Planescape Converting Planescape monsters

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SD: Cannot be surprised
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.

Darkvision 10 ft., low-light vision, scent, uncanny dodge?

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 -

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).

Climb speed or racial bonus on Climb checks?
 

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Darkvision, etc, sound right. Given that they "only rarely" get down to the ground, I'd make their base speed a climb speed.
 

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.

Here's an attempt...

Induce Anger (Su): Six times per day, an ethyk can target a single creature within 100 feet and attempt to increase its anger and hostility. The victim must succeed on a DC X Will save or have its attitude changed to Unfriendly (unless already Unfriendly or Hostile) toward a random creature (other than the ethyk) within 100 feet. This ability persists for 3d4 rounds. An affected creature must attempt an additional DC X Will save each round the ability persists, or attempt to attack the target of its hostility. The affected creature will attack anyone who attempts to restrain it or otherwise prevent it from attacking the subject of its ire. If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting, compulsion effect. The save DC is Charisma(?)-based.
 


OK, if this ability is going to be Cha-based, I'd recommend we raise the Cha to at least 10. Otherwise, it will nearly never work.

It gets 1 feat: Weapon Finesse or Ability Focus (induce anger)? We could make WF a bonus feat, as cats and other small animals usually get it as a bonus feat.
 


I agree that its feat should be Ability Focus (ire) and it should get Weapon Finesse as a bonus feat. Its Cha, I think, should be 12, giving it a total DC of 13 (10 + 1 for Cha + 2 for Ability Focus). A fine DC for a CR 1 monster.

Demiurge out.
 

Cha 12 sounds good, and these are getting done. We should probably max out Spot for the skill, since it "cannot be surprised." Might be worth a hefty racial bonus, too.
 


I added "An ethyk uses its Dexterity modifier for Climb and Jump checks."

+4 or +8 bonus on Spot checks?

Any other skill bonuses?
 

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