Converting Psionic Creatures

Here's the other Large one...

Tohr-kreen, Tondi
CLIMATE/TERRAIN: Any fertile land
FREQUENCY: Rare, and only in the North
ORGANIZATION: Solitary or clutch
ACTIVITY CYCLE: Constant
DIET: Carnivore
INTELLIGENCE: Average to exceptional (8-16)
TREASURE: Varies
ALIGNMENT: Neutral
NO. APPEARING: 1d6
ARMOR CLASS: 5
MOVEMENT: 18
HIT DICE: 6+3
THAC0: 13
NO. OF ATTACKS: 5 or 2
DAMAGE/ATTACK: 1d4 (x4)/1d4+1 or 1d4+1 and by weapon
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Nil
SIZE: L (11’ long)
MORALE: Fearless (19-20)
LEVEL/XP VALUE: 1,400
PSIONICS SUMMARY: Nil
PLAYER.S OPTION: MAC 7

The figures given are for mature adult tondi. Others have the following abilities, based on their age (they age one age category per three years until they reach mature adult):

HD THAC0 XP Claw/bite Damage Special Ability
Larva 1+3 19 65 1/1 camouflage
Child 2+3 17 120 1/1 None
Young 3+3 17 175 1d3/1d3 None
Young adult 4+3 15 270 1d3/1d3 venom, chatkcha
Adult 5+3 15 975 1d4/1d4+1 leap
Mature adult 6+3 13 1,400 1d4/1d4+1 dodge missiles

The tondi are the most unusual of kreen. Their chitin is a mottled, pinkish-purple, and the exoskeletons of their abdomens are elaborately decorated with protrusions. When still, tondi look like giant flowers, or outcroppings of rock crystal (found in some places in the North). Besides their odd chitin, tondi are similar to other kreen. They have abdomens as large as those of to’ksa thri-kreen, long antennae, and three-clawed hands.

Combat: Tondi avoid combat and usually avoid contact with non-kreen altogether. Almost all tondi who choose a profession become druids. An individual encountered has druidic abilities. while one of any group of tondi is a druid as well. If forced into combat, tondi prefer psionics and spells if possible, then missile combat, then melee combat. In melee, they rely on their wits and weapons.

Tondi have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells. They also learn other special abilities as they grow older.

Venom: The venom of the tondi, delivered through the bite, is somewhat different from the venom of other kreen. The victim of a tondi.s bite must make a successful save vs. paralyzation or be paralyzed. Creatures of man-size or smaller are paralyzed for 3.24 (3d8) rounds, while all others are paralyzed for 2.16 (2d8) rounds, regardless of size.

Chatkcha: Tondi can throw two chatkcha per round, as far as 270 feet. A chatkcha causes 3.8 (1d6+2) points of damage when it hits. and returns to the thrower if it misses. A tondi chatkcha is a pale lavender in color.

Leap: This ability allows tondi to leap 10 feet straight up or 40 feet forward. They cannot leap backward.

Dodge missiles: Mature tondi can dodge missiles fired at them on a roll of 11 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes) modify this roll by their magical bonus.

Psionics: About 50% of tondi have psionic wild talents, described in The Complete psionics Handbook.

Magical and psionic items: Tondi have little experience with magical items, but use them when givein the opportunity. They sometimes use psionic items as well.

Habitat/Society: Tondi are quite rare. They tend to be of neutral alignment, and most have a love of nature. Most are skilled herbalists. There are certain areas of badlands in the North with outcroppings of pinkish rock crystal, and large flowers are found in the scrub plains of the North. Tondi often lay eggs near these flowers and adults often live among the rocky badlands or in gardens of the flowers.

Rare in the North, tondi are completely unknown in the Tablelands. Still, it is rumored that the kreen druid of the Lost Oasis. Durwadala, is a tondi. Durwadala certainly fits the general description of the tondi personality, with her love of nature and detachment from other intelligent life forms. Since no one in memory has seen. Durwadala, it is entirely possible that she is a tondi.

All tondi are female: They reproduce by parthenogenesis, laying eggs that hatch into more females.

Ecology: Tondi care for nature and seek to preserve plants and wildlife, with the exception of those needed for hunting. Tondi care little for material goods and they seldom carry any items, so almost never have treasure. Some carry special magical or psionic items, using them to defend themselves.

Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995).


Upthread we decided on Large, 3 HD, +2 Int, and druid/wilder for preferred class. Boost Wis as well since we're going the druidic route?
 

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Yeah, let's also boost Wis +2. They should have some kind of camouflage, maybe slightly different poison, maybe some ability to make two ranged attacks as a standard action.
 


Actually, it sounds like tondi get a natural camouflage similar to +4 racial bonus in sandy or rocky/arid areas like the j'ez and thri-kreen, in addition to the psionic power.

Added to Homebrews.

Tondi chatkcha ability is identical to thri-kreen.

Leap: This ability allows tondi to leap 10 feet straight up or 40 feet forward. They cannot leap backward.

Leap: This ability allows a thri-kreen to leap 20 feet straight up or up to 50 feet forward. They cannot leap backward.

Tondi are worse jumpers. +20, rather than the usual +30, racial bonus?

Venom: The venom of the tondi, delivered through the bite, is somewhat different from the venom of other kreen. The victim of a tondi's bite must make a successful save vs. paralyzation or be paralyzed. Creatures of man-size or smaller are paralyzed for 3-24 (3d8) rounds, while all others are paralyzed for 2-16 (2d8) rounds, regardless of size.

Venom: This venom is delivered through an older thri-kreen's bite. Anyone bitten must make a successful saving throw vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2d10 rounds, man-sized for 2d8 rounds, large creatures for 1d8 rounds, and huge and gargantuan creatures for only one round.

In 3.5, thri-kreen have standardized venom regardless of victim's size. So increase the paralysis duration and/or initial Dex damage?

Dodge missiles: Tondi have a 10% greater chance to dodge missiles than normal thri-kreen. Maybe give them Snatch Arrows as a bonus feat as well, or note that they can use their Deflect Arrows feat twice per round?
 




I'm fine either way. Anyone else have a preference?

Thoughts on the Snatch Arrows/extra use of Deflect Arrows?

Also...

Tondi have a natural AC 5 because of their exoskeletons and are immune to hold person and charm person spells.

Immunity to mind-affecting spells and abilities? Or just charms and compulsions (in addition to the usual thri-kreen immunity to sleep)?
 
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Generally agree with demiurge. Let's go with Dex damage plus paralysis for the poison in the secondary damage (I think that's what demiurge meant). I'd like to increase the racial Hide bonus, if that's how we're going to treat the camouflage, since it sounds like their appearance blends in quite well.
 

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