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Converting World of Greyhawk monsters

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Shade said:
Equal to Wisdom modifier...I don't remember.

well, we can resolve that later. Let?s leave it open for the moment.

Shade said:
Definitely low-light vision and darkvision. I'd also like to see blindsight. Since it is just "one big eye", all-around vision probably doesn't fit. +4 racial bonus to Spot and Search?

hmm, probably right about the all-around vision. Blindsight 60 ft like handyman? I figure, since this guy?s sense of vision is clearly his strongest, why not go crazy with vision abilities. ;)

Shade said:
The spell-likes we had look fine to me. Were we missing some?

not that I know of.

Shade said:
Perhaps for the psychic tracking, we could incorporate the faint/moderate/strong/overwhelming bit from detect magic (like a cleric's aura for the purposes of detect chaos/good/evil/law)?

how so? Maybe I?m just sleepy. ;)
 

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BOZ said:
well, we can resolve that later. Let?s leave it open for the moment.
Okely-dokely. :)


BOZ said:
hmm, probably right about the all-around vision. Blindsight 60 ft like handyman? I figure, since this guy?s sense of vision is clearly his strongest, why not go crazy with vision abilities. ;)
Yeah, why not go crazy! 60 ft. blindsight sounds good.

BOZ said:
not that I know of.
Then I guess they're done.

BOZ said:
how so? Maybe I?m just sleepy. ;)
On second thought, forget I said that. It would just complicate the ability.
 

Maybe you were on to something, if you can explain it better I might catch on. :)

So this is looking good now then? How about the DC for the Search check, duration for meditation and such?

“Tracking Sense” (Su): The eye has the ability to sense an intelligent creature’s aura over long distances, if it has seen the creature directly or through scrying. The Eye can detect most creatures up to 1 mile away. Creatures with spellcasting abilities are detectable at a range in miles equal to their total caster levels.

To track a creature’s aura, the Eye must succeed on a DC X Search check. If it fails the check, the Eye can retry after (1 hour) of meditation. If successful, the Eye can sense the creature as if by the locate creature spell.

This tracking ability can be blocked if the creature is within 30 feet of a large concentration of magical energy, such as an artifact, a stockpile of magic items, or at least (three?) other spellcasters. In such an instance, the Eye must succeed on a DC X Will save or lose the ability to track the creature’s aura until it leaves the source of magical energy. Running water does not block this ability.

Vecna Lives! said:
The Eye's primary purpose is as a psychic tracker for the priests of Vecna. Once the Eye has seen an intelligent being – either directly or through scrying - it can sense that creature's aura over large distances. The range depends on the abilities of the player character. Those with no spellcasting ability can be detected only within a one-mile radius. Those with any spellcasting abilities are detectable at a radius in mules equal to their spell level. Thus a 12th level wizard (who is able to cast spells up to 6th level) is detectable within a six-mile radius.

The Eye's tracking ability is not infallible. Large concentrations of magical energy can shield a target's aura. Artifacts, stockpiles of magic items, or even areas with a high preponderance of spellcasters all have this effect. For example, simply entering the Guild of Wizardry is enough to block the Eye's tracking sense. In doubtful cases, the Eye must roll a successful saving throw vs. spell to retain the "scent."
 

Well, essentially, a cleric has an aura based on his level that determines his relative strength when viewed with a detect chaos/evil/good/law spell:

Cleric class levels/Aura Strength
1 / Faint
2-4 / Moderate
5-10 / Strong
11 or higher / Overwhelming

I thought that instead of caster level to determine range, we could use the aura (except in this case, any spellcaster class level). But then I realized that it is more complicated that simply multiplying caster level x 1 mile, as you suggested. ;)
 

Also, I just found this on the orangeseer from a recent Dragon. It could be useful for the insight.

Future Sight (Su): An orangeseer constantly sees several possible futures simultaneous with its view of the present. This ability grants the orangeseer a dodge bonus to Armor Class and an insight bonus on Initiative rolls equal to its Intelligence modifier (usually +8).

 

BOZ said:
How about the DC for the Search check, duration for meditation and such?

and # of spellcasters (or total levels?) it would take to block the sense?

Shade said:
Future Sight (Su): An orangeseer constantly sees several possible futures simultaneous with its view of the present. This ability grants the orangeseer a dodge bonus to Armor Class and an insight bonus on Initiative rolls equal to its Intelligence modifier (usually +8).

heh, orange-seer? ;) so, they use Int mod, whereas insight bonuses are usually Wis mod.
 

BOZ said:
and # of spellcasters (or total levels?) it would take to block the sense?
DC 15 (like tracking on firm ground outdoors)?

Instead of number of casters, how about total caster levels block it? For example, say 5 10th-level wizards are escorting a caster level 20th artifact. That would equal 70 caster levels.

BOZ said:
heh, orange-seer? ;) so, they use Int mod, whereas insight bonuses are usually Wis mod.
Yep. The orangeseer is from Dune. It is in the monthly "Novel Approach" article.
 

Shade said:
Instead of number of casters, how about total caster levels block it? For example, say 5 10th-level wizards are escorting a caster level 20th artifact. That would equal 70 caster levels.

not a half bad idea. how many levels do you think it should take to block it, 50? How well did I word this below, does it sound comprehendible?

This tracking ability can be blocked if the creature is within 30 feet of a large concentration of magical energy. If the total caster levels of spellcasters, creatures with spell-like abilities, magic items, and active spells in the area is at least X levels, the Eye must succeed on a DC X Will save or lose the ability to track the creature’s aura until the creature leaves the source of magical energy. Running water does not block this ability.
 

also, what would be a good Will save to keep the "scent"? good ol' 15? :)


and here, i wrote up some flavor text (took the Hand's and modified it):

This tall, slender humanoid has a gigantic eyeball in the place of a humanoid head, which glares menacingly. It carries a greatsword and wears long green robes, trimmed with red, and golden eyes embroidered along the hems.

The Eye, or Eye Servitor as it is sometimes known, is the first lieutenant in the cult of Vecna, answering only to the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.

The Eye, as with its ?brother? the Hand, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Eye was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a cold, emotionless monster. It displays several unusual behaviors as a result of its transformation. It finishes other beings? sentences, knowing what they are going to say already. It surrounds itself with mirrors, and is fascinated by reflected images. The Eye is sadistic and cruel, and relieves its own pain and frustrations by visiting them upon others.

According to the cult priests, the Eye serves as Vecna's senses on the Material plane. It serves the Cult?s leader loyally, and is feared by the lesser members of the Cult of Vecna.

When appearing in public, the Eye wears a gray cloak with a deep hood over its robes, to conceal its head.

The Eye is stands 7 feet tall, and weighs (150?) pounds.

The Eye has no mouth and so cannot speak, but can communicate telepathically with whomever it wishes.

COMBAT
The Eye was created to gain information, not to fight, but it is not without combat ability. It normally fights with a greatsword. It keeps two daggers hidden, strapped hilt down to each arm; when it cannot use its sword, it crosses its arms and whips out these daggers to fight two-handed.

This odd creature cannot be surprised and is superhumanly alert, with a limited precognitive sense. The Eye is lightning quick and astoundingly graceful. Its most fearsome attack is its death gaze, from which it draws sustenance. The Eye?s primary purpose is to serve as a psychic tracker for the priests of Vecna.
 

50 levels sounds good.

The writeup makes sense.

I like the flavor text.

I'm not sure I understand this question:

BOZ said:
also, what would be a good Will save to keep the "scent"? good ol' 15? :)
 

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