Planescape Converting Planescape monsters

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This doesn't solve the "damage from boulders" issue, but seems to fit the spirit of the entrope.

From the avoid planar effects spell (Manual of the Plane):

You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.

"Avoid planar effects provides protection from the 3d10 points of fire damage on a plane with the fire-dominant trait. Avoid planar effects lets a character breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane. A characer protected by avoid planar effects can't be blinded by the energy of a major positive-dominated plane and automatically stops gaining temporary hit points when they equal the character's full normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects.

In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If you have an Elemental Plane of Cold, fore example, avoid planar effects protects against the base cold damage suffered by everyone on the plane.

The effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes have (Elysium and Hades in the D&D cosmology.)

The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane."

...or, more simply, this ability from the unraveler (Planar Handbook)...

Elemental Immunity (Ex): An unraveler has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water.
 

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that last bit might just be simple enough, with a few additions.

oddly enough, if you attack something having only that ability with a normal torch, it would be harmed. ;)
 

True enough. :lol: I think it is because the unraveler is supposed to be a sort of "anti-elemental".

You know, I'm seriously considering that we should just drop the immunity to damage from things made of rock, etc. I mean, metal weapons are made from the elements too, right?
 

in a round-about way, i suppose... i was thinking that it should have protection from things closer to the elements, thus stone weapons.
 

In that case, why not damage reduction x/magic and metal? (that cuts out wooden weapons as well, which are a bit closer to the elements than steel)
 

ah... this is getting too complicated. ;) its DR should protect it for the most part against a normal boulder anyway.
 

Yeah, good point. Most boulders aren't magic, after all. Unless you're chucking a galeb durh at someone.
 


Environment: Any Elemental Plane or Energy Plane?

Should they have all-around vision due to their numerous eyes?

Treasure: None (they want to destroy everything)

For ability scores...
Downsizing a purple worm from G to H, gives Str 27, Dex 6, Con 21
A frost worm (Huge) has Str 26, Dex 10, Con 20
Increasing a giant psurlon from L to H gives Str 31, Dex 10, Con 20

So maybe physical stats in the range of Str 26-31, Dex 6-10, Con 20-21?
 


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