I was wondering if anyone would convert this

Priest_Sidran

First Post
Peltast
®, . & © 1994 TSR, Inc. All Rights Reserved.
Peltast Greater Peltast
CLIMATE/TERRAIN: Any land Any land
FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Any Any
DIET: Special Special
INTELLIGENCE: Average (8-10) Exceptional (15-16)
TREASURE TYPE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 1 1
ARMOR CLASS: 7 3
MOVEMENT: 4 4
HIT DICE: 1+6 2+6
THAC0: 19 19
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: See below See below
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: Immune to poison Immune to
and crushing poison and
attacks crushing attacks
MAGIC RESISTANCE: 7% 33%
SIZE: T (under 2. long T (amorphous)
unless stretched
very thin)
MORALE: Steady (12) Elite (14)
XP VALUE: 65 975
A peltast is an amorphous creature about the size of three human
fists in volume. Its skin has a textured, mottled brown hue resembling
worn but sturdy leather. A peltast can change its shape to
exactly match a leather item in two rounds. If a peltast sees a leather
item dropped, it swiftly moves and changes form so as to be mistaken
for the missing item. A peltast feels and hefts like leather, and does
not breathe, give off heat, or make any sound. It has no tanning
odor, nor does it radiate magic.
Peltasts live in symbiosis with humans and all goblinkind. Elves
and dwarves aren.t right for its needs, and are used only as carriers to
more suitable hosts.
Combat: In contact with suitable flesh, a peltast exudes a liquid
anaesthetic and tissue softener. There is only a 1% chance that a
host creature will notice its attack. The peltast dissolves the host.s
skin in a small, hidden area. Through this, it absorbs 1 hit point/day
of blood-borne nutrients. A healthy host may never notice the slight
weakness this causes. If the peltast is removed, there is no telltale
peeling, pulling, or blood.
The peltast is resilient and is immune to poison and crushing
attacks, but all edged weapons do full damage. Peltasts also gain +1
on saving throws vs. fire. A peltast.s skin can sense vibrations, smell
acutely, and its many tiny, concealable eyes have 60. infravision.
Habitat/Society: Both the peltast and the greater peltast (see
below) infest Waterdeep and Undermountain. The peltast are often
encountered in Dock and South Ward, especially around direct connections
with the dungeon below and in the dim alleys of Skullport;
the most common forms these are found in are discarded coin bags,
belts, hats, or gloves. The greater peltast is found deep in Undermountain,
and rarely, if ever, in the city.
Ecology: A peltast will leave a diseased host, but helps keep its host
alive while attached. It neutralizes poisons introduced into the host.
Its slight magic resistance is also extended to the host. Should the
host be reduced to two hit points or less, the peltast will inject 3-6
points of energy back into the host; it can do this only once a day.
A peltast exudes wastes whenever immersed in water, staining
and poisoning it; drinkers must save vs. poison at a +2 bonus or
become nauseated for 2-8 rounds, unable to attack or defend.
A peltast will never fight another peltast, nor willingly join a host
already carrying one. Peltasts can sense each other up to 40. away.
Greater Peltasts: These rarer peltasts resemble translucent rock
crystals instead of leather. Hard to the touch and about the size of a
human fist, they can alter the internal hue and shape of their bodies.
No organs or structures are visible in a greater peltast, and over the
centuries they have learned to shape themselves into exact semblances
of faceted gems, valued by many creatures. They often hide
among real gemstones.
Greater peltasts can be seen feeding: the blood they ingest is
visible inside their bodies. They also grow visibly upon draining
more than 3 hp of nutrients (a greater peltast can typically dram
up to 12 hit points, half of which are added to its hit point total
for a day). Because of this, greater peltasts prefer to feed on sleeping,
dead, or disabled creatures, using their magical powers to
fetch more meals.
Once a round, a greater peltast can silently use one of its abilities:
call monsters (like a monster summoning VI spell, but used to call hostile
creatures against its carrier until a good meal opportunity develops);
a powerful suggestion (-1 on subject saving throws) to influence
called creatures and other beings around them into creating the
maximum possible bloodshed without depriving the greater peltast
of all potential host-creatures; and slow on any being touching or
carrying the greater peltast.
These .false gems. have exceptional intelligence and are more
powerful than the common variety. They otherwise dram a host, and
give benefits, exactly as do their lesser cousins.
 

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