Planescape Converting Planescape monsters

Status
Not open for further replies.
Psionic Eater of Knowledge
If you use the Expanded Psionics Handbook in your game, alter the eater of knowledge as follows:

Large Outsider (Extraplanar, Evil, Psionic)
Special Attacks: Acquire feats, acquire skills, acquire spellcasting, improved grab, ingest brain, psi-like abilities
Special Qualities: Darkvision 60 ft., immune to mind-affecting effects, power resistance 26, telepathy 100 ft.
Skills: Bluff +18, Concentration +17, Diplomacy +22, Disguise +5 (+7 acting), Intimidate +20, Knowledge (psionics) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Psicraft +19, Search +17, Sense Motive +17, Spot +17, Survival +4 (+6 following tracks, +6 other planes)
Feats: Combat Manifestation, Improved Initiative, Power Penetration, Weapon Focus (slam)


A psionic eater of knowledge does not possess the psionic spell-like abilities of the normal eater of knowledge. Instead, it has psi-like abilities.

Psi-Like Abilities (Sp): At will - astral caravan, control body (Large or smaller, DC 19*), control object, ego whip (2d4 Cha damage, DC 19*), id insinuation (four targets, DC 20*), inertial barrier, inflict pain (four targets, DC 20*), matter agitation, matter manipulation, mental barrier (5 rounds*), mind thrust (10d10 damage, DC 20*), mindlink (six targets, nonwilling DC 16), psionic dimension door (DC 19), read thoughts (DC 17), telekinetic force (375 pounds, DC 18*), telekinetic maneuver (+1 on bull rush, disarm, grapple and trip checks*), telekinetic thrust (375 pounds, DC 18); 3/day - catapsi (DC 20), intellect fortress (4 rounds*), mind probe (DC 20), psionic blast (three rounds, DC 18*), psionic dominate (affects animals, fey, giants, humanoids, magical beasts and monstrous humanoids, DC 20*); 1/day - psionic disintegrate (DC 21). Manifester level 10th. The save DCs are Charisma-based.
*Includes augmentation for the eater of knowledge's manifester level.
 

log in or register to remove this ad


Rockus!

Add the ol' "an eater of knowledge's natural attacks, as well as any weapons it wields, are treated as evil-aligned for purposes of overcoming damage reduction", thanks to its subtype.

Otherwise, I think he's done.
 


this one should be a nice challenge! :) i've seen it compared to the ethereal ooze in the FF, but the two creatures are nothing alike.

DHOUR
CLIMATE/TERRAIN: Any astral or ethereal
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: B
ALIGNMENT: Neutral evil

NO. APPEARING: 1 (2-8)
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 7+7
THACO: 13
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 4d4
SPECIAL ATTACKS: Engulf, psionics
SPECIAL DEFENSES: Immune to Type B weapons, 1/2 damage from Type S
MAGIC RESISTANCE: None
SIZE: L (8' body)
MORALE: Champion (15-16)
XP VALUE: 7,000

The dhours are a voracious race of dimensional hunters that haunt the Astral and Ethereal Planes. They're large, amorphous, amoebalike creatures of translucent protoplasm. Strange organs and bizarre pulses of light shift and move in their bodies, and a large, three-lobed brain is suspended in the center of their mass. A dhour can flatten its body out to a foot-thick pancake 10 feet across, or form a single cone-shaped heap about 6 feet tall; this is their most common form for travel and combat.

Dhours're bound to the Astral and Ethereal Planes by the structure of their bodies; the only way they can leave is by using openings others have made. A dhour searches constantly for a recently used conduit or color pool, and then strikes out to capture and devour whatever made the disturbance. A dhour can maintain itself away from the Astral or Ethereal only by using it psionic powers; when it runs out of PSPs, it must return to its native planes.

Generally, dhours take note of both physically present and astrally projecting travelers. They're fond of lurking near color pools to waylay creatures nearing their astral destinations. Dhours can sense creatures passing through conduits in the Astral; a cutter might be instantaneously whisked through the Silver Void in the blink of an eye, only to be visited weeks later by a dhour that caught sight of him as he passed. In the Ethereal, dhours watch over curtains of vaporous color in much the same way as they guard color pools in the Astral.

The chant is the dhours're new to the planes. The Godsmen report that dhours've shown up on the Astral only within the last decade or so. A few bloods have managed to communicate with a dhour by means of telepathy or similar psionic powers. They say that the dhours' minds are alien and unreadable, but that the creatures were able to make their thoughts known to them. The dhours display a keen sense of curiosity about the other planes and show some willingness to exchange information - but only when they're not hungry.

Combat: A dhour tries to attack prey on the Astral or Ethereal Plane, but if it can't catch up to its intended victim, it follows the poor sod wherever he goes. Once a dhour's sighted a victim, it can use its psionic powers to enter any plane and attack its victim again and again. The only defense against this is to kill the dhour or stay in planar layers that can't be reached from the Astral. Once a dhour's set on a victim, it'll keep trying to catch and devour him until it succeeds.

The dhour attacks physically by lashing at its victim with a powerful pseudopod, delivering 4d4 points of damage with a blow. If it manages to grab a hold of its prey by rolling a natural 19 or 20, it can throw itself over the poor sod and engulf him. The victim gets a saving throw versus paralyzation to pull free, but if he fails he dhour surrounds him. Engulfed victims immediately begin to suffocate (death follows the number of rounds equal to one-third the character's Constitution score), and suffer 2d6+6 points of acid damage each round.

While the dhour engulfs its victim it can lash out at any other nearby creatures with its pseudopods, but can't move. Dhours are immune to Type B weapons and suffer only half damage from Type S weapons due to their amorphous structure. Successful attacks on dhours that've engulfed victims (or are in the process of doing so) cause the same damage to the victims as to the monsters.

The dhour prefers to avoid mental combat unless its necessary to reach its chosen victim. It must use the science of probability travel to leave the Astral Plane, and therefore its ability to remain on any other plane is limited. The dhour uses its telepathic abilities to locate its prey and then set an ambush for the poor sod. Note that a dhour can often gain surprise by using invisibility or chameleon power in its attack. Dhours are considered monsters for purposes of using contact against them, but they don't suffer this penalty against their one chosen victim.

PSIONICS SUMMARY
Level * Dis/Sci/Dev * Attack/Defense * Score * PSPs
7 * 3/4/12 * All/All * 16 * 150

Dhours have the following psionic powers:
· Psychoportive - Sciences: probability travel, teleport. Devotions: astral projection, teleport trigger, time/space anchor.
· Telepathy - Sciences: mindlink, superior invisibility. Devotions: contact, ESP, false sensory input, invisibility, life detection, phobia amplification.
· Psychometabolism - Devotions: chameleon power, displacement, ectoplasmic form.

Habitat/Society: Dhours prefer to hunt alone, and are only rarely encountered in groups. The creatures aren't territorial, but instead mark their chosen victims to warn off other dhours. The mark affects the victim's psychic aura. It can be detected by the psionic power of aura sight, and removed using psychic surgery. No dhour'll approach or attack a character who's been marked by another dhour until the one that first sighted that prey is dead.

From time to time, dhours stop hunting and gather in small bands or circles. There's a 25% chance that any encounter with the dhours actually takes place during this nonaggressive cycle. Such circles comprise 2 to 8 dhours. The dhour circle seems to be the sole social activity of the monsters; they drift aimlessly through the Astral, all but ignoring the Void around them, communicating telepathically. The only time a dhour'll converse with a cutter is when it's traveling to or from a circle meeting. Although a dhour circle ignores anything except a direct attack, it's still dangerous to be around - if the dhours notice any creatures observing their circle, they're likely to mark the intruders and seek the sods out later.

It was the strangest sight - six of the creatures were clustered together in a ring, pseudopods extended to touch one another like children holding hands. The lights and shapes inside their bodies seemed dim and faint, almost as if the dhours were sleeping. We approached and studied them more closely, but they never acknowledged our presence, and I argued vehemently against attempting to goad them with spell or sword. So, we left and continued on our way.
- Fayne Storomam, Clueless Priest of Faerun (disappeared in the Year of the Leaping Lion, 834 DR)

Ecology: Dhours aren't native to an known universe and likely came to the planes from some distant, alien, prime-material world. Their predatory habits and single-minded pursuit of prey are of great concern to any astral or ethereal traveler. No one knows the dark of why the dhours do what they do; some bashers've speculated that dhours devour more than the mere flesh of their victims. It's rumored that priests can't raise sods that've been eaten by a dhour, but this hasn't been proven yet.

Dhours appear to reproduce by amoebalike division, after gathering in their circles. a dividing dhour actually splits its hit point total in halves, and each new individual then grows to full size and strength within 6 months.
 



demiurge1138 said:
Outsider with the amorphous SQ. Oozes generally aren't intelligent, evil or psionic, after all.

Demiurge out.
Yes they are.

The Conflagration Ooze (MM3) is both intelligent and evil, and the Summoning Ooze (also MM3) is both intelligent and a spellcaster. So nyah! :p

The Dhour should be an ooze with the extraplanar subtype as it fights and moves like other Oozes by attacking and engulfing it's prey.

As for it's original origins, it just screams Far Realms Inhabitant to me.
 



Status
Not open for further replies.
Remove ads

Top