc., all the way up to 7 9th-level spells.

PSMC2 said:
T'uen-rin can cast wizard spells at the 20th level of ability. Each day, they may use 15 1st-level spells, 14 2nd-level spells, 13 3rd-level spells, on up to 7 9th-level spells. They're especially fond of the schools of illusion and enchantment but won't hesitate to use extremely powerful spells such as symbols, wishes, or power words against very powerful evil entities.

we haven’t done it in awhile, but we know how to write up a spell list for a wizard-type caster.

MC8 said:
Tuen-rin may, once per day, create an awe effect, using their nearly divine presence to stun opponents. When creating an awe effect, the t'uen-rin rears up on its hind legs and lets out a commanding cry, Any being of a non-divine nature must immediately a save vs. spells at a - 6 penalty or be in awe. Awed beings will stand and stare at the t'uen-rin for a number of rounds equal to 20 minus their wisdom wore. For example, if a t'uen-rin awes two opponents-one of a 15 wisdom, the other of a 10 wisdom-the former will be stunned for five rounds, the latter for ten. Normally, a t'uen-rin will not attack awed opponents unless they are of great evil and need to be destroyed.

PSMC2 said:
Once per day, a t'uen-rin may create an aura of divine awe. Any being of a nondivine nature within sight must survive a saving throw versus spell at -6 or be awed. Awed beings stand motionless for a number of rounds equal to 20 minus the creature's Wisdom score. For example, a character with a Wisdom of 12 would be awed for 8 rounds. Awed creatures recover after a 1-round delay it attacked physically. If the t'uen-rin chooses, it may follow up the awe with a special suggestion or emotion spell that affects every awed creature. A t'uen-rin could use this power to inspire an entire army to courage, or put a legion of evil creatures to flight. Normally, t'uen-rin don't attack creatures they've awed unless the creatures are evil and must be destroyed to deter them from their purpose.

as I said before, this is similar to the divine aura power in the D&DG book.

MC8 said:
All truen-rin have powerful telepathic powers that allow them to read conscious thought, thus making it impossible to surprise one. They may also use this ability to detect lie without error.

PSMC2 said:
The t'uen-rin's telepathy ability enables them to monitor conscious thoughts nearby, making them impossible to surprise. This also allows the t'uen-rin to know alignment and detect lie without error.

sounds a lot like the noctral doesn’t it? ;)

MC8 said:
A t'uen-rin, in addition to possessing all abilities of a ki-rin (the Monstrous Compendium, Volume 11, ki-rin entry), have the following divine abilities:

• Goodharvest: By using this ability, a t'uen-rin can cause any crops in a 20 square mile area to grow at maximum speed and yield a maximum harvest. They will often use this ability to aid farmers in trouble or reward those who have lived with integrity.

• Attack Evil; t'uen-rin, with the divine help of a god, can make a direct telepathic attack on all evil creatures in a 50 square mile area. Any evil beings of a nondivine nature in the area of affect of this power must make a saving throw vs. spells or migrate nut of the area within one week. Evil creatures will not enter the area for at least a month. This power is used to rid places of strong evil presences.

• End Blight: When a t'uen-rin uses its end blight ability, it can stop the spread of disease or plague within a 100 mile radius. This will cure all nonevil creatures within the area and stop the spread of the disease for one year.

not sure what to do with these – guess they are individual powers.

PSMC2 said:
No natural nonevil animal'll ever offer harm to a t'uen-rin. Flowers spring up where their hooves touch the earth.

the first thing is important, and for the second thing, we HAVE to come up with a power for that. :D

PSMC2 said:
Each day, the t'uen-rin can create nutritious food and beverage for 10d10 10 people, as well as 100 cubic feet of soft goods, 50 cubic of wood, and 20 cubic feet of stone or metal items. These creations are permanent.

T'uen-rin can assume gaseous form, become invisible, summon weather, and call lightning at will. They can freely enter the Ethereal or Astral Planes.

More stuff we can copy from the ki-rin.

PSMC2 said:
Creatures of elemental air don’t attack a t'uen-rin unless compelled by an evil force at least as powerful as the t’uen-rin.

we can make this separate from the animals thing, or part of it.
 
Last edited:

BOZ said:
I could be cheesy, and go +2 on all the ki-rin’s scores. ;) Str 28, Dex 20, Con 22, Int 21, Wis 23, Cha 25
That'll probably suffice, although I think Cha should be even higher, maybe 27.

BOZ said:
ability focus, then. :)
Perfect.

BOZ said:
the telepathy we know how to deal with, but the empathy must be a 2E concept that has been forgotten.
I vaguely remember empathy. For some reason I thought it was psionic.


BOZ said:
the ki-rin already have a power like this, so we can copy that as well.
Cool.

BOZ said:
we haven’t done it in awhile, but we know how to write up a spell list for a wizard-type caster.
But of course. That's a good one to do later. ;)

BOZ said:
as I said before, this is similar to the divine aura power in the D&DG book.
Is that in the SRD? I have'nt looked at D&DG stuff in ages.

BOZ said:
sounds a lot like the noctral doesn’t it? ;)
Sure does.

BOZ said:
not sure what to do with these – guess they are individual powers.
I suppose so.

BOZ said:
the first thing is important, and for the second thing, we HAVE to come up with a power for that. :D
Agreed, and ABSOLUTELY! :)

BOZ said:
More stuff we can copy from the ki-rin.
Does ki-rin get some kickbacks for his help on this conversion? ;)

BOZ said:
we can make this separate from the animals thing, or part of it.
I'll get back to you on that. Gotta run...it's game night. :)
 

Status
Not open for further replies.
Remove ads

Top