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Special Conversion Thread: Sheens


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Updated.

Ability Focus (propagating touch), Power Attack or Blind-Fight for the extra feat for the Medium version?

Retain the name "Flailing strike" or just call it "slam"?

Organization: Solitary or x (2-4)

Medium version Advancement: 9-x HD (Medium)? Do we want to make a Large version, simply extend advancement for Medium to larger sizes, or note in flavor text and abilities that they cannot overtake larger creatures?
 

Let's go with Power Attack.

I would say slam, but part of the justification for the large damage die was slashing from shard-like nodules. It could be something like a tentacle rake.

Solitary or node?

Let's just extend advancement to Large.
 

Extend advancement, agreed to Power Attack and we should have a note in the combat section that their slam does slashing and bludgeoning damage due to the shards.
 






Done!

Now the real fun begins. :)


Arcanosheen
If propagators were designed as a subtle method of disposing of biological competition, subtlety was lost with the appearance of the arcanosheen. Thankfully, only one has yet been indentified, but where one can be synthesized, more are sure to follow unless the particular machine cyst responsible is found and burned out.

Built up from a render chassis, the arcanosheen resembles a monstrously swollen insect, complete with dozens of writhing metallic legs, feelers, and lethal projections good for cutting and ripping. Obvious differences include an underslung translucent dome measuring 4 feet in diameter. This glassy belly is filled with languidly slushing pink fluid. Also, the arcanosheen has two metallic arms in addition to its array of cleavers and buzzsaw mandibles. The metallic arms appear surprisingly humanoid.

The arcanosheen’s render heritage grants it the abilities of a render, including its many physical attacks, a Grade 3 defensive field, and an electrical discharge attack. However, the arcanosheen gives up the render’s plasma breath to make room for something special. Its quartzlike bellypod is filled with archiorganic fluid, harvested from a selection of wizards capture in the wrong place at the wrong time (mostly sheenchasers and machine mages). This hellish broth is baffled with a network of sensitive microtendrils.

These tendrils feed into the arcanosheen’s electronic consciousness and interface with its mechanical hands. The upshot: The arcanosheen can cast the spells stolen from organic wizards. In fact, the arcanosheen functions as a 15th-level wizard.

As a prototype, the arcanosheen is something the parent machine cyst keeps close and always protected by 1d4+1 standard renders. However, the arcanosheen has demonstrated some autonomy and could be pursuing its own agenda: namely, the inception of a new machine cyst populated solely with archiorganic sheens able to transmit messages and spells back and forth via embedded tendrils. Perhaps the fabled half-organic Sheen Masters are future inhabitants of the arcanosheen’s hoped-for cyst…

Arcanosheen (1): AC -6 (steel scales); MV 12; HD 20; hp 160; THAC0 3; #AT 5; Dmg 1d10/1d10/1d10/3d10/3d10 (blade arm x3, buzzsaw mandibles x2); SA casts spells, electrical discharge; SD grade 3 defensive field, inexhaustible energy supply; SW Magic susceptibility, mental susceptibility; SZ H (10’ diameter); ML Fearless (20); AL N; XP 19,000; Str 22, Dex 18, Con 22, Int 18, Wis 10, Cha 0.
SA –Casts Spells. The semi-automonomous nature of the archiorganic bellypod allows the arcanosheen to cast one spell per round in the same round as physical attacks are made, if any. The arcanosheen functions as a 15th-level wizard, but cast spells automatically return 24 hours after casting.
Spells*: (5/5/5/5/5/2/1) 1st—sleep, charm person (x2), magic missile; 2nd—mirror image, knock, acid arrow (x3); 3rd—fireball (x2), lightning bolt (x2), slow; 4th—Evard’s black tentacles, wind wall, stoneskin (x3); 5th—cone of cold, (x3), cloudkill, true seeing; 6th—death spell (x2); 7th—finger of death.
*DMs with access to “Mage vs. Machine” (in Dragon issue #258) might wish to substitute sheen-specific spells, if desired.
SA—Inexhaustible Energy Supply. A revolutionary prototype shared with the phaser sheen (“zero-point engine”) allows the arcanosheen to act without need for a periodic recharge.
SD—Grade 3 Defenseive Field. See similar SD for roller: The arcanosheen defensive fields drain 3 hit points per physical attack. However, the arcanosheen’s self-contained energy source allows the field to remain up continuously despite accumulated absorbed damage.
SW – Mental Susceptibility. Arcanosheens are susceptible to mind-affecting spells, spells that affect life force, and psionics, but if successfully affected, the arcanosheen jettisons the archiorganic bellypod 1d4 rounds later to regain mental immunity and throw off the mental effect (thus losing its spellcasting abilities).
SW – Magic Susceptibility. Most forms of machines are unsuited to resist mage, with the exception of mind-affecting magic. Sheens make saving throws against all spells with a -3 penalty, and sheens suffer an additional +1 point of damage per die of damage delivered from spells that cause physical harm. Thus, a 6d6 fireball inflicts 6d6+6 points of damage to a sheen.

Originally appeared in Dragon Magazine #270 (2000).
 

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