Hegi: New Summonable Creatures. How are they mechanically?

Especially with such a new (beta) class, I'd want you to play with the given lists for a while first. Were I your DM I'd compliment your effort but I'd really want to restrain the class to the existing summons while people try to work out its details.
So they are arctic spirits. I don't recognize the monster. Do the Hegi have any background or aims\goals or allies\enemies? Where do they come from. For a planescape I'd at least need to define their home plane etc....

Sigurd
 

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freyar - That's weird, I thought I toned down Nat. Armor... That sure does need reeling back! DR's good to note there, too - Lesser was, I think, a Half-Celestial Advanced Medium Eagle, with half-celestial significantly modified. reigning back DR and SR would probably be smart.

I will have to tone 'em back. I think I was too ad-hoc about it - I've become too used to 4e's "What's an appropriate value for this level?" approach - I didn't have to worry that changing one thing would screw over everything else. I should make a solid Hegi quick template and Hegi Full template to apply to advanced eagles and giant eagles...

I'll repost them when I've finished. They should look much cleaner, mechanically... I'll include the templates I used, too.

Sigurd - Well, I could just as easily be designing the monster for a conjurer, sorcerer, or cleric. It's not as if I'm asking for a power up. My DM'll probably care more about the 'No Summoning in Sigil' thing than the monsters I use, as long as they're in line with the rules. DM fiat rules all, though, so if he nixes it, I will just use the standard.

As for what they're like, they're supposed to be the incarnation of the Tengu Empire's values - order and survival in the harsh winter of that plane. They'd probably hail from a "Spirit-Realm" type demiplane normally contiguous with the Tengu's home plane.
 
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Sigurd has his descriptive text. He's happy now. I always work from the concept to the crunch. Anything else feels sort of heartless.


You make a good point Siberys. Good luck.
 

Okay, I'm going to post the creatures one at a time as I finish them; first up; the Minor Hegi and Greater Hegi templates and the Hegi Hatchling.

[sblock="Minor Hegi Template"]Inherited Template - Animal or Magical Beast with a fly speed.
CR 0-4 HD - +0; 5+ HD - +1
Alignment LN
Type change to outsider (air, extraplanar, lawful). Do not recalculate HD or BAB. Switch the base creature's good saves from Fort and Ref to Ref and Will.
Defenses/Qualities darkvision 60 ft; Immune cold; DR 5/chaos (if 5-10 HD) or 10/chaos (if 11+ HD); SR equal to 5 + final CR.
Melee Loses all natural attacks except Bite (if it has it). Gains the Tail Whip attack, described below;

Tail Whip Tiny 1d3; Small 1d4; Medium 1d6; Large 1d8; Huge 2d6; Bludgeoning; Primary

The Tail Whip has a reach equal to that normal for a creature of its size +5 ft.
Special Abilities Arctic Spirit (Su) Once per day, the Minor Hegi can deal extra cold damage equal to its HD (maximum of +20) with a melee attack against a foe.
Languages Tengu (cannot speak)[/sblock]

[sblock="Greater Hegi Template"]Inherited Template - Animal or Magical Beast with a fly speed.
CR 0-5 HD - +1; 6-10 - +2; 11+ - +3
Alignment LN
Type change to outsider (air, extraplanar, lawful). Do not recalculate HD or BAB. Switch the base creature's good saves from Fort and Ref to Ref and Will.
Defenses/Qualities darkvision 60ft; Immune cold; DR 5/chaos (if 10 HD or less) or 10/chaos (if HD 11 or more); SR equal to 11 + final CR.
Melee Loses all natural attacks except Bite (if it has it). Gains the Tail Whip attack, described below;

Tail Whip Tiny 1d3; Small 1d4; Medium 1d6; Large 1d8; Huge 2d6; Bludgeoning; Primary

The Tail Whip has a reach equal to that normal for a creature of its size +5 ft.
Speed Flight maneuverability becomes (good).
Special Abilities Arctic Spirit (Su) Once per day, the Greater Hegi can deal extra cold damage equal to its HD (maximum of +20) with a melee attack against a foe.amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Cold (Ex) A greater hegi's body generates intense cold, dealing cold damage with its touch. Creatures attacking a greater hegi with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits. The damage is determined by the creature's HD; up to 9 HD - 1d6; 10-14 HD - 2d6; 15+ HD - 3d6.
Constrict (Ex) The greater hegi gains a constrict attack with damage equal to its tail whip damage.
Grab (Ex) The greater hegi can wrap its tail around its foes; its tail whip attack has grab.
Spell-Like Abilities The greater hegi gains a number of spell-like abilities depending on its HD. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD.

1-2 HD - ray of frost (at will), hypnotize (3/day)
3-4 HD - tongues (at will), whispering wind (3/day)
5-6 HD - suggestion
7-8 HD - lesser geas
9-10 HD - cone of cold
11-12 HD - geas/quest
13-14 HD - dictum

Abilities +2 Str, +4 Dex, +2 Con, +2 Int, +4 Wis, +4 Cha
Skills A greater hegi with racial hit die has skill points per racial hit die equal to 6 + its intelligence modifier. A greater hegi's class skills are Bluff, Craft, Diplomacy, Fly, Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Sense Motive, and Stealth
Languages Tengu, Telepathy 100 ft[/sblock]

[sblock="Plan for the Hegi"]Hegi Hatchling - CR 1/2
Tiny Minor Hegi Eagle

Hegi Young - CR 1
Minor Hegi Advanced Eagle (2 HD)

Least Hegi - CR 2
Minor Hegi Advanced Eagle (3 HD)

Lesser Hegi - CR 3
Medium Minor Hegi Giant Eagle

Hegi - CR 5
Medium Greater Hegi Advanced Giant Eagle (5 HD)

Elder Hegi - CR 8
Greater Hegi Advanced Giant Eagle (9 HD)

Noble Hegi - CR 9
Greater Hegi Advanced Giant Eagle (10 HD)

Imperial Hegi - CR 11
Huge Greater Hegi Advanced Giant Eagle (14 HD)

Sovereign Hegi - CR 13
Huge Greater Hegi Advanced Giant Eagle (15 HD)[/sblock]

[sblock="Hegi Hatchling"]Tiny Minor Hegi Eagle - CR 1/2
200 XP
LN Tiny Outsider (Air, Extraplanar, Lawful)
Init
+3; Senses darkvision 60 ft; perception +10

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 6 (1d10+1)
Fort +1, Ref +6, Will +5
Immune cold; SR 5

Speed 10 ft, fly 80 ft (average)
Melee tail whip +5 (1d3-2; reach 5 ft), bite +5 (1d3-2)
Space 2-1/2 ft Reach 0 ft
Special Attacks arctic spirit (+1 cold damage)

Str 6, Dex 17, Con 12, Int 4, Wis 15, Cha 7
Base Atk +0; CMB -2; CMD 9
Feats Weapon Finesse
Skills Fly +11, Perception +11, Stealth +11 Racial Modifiers +8 Perception
Languages Tengu (cannot speak)[/sblock]
 

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