Planescape Converting Planescape monsters

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The wraithworm’s a magical snake commonly found in and regions such as deserts, rocky wastes, or barren badlands. It’s especially common in the layer of Minethys on Carceri, and the white wastes of Pelion on Arborea. Like many other mundane creatures, long exposure to the strange energies and magics of the planes’ve given the wraithworm powerful magical talents.

Should this be Extraplanar?

The wraithworm’s spine features sharp, bony spikes that actually jut through the scales of its back, but the creature doesn’t use these offensively - they’re simply a deterrent to anything that might try to eat the reptile.

Something similar to barbed defense?

A wraithworm’s bite inflicts Id8 points of damage, drains 1d2 levels from the victim, and poisons him with a slow-working but powerful venom that inflicts 3-12 points of damage every hour for the next ld6 hours. During this time the intense, icy cold of the venom at work inflicts a -4 penalty to the victim’s attack rolls, Armor Class, and saving throws. The victim is allowed two saving throws when bitten: the first save, versus spell, negates the level drain if successful; the second, versus poison with a -2 penalty, negates the effects of the wraithworm’s poison.

Venom (Su): A creature hit by a wraithworm's bite attack must succeed on a DC X Fortitude save or take X points of Constitution damage and suffer a -4 penalty on attack rolls, skill checks, ability checks, and saving throws, as well as a -4 penalty to Armor Class. Unless negated (via neutralize poison or a similar effect), this venom persists for 1d6 hours. Each hour the victim must make another DC X Fortitude save or suffer an additional X points of Constitution damage and continue to suffer the -4 penalty on attack rolls, skill checks, ability checks, saving throws, and Armor Class. A successful save avoids Constitution damage and negates the penalty for that hour, but the venom remains present and the victim must save again on the next hour unless the venom is negated or the venom's duration lapses. A creature immune to poison is immune to the wraithworm's venom. The save DC is Constitution-based and includes a +2 racial bonus.

The wraithworm has the power to assume wraithform, as the spell, for up to 1 turn per hour. In this state, the serpent can be damaged only by +1 or better weapons and can slip through the tiniest openings or narrow cracks. The wraithworm uses this power to creep up on potential meals or to escape from dangerous antagonists.

Wraithform (Su): A wraithworm may become incorporeal for up to 10 minutes per hour. It may not use its natural attacks or paralyzing gaze while incorporeal.

Any creature of 4 HD or fewer meeting the wraithworm’s gaze must survive a saving throw versus spell or become paralyzed and unable to move for 2d4 rounds. The snake must be in its tangible form to use this power, and it’s effective only within 15 feet. The wraithworm can take no other action when it attempts to use its gaze this way.

Paralyzing Gaze (Su): Paralyzed for 2d4 rounds, 15 feet, Fortitude DC X negates. The save DC is Charisma-based. The wraithworm may not use this ability while in wraithform.

Wraithworms suffer only half damage from cold or negative energy attacks. Oddly enough, a priest can hold a wraithworm motionless for 1 to 3 rounds by succeeding in a turn attempt against a spectre.

Resistance to cold 20?
 


Updated Homebrews.

Wraithworms are slow-moving and lethargic, but they don’t rely on speed to catch their prey; they rely on stealth. When they close within striking range, they can attack with blinding speed.

Skills: Hide 4, Move Silently 4?
Feats: Improved Initiative, Stealthy? Maybe make one a bonus feat and also give it Alertness?

Racial bonus on Hide and Move Silently?

Fill in the X's:

Venom (Su): A creature hit by a wraithworm's bite attack must succeed on a DC 15 Fortitude save or take X points of Constitution damage and suffer a -4 penalty on attack rolls, skill checks, ability checks, and saving throws, as well as a -4 penalty to Armor Class. Unless negated (via neutralize poison or a similar effect), this venom persists for 1d6 hours. Each hour the victim must make another DC 15 Fortitude save or suffer an additional X points of Constitution damage and continue to suffer the -4 penalty on attack rolls, skill checks, ability checks, saving throws, and Armor Class. A successful save avoids Constitution damage and negates the penalty for that hour, but the venom remains present and the victim must save again on the next hour unless the venom is negated or the venom's duration lapses. A creature immune to poison is immune to the wraithworm's venom. The save DC is Constitution-based and includes a +2 racial bonus.
 

Shade said:
Skills: Hide 4, Move Silently 4?
Feats: Improved Initiative, Stealthy? Maybe make one a bonus feat and also give it Alertness?
Sounds right. I'd make Stealthy a bonus feat and add Alertness.
Racial bonus on Hide and Move Silently?
Another +4 to each?
Fill in the X's:
This probably doesn't look like the CR is going to end up too high, so maybe 1d2 or 1d3 Con damage initially and 1 Con damage in following hours. Sound reasonable?
 

freyar said:
Sounds right. I'd make Stealthy a bonus feat and add Alertness.

freyar said:
Another +4 to each?

I should've looked at other snakes first. Shall we go with the usual snake skill bonuses?

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Additionally, I can't think of a good reason not to give them a climb speed, can you?

Swim is probably pointless considering its favored terrain.

freyar said:
This probably doesn't look like the CR is going to end up too high, so maybe 1d2 or 1d3 Con damage initially and 1 Con damage in following hours. Sound reasonable?

Yep, I think so. They've already got the energy drain, and the venom lasts a long time, so the damage should be rather low.
 

Yeah, these should probably have a climb speed. And let's go with the usual snake skill bonuses. :D
 



Buraq
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Herd or solitary
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Neutral good
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVEMENT: 27, Fl 27 (C)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS:Trample
SPECIAL DEFENSES: Time stop
MAGIC RESISTANCE: 20%
SIZE: L
MORALE: Elite (14)
LEVEL/XP VALUE: 1,400

The buraq are the horses of heaven, companions to princes and sultans of virtue and the saviors of many holy warriors. They choose their companions and call no rider master. The buraq are dappled grey and white horses with the face of a wise and powerful man. Larger than an ass and smaller than a mule, their coats shine with a rich luster, even by night, that signals their vibrant health and strength. The buraq's dappled coat grows more brightly colored on its hindquarters, with speckles of green, blue, brown, and black. Its tail is a long fan of red, green, gold, and blue, with "eyes" like a peacock's tail. Its silver hooves never need to be shod, and they strike the ground in complete silence, even at a full gallop.

Combat: Although the buraq can serve as a warhorse, it rarely takes any pleasure in such service. When it does serve in battle, it avoids the fray and prefers its master take a position of leadership without getting entangled in the melee. If necessary, it can strike with its hooves for 1d6 points of damage each or bite for 2d6 points. A foe hit by both hooves is automatically knocked down and trampled for an additional 2d6 points of damage per round until he spends a complete round getting out from under the buraq's hooves.

As a traveler, the buraq excels. It can gallop through the air at the same speed as on ground, though it requires a running start of at least three rounds before it launches itself into the air. A buraq cannot stop moving once it is airborne. A trip of any length can seem instantaneous to a buraq's rider, because, if the buraq wills it, a time stop is in effect on its back. A buraq can use this ability to preserve the life of a mortally wounded, poisoned, or starving rider until it can reach help. Some riders have crossed great distances this way and lived lives that seemed much longer than those of common folk.

A buraq can speak with animals at will and has the ability to comprehend languages three times per day.

Habitat/Society: The buraq is a friend to the faithful and the deserving, but before it will consent to take a rider, the rider must gain its trust. This may either be done through a lifetime of good deeds, close personal attention to the buraq (currying, combing, braiding its mane), sharing of fresh fruit and sweets, bravery and generosity, and a willingness to sacrifice the rider's goals and desires to fulfill the needs of others. The potential rider must show mercy and respect for each person while balancing his mercy with respect for the law and all the harsh justice it sometimes demands. Few meet the buraq's standards, and even a single failure is enough to drive it away, never to return.

A buraq always demands its master's care and devotion in return for its service. In return, it offers good advice and counsel, and it will serve fearlessly in the face of danger.

The buraq can travel across any terrain unerringly by day or night; it never gets lost because of its ability to navigate by the sun and by the stars. Although it can cross straits and narrow channels, it cannot cross oceans because it must rest on land every night.

Herds of buraq are said to run free at the edge of the world and in the green fields of Elysium, the Twin Paradises, the Happy Hunting Grounds, Olympus, and the Seven Heavens.

Ecology: The buraq has the usual needs of a fine horse, but it can survive without any physical nourishment at all. It thrives on the care and attention involved in feeding and grooming, rather than the food itself; the buraq can literally eat good intentions. Thus, it could be well maintained by a big-hearted beggar and it could wither away in the care of a distant, proud sultan.

The feathers of a buraq's tail are valuable in the creation of scrolls, especially scrolls of protection and clerical scrolls dealing with curative and protective magics. A buraq may occasionally visit a renowned or particularly pious congregation of the faithful or the hovel of a mystic and leave a single feather behind as a sign of the gods' favor. Combined with inks made from precious stones and gold dust, this feather may be used to inscribe either a single scroll of protection or a scroll of up to 14 spell levels in any combination (two 7th-level spells, two 5th-level and one 4th-level, and so on).

From MC13 (1992).



The Planes of Conflict version differs slightly:

CLIMATE/TERRAIN: Elysium (Upper Planes)
FREQUENCY: Uncommon (rare)
Size: L (6 feet long)

A bit smaller than normal horses, these beautiful equine creatures have the faces of human males. Their brightly dappled coats become even more colorful along their bodies toward the tail, with speckles of green, blue, brown, and black. The tail itself is a thing of rare beauty, colored red, green, gold, and blue and suggesting the fan of a peacock with "eyes" found throughout its feathery length. A buraq's hooves appear to be of purest silver, never making a sound as they strike the ground.

Their health and vitality is visible, palpable thing, observed in the luster of their coat and the sparkle in their eyes. Their faces reveal their wisdom and caring--despite their love of running, they are not frivolous creatures. Even at night, they give off a luminescence of strength and power. They never grow old, but they do tire, requring a good night's sleep on firm ground each evening.

Buraq can converse with any beast at any time, as per the spell speak with animals. They can also use an ability similar to comprehend languages up to three times each day. Buraq have their own language as well.
 
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