Planescape Converting Planescape monsters

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I'd like to add "or by character class" to advancement. CR and language looks reasonable. For weight, let's go with 1200 lb, like the unicorn. Unicorns are longer, but buraqs will be taller. I could see the argument for 1500 like a pegasus, but I think pegasi will be a bit larger.
 

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Ethyk
Climate/Terrain: Bytopia (and Outer Planes)
Freq: Rare (very rare on other planes)
Org: None (often domesticated)
Activity: Any
Diet: Omnivore
Int: Animal (1)
Treasure: Nil
Align: Neutral
# App: 1d4
AC: 4
Move: 12
HD: 1+3
THAC0: 19
# Att: 3
Dmg/Att: 1d2/1d2/1d3
SA: Induce anger
SD: Cannot be surprised
MR: Nil
Size: S (1 foot long)
Morale: Average (8-10)
XP: 175

An ethyk is a small mammalian creature found on both layers of Bytopia --

No it's not! It's a vermin, a parasite that feeds off of society without contributing anything. IT causes trouble of all sorts, and is the source of conflict all throughout the planes. Further -

It has one singular eye on its small head, a long, somewhat prehensile tail, and claws on its four tiny legs which can be used for climbing in high -

What they're used for is clawing your eyes out, berk!

Its fur is usually gray, brown, or a tawny red. Its bulbous eye is yellow-white with a large black pupil.

I've seen the little varmints in black, white, and even yellow fur. You think you're so smart, but you haven't a clue as to what you're talking about.

Occasionally, they are domesticated and taken from their homes in the wild. In fact, there are merchants on Bytopia that do nothing but trap wild ethyks, selling them in cities and towns of Bytopia or taking them to the Outlands and even Sigil to sell there. They are found throughout the planes, in the -

They're found in every nook and cranny of the planes, causing nothing but trouble for every cutter with half a brain. As if there wasn't enough trouble in the -

Obviously, these hunters and trappers must be strong-willed, but many still perish on the blades of their comrades nonetheless. Only the high prices garnered for the beasts cause these individuals to risk their lives in capturing them.

You clueless sod! You don't know anything. Why, I should just ...

COMBAT: With hearing and a sense of smell far superior to that of humans, the ethyk is always very aware of its surroundings. It cannot ever be surprised. Its single, bulbous eye has infravision with a range of 10 feet.

The ethyk's claws (1d2 dmg) and tooth-filled mouth (1d3) are small, but dangerous. The beast uses them to catch and kill small prey and to tear apart fruits and other plants. It also uses them to defend itself against predators, although it rarely needs to resort to physical combat when threatened.

The most unique thing about the ethyk is its ability to influence the minds of those around it. The creature can increase the aggressiveness, contrariness, and argumentiveness in any creature. This anger and hostility is never directed toward the ethyk. A victim can be outraged by having his mind influenced by the animal, but the influence directs his ire at some other target. By using this ability, the wild ethyk protects itself from predators by turning them against another creature ratehr than itself.

This ability can be used six times each day. The ethyk's influence has a range of 100 feet, and it can affect a single target per round. The victim is allowed a saving throw vs. spell to resist the effect, with Wisdom bonuses added if applicable. Those failing their sav feel angered and argumentative with another random target within 100 feet (not the ethyk, or any other ethyk within range). The effect lasts 3d4 rounds.

There is also a percentage chance (subtract Wisdom score from 20 and then multiply by 5%) each round that the affected creature attacks the target of his aggression or anyone that tries to restrain or hinder him in any way. Even if there is no physical attack, the target of the victim's aggression consumes his or her attention for the duration of the effect. The victim argues and challenges everything that the hapless, random target says and does. If the target is known to the victim, he or she brings up any past transgressions or mistakes that the target has committed, ruthlessly dredging up old argumetns (if any) and opening old emotional wounds (if any). The victim's verbal (if not physical) assaults are so brutal and belligerent that most NPCs eventually respond with violence if they are the target.

While its enemies fight among themselves, the ethyk usually uses the distraction to slip away to safety.

Habitat/Society: In its natural environment, the usually solitary ethyk lives in the forests of both of Bytopia's layers. Using its tail as well as its claws, the ethyk climbs and swings from tree to tree, only rarely descending to the ground (usually to hunt rodents or collect fallen fruits or nuts).

When captured by trappers, the ethyk is quickly domesticated. One useful trait that makes an ethyk a wonderful "pet" is its willingness to bond to an obviously superior creature (such as its owner). Once bonded, it uses its power to protect its master upon command. Creatures affected by bonded ethyks never have their anger focused on the ethyk or its master.

Trained ethyks ride on the shoulders of their masters, often watching their backs. They remain well behaved in public, and can be issued simple commands such as "lie down", "sit", "up", "no", and "now" (usually the command to use its power). After a long amount of training - at least a year - they can be trained to retrieve small objects, tie knots, and attack foes physically.

Because of their abilities, they are sought as pets and companions of people throughout the planes. Even in Sigil (whose inhabitants hardly need any prodding to brawl), an occasional public fight or argument can be traced to the abilities of someone's pet ethyk. Not long ago, a small shipment of wild ethyks was smuggled into the City of Doors and promptly escaped. They returned to their wild ways, living in the garbage of the alleyways and some of the ruined or abandoned buildings. Other wild urban ethyks are the result of slain masters, or masters who have left the city without their little companions.

So troublesome are these ethyks, wild and domesticated, that some think that they should somehow be banned from the city of Sigil. At this point, however, it seems unlikely that this wil happen, due to the creatures' relative rarity. Nevertheless, they have been forbidden in some of the cities of the more lawful planes.

Ecology: A skilled hunter in rural or urban areas, the ethyk eats rodents, small birds, snakes, and large insects. It also eats fruits, nuts, and other plant life, although it seems to prefer meat and can subsist on that alone. The ethyk contents with predators of all types, fending off wolves and birds of prey in its natural environment.

Originally appeared in Planes of Conflict (1995).
 

Tiny Magical Beast (Extraplanar)?

We could use cat and ferret stats for inspiration:
Cat (T): Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Ferret (D): Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
 

Size & type sound good. I guess we can set Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 6 ?

Why are ferrets so smart? I've not yet met a ferret that can read... :confused:
 

freyar said:
Why are ferrets so smart? I've not yet met a ferret that can read... :confused:

You just don't know the right ferrets. :p

Added to Homebrews.

Since HD equals 1+3, we can either give it Toughness as a (bonus) feat or increase Con to 16-17. Thoughts?
 
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Well, if there's no problem with the better Fort save, let's just give it the higher Con. I figure that should be ok, since it's probably CR 1 anyway. Edit: well, not less than CR 1.
 

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