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Converting Psionic Creatures
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<blockquote data-quote="Cleon" data-source="post: 5607119" data-attributes="member: 57383"><p>Make it the same as their racial bonus to grapple?</p><p></p><p>Hold on, the <a href="http://www.enworld.org/forum/5544243-post160.html" target="_blank"><strong>Homebrew</strong></a> doesn't have a racial bonus to grapple!</p><p></p><p>Weren't we going to give them a +12, like a stirge, which would up their Grapple modifier to -4.</p><p></p><p>Hang on, they ought to have BAB +1 now they're Magical Beasts, which would increase Grapple to -3.</p><p></p><p>I prefer -4, so would lower the Strength to 1. (Besides, Str 2 seems too high. The same Str as a Diminutive Bat, Centipede, Hellwasp or Spider seems better).</p><p></p><p>I'd also let them use Dex on Swim checks.</p><p></p><p>There's also a "giant leech" in the skills that needs fixing...</p><p></p><p>I'm having second thoughts about the CR. Is 1/3 too much?</p><p></p><p>Thus:</p><p></p><p><span style="font-size: 15px"><strong>Leech, Psionic</strong></span></p><p>Diminutive Magical Beast (Aquatic, Psionic)</p><p>Hit Dice: 1/4d10 (1 hp)</p><p>Initiative: +1</p><p>Speed: Swim 10 ft. (2 squares)</p><p>Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14</p><p>Base Attack/Grapple: +1/-4</p><p>Attack: Touch +5 melee (attach)</p><p>Full Attack: Touch +5 melee (attach)</p><p>Special Attacks: Attach, concussion blast, power drain</p><p>Special Qualities: Amphibious, blindsight 10 ft., detect psionics, scent</p><p>Saves: Fort +4, Ref +1, Will -1</p><p>Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10</p><p>Skills: Hide +21, Swim <span style="color: Red">+9</span></p><p>Feats: Great Fortitude, Weapon Finesse (B)</p><p>Environment: Warm marsh</p><p>Organization: Colony (2-5) or swarm (6-30)</p><p>Challenge Rating: <span style="color: Red">1/3</span></p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p><em>This leech has a distinctive bluish tinge to its rubbery black hide.</em></p><p> </p><p>Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams. </p><p> </p><p>Psionic leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the psionic powers of the victim have been exhausted or a better source of food comes along.</p><p> </p><p>A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness.</p><p> </p><p>COMBAT</p><p> </p><p>Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal.</p><p> </p><p>If a psionic leech is attacked it defends itself with its <em>concussive blast</em> power.</p><p> </p><p>Attach (Ex): If a psionic leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. <span style="color: Red">Psionic leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).</span></p><p> </p><p>The touch of a psionic leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.</p><p> </p><p>An attached psionic leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.</p><p> </p><p>Concussion Blast (Ps): A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.</p><p> </p><p>Detect Psionics (Ps): Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th.</p><p> </p><p>Power Drain (Ps): A psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.</p><p> </p><p>Spawn (Ex): If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool.</p><p> </p><p>Skills: Psionic leeches have a +4 racial bonus on Hide checks. A <span style="color: Red">psionic</span> leech has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It uses its Dexterity modifier instead of its Strength modifier for Swim checks. 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.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5607119, member: 57383"] Make it the same as their racial bonus to grapple? Hold on, the [URL="http://www.enworld.org/forum/5544243-post160.html"][B]Homebrew[/B][/URL] doesn't have a racial bonus to grapple! Weren't we going to give them a +12, like a stirge, which would up their Grapple modifier to -4. Hang on, they ought to have BAB +1 now they're Magical Beasts, which would increase Grapple to -3. I prefer -4, so would lower the Strength to 1. (Besides, Str 2 seems too high. The same Str as a Diminutive Bat, Centipede, Hellwasp or Spider seems better). I'd also let them use Dex on Swim checks. There's also a "giant leech" in the skills that needs fixing... I'm having second thoughts about the CR. Is 1/3 too much? Thus: [SIZE=4][B]Leech, Psionic[/B][/SIZE] Diminutive Magical Beast (Aquatic, Psionic) Hit Dice: 1/4d10 (1 hp) Initiative: +1 Speed: Swim 10 ft. (2 squares) Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14 Base Attack/Grapple: +1/-4 Attack: Touch +5 melee (attach) Full Attack: Touch +5 melee (attach) Special Attacks: Attach, concussion blast, power drain Special Qualities: Amphibious, blindsight 10 ft., detect psionics, scent Saves: Fort +4, Ref +1, Will -1 Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10 Skills: Hide +21, Swim [COLOR=Red]+9[/COLOR] Feats: Great Fortitude, Weapon Finesse (B) Environment: Warm marsh Organization: Colony (2-5) or swarm (6-30) Challenge Rating: [COLOR=Red]1/3[/COLOR] Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — [I]This leech has a distinctive bluish tinge to its rubbery black hide.[/I] Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams. Psionic leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the psionic powers of the victim have been exhausted or a better source of food comes along. A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness. COMBAT Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal. If a psionic leech is attacked it defends itself with its [I]concussive blast[/I] power. Attach (Ex): If a psionic leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. [COLOR=Red]Psionic leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).[/COLOR] The touch of a psionic leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself. An attached psionic leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature. Concussion Blast (Ps): A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th. Detect Psionics (Ps): Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th. Power Drain (Ps): A psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based. Spawn (Ex): If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool. Skills: Psionic leeches have a +4 racial bonus on Hide checks. A [COLOR=Red]psionic[/COLOR] leech has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It uses its Dexterity modifier instead of its Strength modifier for Swim checks. 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. [/QUOTE]
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