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New monster in my setting
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<blockquote data-quote="seasong" data-source="post: 713757" data-attributes="member: 5137"><p>My Story Hour setting, Theralis, has three shadow worlds with strange creatures and their own "sentient rulers" who occasionally decide that our realm is a good target for some conquest (and vice versa). Originally, the three worlds were a mind flayer world, a beholder world, and a spiderkin (think yuan-ti for spiders, or driders and thematically related creatures).</p><p></p><p>Anyway, with the updated, official SRD not having the mind flayers and beholders, I decided (since we hadn't yet touched on extradimensional threats yet) to go ahead with a different set of creatures. Below is one of them which I could really use some help statting out (I'll need help with all of them eventually, of course, but for now I just need this one).</p><p></p><p>Although my campaign uses a lot of house rules, I'm building these in standard D&D first, then converting them. I'm building them as a PC race (they always advance by character class), although they are probably ECL +1 or +2.</p><p></p><p>I'm interested in variant abilities for them, balance issues (what ECL should they be? Is there any way to lower that without compromising flavor?), and ideas of bad things to do with them.</p><p></p><p>From the story hour:Eye Tyrants <ul> <li data-xf-list-type="ul">-2 CON, +2 WIS, +2 CHR.</li> <li data-xf-list-type="ul">Medium size.</li> <li data-xf-list-type="ul">Eye tyrant base speed is 30 feet.</li> <li data-xf-list-type="ul">Dark vision: Eye tyrants can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and eye tyrants can function just fine with no light at all.</li> <li data-xf-list-type="ul">360 degree vision: Eye tyrants can see in all directions equally well. They can not be flanked, and gain a +4 to all visual Spot checks.</li> <li data-xf-list-type="ul">Dextrous fingers: Eye tyrants recieve a +2 to checks involving manual dexterity such as opening locks, picking pockets, and so on.</li> <li data-xf-list-type="ul">Mindspeech: Eye tyrants can speak to each other (and anyone else with this ability) without sound, up to 30 feet away. Others with mindspeech can always hear this if within range. Characters with one level of Psion may take this ability as a feat. It has no impact on anyone without this ability. Mind speech does not cross language barriers, but the mind speaker is automatically understood by anyone who has <em>any</em> language in common.</li> <li data-xf-list-type="ul">Silent: Eye tyrants have small, jawless mouths, and can not speak normally, although they can make a weak, mewling sound. If they are beyond the normal 30 foot range, they can not communicate with others except through sign language.</li> <li data-xf-list-type="ul">Bonus Language: Any, plus eye tyrant sign language.</li> <li data-xf-list-type="ul">Favored Class: Psion.</li> </ul></blockquote><p></p>
[QUOTE="seasong, post: 713757, member: 5137"] My Story Hour setting, Theralis, has three shadow worlds with strange creatures and their own "sentient rulers" who occasionally decide that our realm is a good target for some conquest (and vice versa). Originally, the three worlds were a mind flayer world, a beholder world, and a spiderkin (think yuan-ti for spiders, or driders and thematically related creatures). Anyway, with the updated, official SRD not having the mind flayers and beholders, I decided (since we hadn't yet touched on extradimensional threats yet) to go ahead with a different set of creatures. Below is one of them which I could really use some help statting out (I'll need help with all of them eventually, of course, but for now I just need this one). Although my campaign uses a lot of house rules, I'm building these in standard D&D first, then converting them. I'm building them as a PC race (they always advance by character class), although they are probably ECL +1 or +2. I'm interested in variant abilities for them, balance issues (what ECL should they be? Is there any way to lower that without compromising flavor?), and ideas of bad things to do with them. From the story hour:Eye Tyrants[list][*]-2 CON, +2 WIS, +2 CHR. [*]Medium size. [*]Eye tyrant base speed is 30 feet. [*]Dark vision: Eye tyrants can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and eye tyrants can function just fine with no light at all. [*]360 degree vision: Eye tyrants can see in all directions equally well. They can not be flanked, and gain a +4 to all visual Spot checks. [*]Dextrous fingers: Eye tyrants recieve a +2 to checks involving manual dexterity such as opening locks, picking pockets, and so on. [*]Mindspeech: Eye tyrants can speak to each other (and anyone else with this ability) without sound, up to 30 feet away. Others with mindspeech can always hear this if within range. Characters with one level of Psion may take this ability as a feat. It has no impact on anyone without this ability. Mind speech does not cross language barriers, but the mind speaker is automatically understood by anyone who has [i]any[/i] language in common. [*]Silent: Eye tyrants have small, jawless mouths, and can not speak normally, although they can make a weak, mewling sound. If they are beyond the normal 30 foot range, they can not communicate with others except through sign language. [*]Bonus Language: Any, plus eye tyrant sign language. [*]Favored Class: Psion.[/list] [/QUOTE]
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