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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

They seem comparable to a dwarf, so until the dwarf gets the +1 LA it so badly deserves, I'd leave these guys at +0.
 

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so here they are! :) this was one of my last 3.0 conversions, so it shouldn't require as much work as some of the others...


Nic'Epona

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Large Outsider (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 60 ft
AC: 18 (+1 Dex, +7 natural)
Attacks: 2 hooves +10 melee, bite +5 melee; or rear kick +10 melee
Damage: Hoof 1d8+4, bite 1d4+2; rear kick 3d8+6
Face/Reach: 10 ft by 10 ft/5 ft
Special Attacks: Stampede
Special Qualities: SR 17, plane shift, color change, DR 10/+2, immune to charms, detect charm, sure footing
Saves: Fort +8 Ref +6 Will +8
Abilities: Str 18 Dex 13 Con 17 Int 16 Wis 17 Chr 18
Skills: Hide +11, Knowledge (the planes) +17, Listen +12, Move Silently +16, Search +13, Sense Motive +15, Spot +12
Feats: Improved Initiative, Power Attack

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Climate: Any land (Outlands)
Organization: Solitary or herd (5-50)
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-28 HD (Huge)

Nic’Epona are the wild horses of the Outlands that roam the planes far and wide. They are also called Epona’s daughters, named after the goddess herself whom they are supposedly descended from. They defend the realm of Tir na Og, riding out in massive herds to overwhelm any who would threaten it. They do not harass those who are welcome in the realm, and pay mortals little heed while at home, except to friends or those to whom they owe a debt of honor.

Nic’Epona are identical to normal horses, except for the glint of intelligence in their eyes. They can appear as any color of the rainbow, and can change color at will, though each one has its favorite hue and pattern. All nic’Epona are female, and are produced by the union of one of their kind with a mortal male equine creature (be it a horse, pegasus, or unicorn). Nic’Epona are very protective of their foals.

Nic’Epona away from home are very friendly, and enjoy the companionship of travelers and others. Nic’Epona delight in conversation and stories, and will offer a ride to another plane to someone who treats one well and keeps her entertained. Giving gifts to the nic’Epona certainly helps her disposition, as well as flattery and earning her trust. If a nic’Epona is properly befriended, she will come to a person’s rescue when called for - but if she is poorly treated, she is likely to leave someone in a very hostile place.


COMBAT
Nic’Epona are surprisingly fierce in combat, biting and kicking their foes with sharp hooves that hit like a battleaxe. They will bite anyone foolish enough to approach them without permission, or kick an opponent foolish enough to stand behind them. They are immune to charm spells, but prefer to allow a caster to think they are under his control, if only to abandon him on some unfriendly plane. If she is not doing well in combat, a nic’Epona will step back, charge at her foe, and plane shift right before hitting, leaving a temporary rainbow silhouette in her place.

Stampede (Ex): If a nic’Epona herd numbers 20 or greater, they are able to create a mighty stampede. The herd must be at least 150 feet away from their target to build up speed. This stampede is 60 feet wide (plus 60 feet for every 10 additional nic’Epona present), and any creature caught in it is subject to being trampled by the nic’Epona. All targets in the area suffer 10d6 points of crushing damage (Reflex save DC X for half). Stampeding nic’Epona are essentially fearless, and are immune to all fear attacks.

Plane Shift (Su): Nic’Epona can plane shift, as the spell, at will. They can travel to any place in the Outer Planes that they have seen, except for certain realms of unfriendly powers (without an invitation at least). The nic’Epona’s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work.

Color Change (Sp): At will, a nic’Epona may change her coloration to any color of the rainbow, including colors that can only be seen by infrared or ultraviolet light. They can appear to have any sort of pattern, and can have multiple colors at once.

Immune to Charms (Ex): Nic’Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to coerce them or gain their trust.

Detect Charms (Sp): Nic’Epona are able to automatically detect any sort of charm magic being cast or in place.

Sure Footing (Su): Nic’Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic’Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be an impossible feat. They can even use this effect to run up vertical surfaces. This effect can last up to one hour at a time (at which point it ceases to exist), during which time their hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic’Epona can benefit from it.

Outsider Traits: A nic’Epona has darkvision (60-foot range). It cannot be raised or resurrected.


Originally found in the Planescape Campaign Setting boxed set (1994).
 

only a few important changes to make, besides the obvious. we could make the DR for magic, especially since the "niccies" are neutral. for feats, they get one more. for skills, they now have 110 points, so we can either add skills or just bump up the ones we have. survival is an obvious one, for the synergy bonus with planes knowledge alone. ;)
 

These girls truly don't need much work. Unless you want to change them to magical beast (Extraplanar), which may be more appropriate than outsider.

A few minor changes:

-Move darkvision to the SQ line.

-Make the save DC for the stampede Strength-based, with a DC of 17.

-Add base attack/grapple: +7/+18.

And of course the usual 3.5 stuff, like spelling out damage reduction and spell resistance, which I'm sure you already would have done. :)
 

Shade said:
These girls truly don't need much work. Unless you want to change them to magical beast (Extraplanar), which may be more appropriate than outsider.

that's actually something i considered when i first converted them - they were among the few batches that i did right after the fiend folio came out, so i knew that was going to be an option. that's a tough choice, but ultimately i decided to go with outsider rather than magical beast. i'm still not sure if that was the right choice, but i'm sticking with it until i can hear a good argument. ;) i think the plane shift at will was one of the deciding factors for me...

-Make the save DC for the stampede Strength-based, with a DC of 17.

thanks! i wasn't sure what to do with that one; in fact, i never did put in the DC before posting it!

And of course the usual 3.5 stuff, like spelling out damage reduction and spell resistance, which I'm sure you already would have done. :)

natch. ;)
 

and for discussion and reflection, here's this:

NIC'EPONA

CLIMATE/TERRAIN: Any plane
FREQUENCY: Very Rare
ORGANIZATION: Solitary or herd
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Exceptional (15-16)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1 or 5d10
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 3 (hoof/hoof/bite) or 1 (back kick)
DAMAGE/ATTACK: 1d8/1d8/1d4 or 3d8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See be
MAGIC RESISTANCE: 30%
SIZE: L
MORALE: Champion (15)
XP VALUE: 2,000

Nic'Epona, also known as Epona's daughters, are among a few creatures with the ability to move between the planes at will. They are, rumor says, direct descendants of the horse-goddess Epona, and they derive their power from her. They are the defenders of her realm, Tir na Og (on the Outlands), and they ride in massive waves to overwhelm those who would threaten her.
The nic'Epona resemble ordinary horses almost exactly, although there is a sparkle of intelligence behind their eyes that belies the aspect of a common animal. They can appear in any color of the rainbow (stories are told or those w hose color is beyond the deepest violet or above the brightest red), and the have an innate ability to change their coloration at will. Usually they adopt one color or color-pattern as their favorite, but they can change their hide to any line as the mood takes them.

COMBAT: The nic'Epona, as the defenders of Epona's realm, are naturally fierce foes in combat. Each uses her hooves and her powerful teeth to good effect. They willingly bite those foolish enough to come close without permission, and their sharp forehooves can strike as powerfully as a battle axe. If there is an opponent behind her, a nic'Epona may choose to deliver a powerful kick with her hind legs. (However, this means the nic'Epona forgoes any other attack that round, as she spends the round bracing and balancing herself for the delivery of this mighty blow.) A nic'Epona attacks as though her entire body were a +2 weapon, allowing her to hit those
beings that take damage only from magic or silver. Note that the nic'Epona do not actually gain the +2 bonus to hit or damage, but merely have the ability to hit creatures immune to lesser weapons.
When in a herd of 20 or greater, the nic'Epona can also create a stampede to sweep over their enemies. The stampede is 20 yards wide and at least two nic'Epona deep (one nic'Epona every two yards). Each additional group of 10 nic'Epona widens the stampede by 20 yards or adds another rank of the creatures - they spread out according to the number or opponents arrayed against them. The steeds charge without fear and never need to check Morale in a stampede, They require 50 yards to build up speed, at which point anyone in their path suffers 10d6 points of' damage per round for a number of rounds equal to the number of ranks of nic'Epona divided by 4 (round up). For example, if there are three ranks of nic'Epona, anyone in their path suffers 10d6 points of damage for a single round. If there are eight ranks, opponents suffer 10d6 points for two rounds. Victims are allowed a save vs. spell for half damage.
The nic'Epona also boast an impressive defense. They can be hit only by weapons of +2 or greater power, or by those whose innate abilities allow them to strike as a +2 weapon, like themselves.
They are also completely immune to charm-related spells, and they're aware of it when someone attempts to use magic to gain their trust. Even magical items that charm animals have no effect on the nic'Epona, for they are not normal horses. However, since this immunity is not widely known, the nic'Epona delight in pretending to fall under the sway of such magic, then abandoning the caster on an unfriendly plane, often in it a bad situation.
The most striking feature of the nic'Epona defense is their ability to plane shift (as the spell) at will, requiring but a few steps in which to work the magic. They can travel to any point in any of the Outer Planes that they have seen, although realms of unfriendly powers are closed to them unless they're specifically invited. If combat is not going her way, a nic'Epona takes a few steps back, charges at her for, and plane shifts just before contact, leaving a rainbow silhouette that fades after a few moments. Her hooves glow with a faint purple fire when she activates this power.
Finally, nic'Epona are able to keep their footing on any surface, from water to quicksand to air. Their hooves create an momentary causeway upon which they gallop, giving the impression that they are flying, running across water, or performing some other apparently impossible feat. They can even run up vertical surfaces, treating the transition from horizontal to vertical as just another step. (This can be a bit jarring for riders who are unused to it.) The nic'Epona can activate this "fleeting causeway" for one turn/hour; when they do so, their hooves flare with a bright blue flame. No creature other than file nic'Epona can use (except a rider).

HABITAT/SOCIETY: Though they appear to be solitary creatures, nic'Epona gather in great herds in the realm of Tir na Og, on the Outlands. Though they have free reign through the planes, they call Tir na Og home because it is the home of their patron power, Epona. They are at home, they have little to do with the planars, primes, and petitioners who come to them for favors or transport through the planes. Since they have the company of their own kind in Tir na Og, they do not need that of ordinary mortals. They break this rule only for those they call friends, or for those whom they owe a debt of honor.

ECOLOGY: Nic'Epona are all female, despite persistent rumors of' male nic'Epona. They are produced by the union of a nic'Epona with a male equine (a horse, pegasus, or unicorn). The offspring of such a union are nic'Epona if female, but take after the father if the are male. The herd is extremely protective of its foals and will turn en masse on anyone who attempts the theft of one, harrying the thief through the planes if necessary.
Epona's daughters are gregarious, enjoying the company and attentions of other beings. Occasionally they will come contact with adventurer-types, engaging them in conversation in an attempt to learn interesting gossip and places to travel. If treated well and entertained, each nic'Epona may offer to carry a person from one plane to another.
Those who would ride one of Epona's daughters should have fine gifts and flattering words to court her affections. They must first win her trust, for if she has faith in the rider, she will provide transport - one time and one time only - to the destination of the rider's choice. If the rider does something to betray this trust, the nic'Epona can easily deposit the rider in some inhospitable plane. Baator is a favorite stopping point for nic'Epona burdened with irksome riders.
If the nic'Epona is particularly well-treated, or learns devotion for a being, she will allow that being to name her. Thereafter, she will respond to that name, treating it as a summons up to three times (more at the DM's discretion, though DMs should be advised that even three times is an exceptional number). She will arrive within 1d10 rounds, galloping across the planes to bear her friend away from whatever danger menaces.
 

BOZ said:
The nic'Epona also boast an impressive defense. They can be hit only by weapons of +2 or greater power, or by those whose innate abilities allow them to strike as a +2 weapon, like themselves.

Add: A nic'epona's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

BOZ said:
If the nic'Epona is particularly well-treated, or learns devotion for a being, she will allow that being to name her. Thereafter, she will respond to that name, treating it as a summons up to three times (more at the DM's discretion, though DMs should be advised that even three times is an exceptional number). She will arrive within 1d10 rounds, galloping across the planes to bear her friend away from whatever danger menaces.

Hmmm...this kinda cries out "3.5 paladin's special mount". Perhaps we could add the following (similar to the dragonnel et al in Draconomicon):

Nic'Eponas as Special Mounts
At the DM's option, a paladin of xth level or higher can call a nic'Epona instead of a horse as her special mount. For the purposes of the mount's Hit Dice, natural armor, Strength adjustment, Intelligence score, and special powers, treat the paladin as if she were X levels lower than normal.
 

hmm... i'm not too sure. these gals like to be free - it says that even getting them to come to your side as many as three times is extraordinary.

and posting... :)
 
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Into the Woods

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