avin
First Post
Hi 
My first DND Monster (a GURPS conversion)
:: BAINHA ::
Small Outsider
Hit Dice: 5d8+15 (37 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 18 (+5 Dex, +1 size, +2 Natural)
Attacks: 2 claws +11 melee, bite -1 melee
Damage: Claw 1d6-2, bite 1d4-2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 5/+1, Daylight Vulnerability,
Divine Symbol Weakness, Gold sense, Immunities, Plane Shift, Shadow
blend, Telepathy.
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 7, Dex 21, Con 16, Int 10, Wis 12, Cha 11.
Skills: Appraise +18*, Hide +13, Move Silently +13, Search +8, Spot +9.
Feats: Improved Initiative, Weapon Finesse (Claws).
-------------
Challenge Rating: 5(?)
Treasure: none
Alignment: Always Lawful Neutral
Bainhas (bah-in-iah), also known as Sheate-Demons, are very rare outsiders that love gold and wealth. They use to look for the company of adventurers in a relation of mutual benefit: they keep the belongings of their "masters" in their demiplan in change of getting all stuff when their masters die. Thus they accumulate wealth through the centuries.
They look like small demons or devils, with a skin similar to black and brilliant leather. Despite their passion for richnesses, they can't directly remove anything from other plans. They need a "partner". That's the reason they wander in tombs, dungeons and similar places, waiting for explorers. When a Bainha finds somebody interesting, furtively starts to follow him, until he is sure that the person fits his purpose.
After a while he appears for his chosen master. The first contact is always complicated. A Bainha doesn't talk. He needs to
make understand his will by mimic. Some confund him with a demon and try to kill him. For the more intelligent people the creature become a valuable ally, keeping the master's stuff safe in his pocket plane.
If the master calls, the Bainha comes, althought they hate to be called by daytime and in situations where money (gems,
jewels, gold, etc) are not involved. Living things (up do tiny size) can be sent to the Sheate-Demon's demiplane, but they return dried up, as had been died centuries ago.
The partnership ends when the master dies or attacks the creature. Cruel owners or a master who stops adventuring for a long
time provokes Bainha's bad humor. They begin complaining, lazing and acting in a way to provoke the indirect death of his partner. A good way to keep them happy is giving him 1gp per day. Good drink and baket meat works very well too.
Bainhas never choose Divine Spellcasters as partners. They avoid elves and long live creatures too.
COMBAT
Bainhas never fight. If attacked they flee to their pocket dimension. If they can&8217;t planeshift they use the breath weapon first and then run.
Breath Weapon (Su): Cone of fire, 30 feet, once per day, damage 6d10, Reflex half, DC15.
Daylight vulnerability (Ex): Bainhas suffer a -2 morale penalty to all attacks and saving throws when in daylight or the area of a daylight spell.
Divine Symbol Weakness (Ex): Bainhas must be successful in a will test (DC 18) to approach any divine symbol (holy or unholy). If a Bainha touches one of these symbols it takes 1 point of damage per round, until it drops it.
Gold Sense (Ex): Bainhas can automatically sense the location of gold within 60ft.
Guarded Thoughts (Ex): Bainhas are immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Immunities (Ex): Bainhas are immune to paralysis, poison, sleep, stunning, polymorphig, time-stop and mind-influencing effects.
Mute (Ex): Bainhas are unable to speak. However, the Bainha can understand spoken languages.
Plane Shift (Ex): these creatures can planeshift to their demiplane and back at will. How quickly they do it depends the weight they are carrying. Plane shift with light load (up to 23 lb.) it's a free action, medium load (24-46 lb.) it's a move equivalent action and heavy load (47-70 lb.) it's a full round action.
Shadow Blend (Su): During any conditions other than full daylight, a Bainha can disappear into the shadows, giving it nine-tenths of concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: A Bainha receive a +10 racial bonus to Appraise checks.
BAINHAS SOCIETY
Almost nothing it's known about them. They are confunded by fiends most of time. If the master has luck he can find some truly realible information about them with experts in Outsider Creatures (Knowledgd: The Planes, DC 25). Then he'll learn the Bainhas live for millenias in a pocket plane with other Bainhas, comparing their wealth all the time.

My first DND Monster (a GURPS conversion)
:: BAINHA ::
Small Outsider
Hit Dice: 5d8+15 (37 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 18 (+5 Dex, +1 size, +2 Natural)
Attacks: 2 claws +11 melee, bite -1 melee
Damage: Claw 1d6-2, bite 1d4-2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 5/+1, Daylight Vulnerability,
Divine Symbol Weakness, Gold sense, Immunities, Plane Shift, Shadow
blend, Telepathy.
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 7, Dex 21, Con 16, Int 10, Wis 12, Cha 11.
Skills: Appraise +18*, Hide +13, Move Silently +13, Search +8, Spot +9.
Feats: Improved Initiative, Weapon Finesse (Claws).
-------------
Challenge Rating: 5(?)
Treasure: none
Alignment: Always Lawful Neutral
Bainhas (bah-in-iah), also known as Sheate-Demons, are very rare outsiders that love gold and wealth. They use to look for the company of adventurers in a relation of mutual benefit: they keep the belongings of their "masters" in their demiplan in change of getting all stuff when their masters die. Thus they accumulate wealth through the centuries.
They look like small demons or devils, with a skin similar to black and brilliant leather. Despite their passion for richnesses, they can't directly remove anything from other plans. They need a "partner". That's the reason they wander in tombs, dungeons and similar places, waiting for explorers. When a Bainha finds somebody interesting, furtively starts to follow him, until he is sure that the person fits his purpose.
After a while he appears for his chosen master. The first contact is always complicated. A Bainha doesn't talk. He needs to
make understand his will by mimic. Some confund him with a demon and try to kill him. For the more intelligent people the creature become a valuable ally, keeping the master's stuff safe in his pocket plane.
If the master calls, the Bainha comes, althought they hate to be called by daytime and in situations where money (gems,
jewels, gold, etc) are not involved. Living things (up do tiny size) can be sent to the Sheate-Demon's demiplane, but they return dried up, as had been died centuries ago.
The partnership ends when the master dies or attacks the creature. Cruel owners or a master who stops adventuring for a long
time provokes Bainha's bad humor. They begin complaining, lazing and acting in a way to provoke the indirect death of his partner. A good way to keep them happy is giving him 1gp per day. Good drink and baket meat works very well too.
Bainhas never choose Divine Spellcasters as partners. They avoid elves and long live creatures too.
COMBAT
Bainhas never fight. If attacked they flee to their pocket dimension. If they can&8217;t planeshift they use the breath weapon first and then run.
Breath Weapon (Su): Cone of fire, 30 feet, once per day, damage 6d10, Reflex half, DC15.
Daylight vulnerability (Ex): Bainhas suffer a -2 morale penalty to all attacks and saving throws when in daylight or the area of a daylight spell.
Divine Symbol Weakness (Ex): Bainhas must be successful in a will test (DC 18) to approach any divine symbol (holy or unholy). If a Bainha touches one of these symbols it takes 1 point of damage per round, until it drops it.
Gold Sense (Ex): Bainhas can automatically sense the location of gold within 60ft.
Guarded Thoughts (Ex): Bainhas are immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Immunities (Ex): Bainhas are immune to paralysis, poison, sleep, stunning, polymorphig, time-stop and mind-influencing effects.
Mute (Ex): Bainhas are unable to speak. However, the Bainha can understand spoken languages.
Plane Shift (Ex): these creatures can planeshift to their demiplane and back at will. How quickly they do it depends the weight they are carrying. Plane shift with light load (up to 23 lb.) it's a free action, medium load (24-46 lb.) it's a move equivalent action and heavy load (47-70 lb.) it's a full round action.
Shadow Blend (Su): During any conditions other than full daylight, a Bainha can disappear into the shadows, giving it nine-tenths of concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: A Bainha receive a +10 racial bonus to Appraise checks.
BAINHAS SOCIETY
Almost nothing it's known about them. They are confunded by fiends most of time. If the master has luck he can find some truly realible information about them with experts in Outsider Creatures (Knowledgd: The Planes, DC 25). Then he'll learn the Bainhas live for millenias in a pocket plane with other Bainhas, comparing their wealth all the time.