Converting Psionic Creatures


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Sure! Updated.

Environment: x
Shedu is "any land and underground", while lammasu is "temperate deserts"

I fancy plains and cities. They hang around nobles, so maybe they're found in populated areas?

Challenge Rating: 8? They have 1 less HD than a lammasu, but have more potent SLAs.

Maybe even CR 9. Their ethereal jaunt allows them to engage and disengage at will, so they can easily augment themselves with their powers before or between attacks.

Advancement: x
Lammasu: 8–10 HD (Large); 11–21 HD (Huge)
Shedu: 10-12 HD (Large); 13-24 HD (Huge)

7-9 HD (Large); 10–18 HD (Huge) ?

Level Adjustment: +x
Lammasu is +5, Shedu has none listed
Using the Savage Species method, I come up with +6.

I'll take your word for it on the +6.

A narra is x feet long and weighs x pounds. (No size is given, but a typical lammasu is about 8 feet long and weighs about 500 pounds. A narra's body is based off a small bull, rather than a lion like the lammasu, so we might get an approximation there.)

800-1000 pounds?

A typical cow is about that weight, although modern breeds are heavier and bulls are weightier than cows (up to 1500 pounds or so)

Still, it's specifically a small bull.

Narra speak Common, Draconic, and Celestial, and can communicate telepathically? (These are the languages of the lammasu and shedu).

Might as well, it makes sense for them to be the same.
 


Looks great! Updated.

Suggested tactics?

Combat
Narra use detect evil or know alignment on any creature they encounter. They will not fight good opponents unless defending some greater good. If they cannot persuade the good creatures to stop attacking they fly away or shift to the Astral or Ethereal Planes. Narra are willing to use force against neutral opponents, but generally only cast confusion amongst them with their id insinuation power.

If a creature detects as evil, the narra seeks to destroy them with implacable fury. They usually attack with a quickened mind thrust every round, together with another magical, psionic or physical attack, until the evil creature is obliterated or the narra faces defeat. A narra only spares using its quickened mind thrust if an evil opponent is so feeble it would be a wasted effort.

Narra are wise enough to ethereal jaunt away from a losing fight, recover their strength, and return - usually with reinforcements.
 





Spirit, Psionic
CLIMATE/TERRAIN: Ravenloft
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE Exceptional (15-16)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING 1
ARMOR CLASS: 0
MOVEMENT: 9
HIT DICE: 9
THACO 11
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Psionics
SPECIAL DEFENSES: +1 or better to hit
MAGIC RESISTANCE Nil
SIZE: M (6' tall)
MORALE Fearless (19-20)
XP VALUE: 7,000
PSIONICS SUMMARY:
Level 9
Dis/Sci/Dev 3/5/14
Attack/Defense PsC/All
Score 15
PSPs 300
Psychometabolic - Devotions: Aging, cause decay.
Psychokinetic - Sciences: Telekinesis, project force. Devotions: Animate object, control body, control sound, control light.
Telepathy - Sciences: Mindlink, mindwipe, probe. Devotions: Attraction, aversion, contact, ESP, false sensory input, phobia amplification, post-hypnotic suggestion, psychic crush.

The psionic spirit is an unusual form of ghost with great psionic abilities that it employs instead of the normal magical abilities most often associated with such creatures. Although perhaps more subtle in its methods than some ghosts, the psionic spirit is still a dangerous foe.

Always found in ectoplasmic form, the psionic spirit usually appears as a faintly shimmering human or demihuman. The limbs of the psionic spirit are indistinct, trailing off into wispy, ectoplasmic tendrils. Occasionally, an ectoplasmic tendril drifts away from the spirit. Such pieces gradually solidify into a putrid, jellylike substance.

Psionic spirits know only the languages that they did in life. As one might expect, psionicists can use psychic means to communicate with them.

Combat: The psionic spirit’s sole source of pleasure is tormenting the minds of living creatures. It particularly detests psionicists and will go out of its way to first destroy the psionicist’s mind and finally his body.

Before attacking more directly, the spirit will often use one or more of its psionic disciplines to frighten and confuse its intended victims. Only when it feels its foes are sufficiently disoriented and terrified will the spirit attack more directly.

When attacking, the psionic spirit usually uses its control body devotion to cause confusion among its enemies. The spirit will then attack spell users or psionicists with its psychic crush or aging powers.

The spirit can also attempt to drive a character mad. Whenever the ghost successfully uses its telepathic probe it can force a character to look inside its demented mind. The character must then make a madness check. The psionic spirit can cause madness in a character of any class, not just psionicists.

A psionic spirit can only be hit by weapons of +1 enchantment or greater. It is immune to sleep, charm, hold, poison, and cold-based attacks. A priest can turn the spirit as a ghost. Holy water harms the creature doing 2-8 points of damage per vial.

Habitat/Society: A psionic spirit is more likely than most spirits to roam from place to place. It spends much of its time searching for, and attempting to destroy, the psionicists it loathes.

Two theories exist as to the origins of psionic spirits. The first states that such monsters are actually psionicists who somehow become trapped within their shadow form. Eventually the torment of their hideous half-existence drives such individuals into madness, evil, and at the last into the arms of the Dark Powers, who grant the psionicist its ghostly form. The second theory simply asserts that psionic spirits were once evil psionicists who suffered a violent death while using their mental powers. Somehow the spirits of such psionicists remain in the world in the form of psionic ghosts.

Ecology: Ppsionic spirits care little for treasure or other material possessions. Treasure found in such a spirit’s lair will simply be the incidental goods of previous victims.

Psionicists who use retrospection while in Ravenloft would do best to take care, for psionic spirits can sense the use of this power. Any psionicist using restrospection has a 5% chance of calling such a spirit to himself.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 

Some kind of variant ghost.

Template or base monster?

I think I'd prefer a monster with PLAs, but we can base it on the SRD Ghost.
 

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