Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
You got more than you bargained for (Peltasts)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psychotic Jim" data-source="post: 2416052" data-attributes="member: 547"><p>Here's the a reposting of a conversion I posted a while ago, but revised for 3.5. Hopefully they will be helpful for any further conversions. I'll post the greater peltast and palimpsest later.</p><p>Edit: I converted this from 2E Monstrous Comp. II, I think it may originally have came from Forgotten Realms MC, but I could wrong there.</p><p></p><p>Peltast</p><p>Tiny Aberration (Shapechanger)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 10 ft.</p><p>AC: 18 (+4 Dex, +2 size)</p><p>Base Attack/Grapple: +1/-11</p><p>Attacks: touch +7 melee</p><p>Full Attack: touch +7 melee</p><p>Damage: Attachment</p><p>Space/Reach: 2 1/2 ft /0 ft</p><p>Special Attacks: Attach</p><p>Special Qualities: Symbiosis, mimic shape, contamination, blindsight 60 ft, immunities, SR 12</p><p>Saves: Fort +1, Ref +4, Will +4</p><p>Abilities: Str 3, Dex 18, Con 13, Int 10, Wis 13, Cha 10</p><p>Skills: Disguise +14, Hide +10, Listen +4, Move Silently +8, Spot +4</p><p>Feats: Alertness, Weapon finesse (touch) (B)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Usually Neutral</p><p>Advancement: 3-4 HD (Tiny)</p><p>Level Adjustment: -- (+1 if bonded to host?)</p><p> Peltasts are tiny, amorphous creatures that have brown skin highly resembling that of well-made leather. They are fairly inoffensive creatures that masquerade as various small leather items such as bags and gloves in order to attract hosts to bond with. Humans and goblinoids are its only suitable hosts; it only uses other humanoid races as carriers to bring it into contact with humans and goblinoids. After a possible host picks it up and conveniently stores it away, it attaches itself to the host almost unnoticeably. Peltasts are indistinguishable from normal leather items, and a host has only a 1% chance of noticing a peltast as it attaches. Peltasts are silent and do not breathe, nor do they radiate heat or magic.</p><p>Combat</p><p> Peltasts do not engage in combat and are helpless except for fleeing. Fortunately, it is not likely to enter combat.</p><p> Attach (Ex): Upon coming in contact with exposed skin of a host, a peltast releases a natural anesthetic and “joins” with a host harmlessly. If the host is a human or goblinoid, he or she becomes symbiotically linked with the peltast.</p><p> Symbiosis (Ex): A peltast linked with a proper host drains 1 hp from the host each day it is bonded. It also functions in every way as part of the host. In return, the peltast neutralizes any poison introduced into the host’s system, effectively giving the host poison immunity. It also bestows its spell resistance upon the host assuming he or she does not already have spell resistance superior to that of the peltast. Once per day if the host is gravely wounded (driven to two hit points or less), the creature will give the host 1d4+2 hit points.</p><p> Mimic Shape (Ex): A peltast can take the form of any tiny, mundane leather object. A successful Spot check (opposed by the peltast’s Disguise check) is required to distinguish a peltast from a normal leather object. Its texture, smell, and weight matches that of leather, and it does not give off any heat.</p><p> Contamination (Ex): A peltast dipped into water releases toxic materials, rendering the water undrinkable. Any one who drinks such contaminated water must make a Fortitude Save (DC 12) or become nauseated for 2d4 rounds.</p><p> Blindsight (Ex): The peltast’s acute sense of smell and touch give it blindsight with a 60 ft range.</p><p> Immunities (Ex): A peltast is immune to bludgeoning and falling damage as well as poison.</p><p> Skills: A peltast gets a +10 racial bonus on disguise checks.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 2416052, member: 547"] Here's the a reposting of a conversion I posted a while ago, but revised for 3.5. Hopefully they will be helpful for any further conversions. I'll post the greater peltast and palimpsest later. Edit: I converted this from 2E Monstrous Comp. II, I think it may originally have came from Forgotten Realms MC, but I could wrong there. Peltast Tiny Aberration (Shapechanger) Hit Dice: 2d8+2 (11 hp) Initiative: +2 (Dex) Speed: 10 ft. AC: 18 (+4 Dex, +2 size) Base Attack/Grapple: +1/-11 Attacks: touch +7 melee Full Attack: touch +7 melee Damage: Attachment Space/Reach: 2 1/2 ft /0 ft Special Attacks: Attach Special Qualities: Symbiosis, mimic shape, contamination, blindsight 60 ft, immunities, SR 12 Saves: Fort +1, Ref +4, Will +4 Abilities: Str 3, Dex 18, Con 13, Int 10, Wis 13, Cha 10 Skills: Disguise +14, Hide +10, Listen +4, Move Silently +8, Spot +4 Feats: Alertness, Weapon finesse (touch) (B) Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually Neutral Advancement: 3-4 HD (Tiny) Level Adjustment: -- (+1 if bonded to host?) Peltasts are tiny, amorphous creatures that have brown skin highly resembling that of well-made leather. They are fairly inoffensive creatures that masquerade as various small leather items such as bags and gloves in order to attract hosts to bond with. Humans and goblinoids are its only suitable hosts; it only uses other humanoid races as carriers to bring it into contact with humans and goblinoids. After a possible host picks it up and conveniently stores it away, it attaches itself to the host almost unnoticeably. Peltasts are indistinguishable from normal leather items, and a host has only a 1% chance of noticing a peltast as it attaches. Peltasts are silent and do not breathe, nor do they radiate heat or magic. Combat Peltasts do not engage in combat and are helpless except for fleeing. Fortunately, it is not likely to enter combat. Attach (Ex): Upon coming in contact with exposed skin of a host, a peltast releases a natural anesthetic and “joins” with a host harmlessly. If the host is a human or goblinoid, he or she becomes symbiotically linked with the peltast. Symbiosis (Ex): A peltast linked with a proper host drains 1 hp from the host each day it is bonded. It also functions in every way as part of the host. In return, the peltast neutralizes any poison introduced into the host’s system, effectively giving the host poison immunity. It also bestows its spell resistance upon the host assuming he or she does not already have spell resistance superior to that of the peltast. Once per day if the host is gravely wounded (driven to two hit points or less), the creature will give the host 1d4+2 hit points. Mimic Shape (Ex): A peltast can take the form of any tiny, mundane leather object. A successful Spot check (opposed by the peltast’s Disguise check) is required to distinguish a peltast from a normal leather object. Its texture, smell, and weight matches that of leather, and it does not give off any heat. Contamination (Ex): A peltast dipped into water releases toxic materials, rendering the water undrinkable. Any one who drinks such contaminated water must make a Fortitude Save (DC 12) or become nauseated for 2d4 rounds. Blindsight (Ex): The peltast’s acute sense of smell and touch give it blindsight with a 60 ft range. Immunities (Ex): A peltast is immune to bludgeoning and falling damage as well as poison. Skills: A peltast gets a +10 racial bonus on disguise checks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
You got more than you bargained for (Peltasts)
Top