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Planescape Planescape conversions

BOZ

Creature Cataloguer
just reposting this here... forgot about this thread. ;)

NIC’EPONA
Large Outsider (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 60 ft
AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Attacks: 2 hooves +10 melee, bite +5 melee; or rear kick +10 melee
Damage: Hoof 1d8+4, bite 1d4+2; rear kick 3d8+6
Face/Reach: 10 ft by 10 ft/5 ft
Special Attacks: Stampede, (attacks as +2 weapon)
Special Qualities: SR 17, plane shift, color change, DR 10/+2, immune to charms, detect charm, sure footing
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 18, Dex 13, Con 17, Int 16, Wis 17, Cha 18
Skills: Hide +11, Knowledge (the planes) +17, Listen +12, Move Silently +16, Search +13, Sense Motive +15, Spot +12
Feats: Improved Initiative, Power Attack

Climate/Terrain: Any land (Outlands)
Organization: Solitary or herd (5-50)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-28 HD (Huge)

Nic’Epona are the wild horses of the Outlands that roam the planes far and wide. They are also called Epona’s daughters, named after the goddess herself whom they are supposedly descended from. They defend the realm of Tir na Og, riding out in massive herds to overwhelm any who would threaten it. They do not harass those who are welcome in the realm, and pay mortals little heed while at home, except to friends or those to whom they owe a debt of honor.
Nic’Epona are identical to normal horses, except for the glint of intelligence in their eyes. They can appear as any color of the rainbow, and can change color at will, though each one has its favorite hue and pattern. All nic’Epona are female, and are produced by the union of one of their kind with a mortal male equine creature (be it a horse, pegasus, or unicorn). Nic’Epona are very protective of their foals.
Nic’Epona away from home are very friendly, and enjoy the companionship of travelers and others. Nic’Epona delight in conversation and stories, and will offer a ride to another plane to someone who treats one well and keeps her entertained. Giving gifts to the nic’Epona certainly helps her disposition, as well as flattery and earning her trust. If a nic’Epona is properly befriended, she will come to a person’s rescue when called for - but if she is poorly treated, she is likely to leave someone in a very hostile place.

COMBAT
Nic’Epona are surprisingly fierce in combat, biting and kicking their foes with sharp hooves that hit like a battleaxe. They will bite anyone foolish enough to approach them without permission, or kick an opponent foolish enough to stand behind them. They are immune to charm spells, but prefer to allow a caster to think they are under his control, if only to abandon him on some unfriendly plane. If she is not doing well in combat, a nic’Epona will step back, charge at her foe, and plane shift right before hitting, leaving a temporary rainbow silhouette in her place.
Stampede (Ex): If a nic’Epona herd numbers 20 or greater, they are able to create a mighty stampede. The herd must be at least 150 feet away from their target to build up speed. This stampede is 60 feet wide (plus 60 feet for every 10 additional nic’Epona present), and any creature caught in it is subject to being trampled by the nic’Epona. All targets in the area suffer 10d6 points of crushing damage (Reflex save DC X for half). Stampeding nic’Epona are essentially fearless, and are immune to all fear attacks.
Plane Shift (Su): Nic’Epona can plane shift, as the spell, at will. They can travel to any place in the Outer Planes that they have seen, except for certain realms of unfriendly powers (without an invitation at least). The nic’Epona’s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work.
Color Change (Sp): At will, a nic’Epona may change her coloration to any color of the rainbow, including colors that can only be seen by infrared or ultraviolet light. They can appear to have any sort of pattern, and can have multiple colors at once.
Immune to Charms (Ex): Nic’Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to coerce them or gain their trust.
Detect Charms (Sp): Nic’Epona are able to automatically detect any sort of charm magic being cast or in place.
Sure Footing (Su): Nic’Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic’Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be an impossible feat. They can even use this effect to run up vertical surfaces. This effect can last up to one hour at a time (at which point it ceases to exist), during which time their hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic’Epona can benefit from it.
Outsider Traits: A nic’Epona has darkvision (60-foot range). It cannot be raised or resurrected.

The nic’Epona first appeared in the Planescape Campaign Setting (1994).
 

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Devon

First Post
Hi, Boz,

I had generated a new set of quasielementals awhile back. Recently I had a chance to review the AD&D Planescape MCIII (wherein those elementals are detailed) and they're very dissimilar.

Would you be wanting to do a more exact conversion fo those elementals?

- Devon
 

BOZ

Creature Cataloguer
possibly. :D

i think i'll wait until the MM 3.5 comes out to see what changes, if any, are made with base elementals. by the way, the quasi-elementals you refer to originally appeared in Dragon #125 & 128 (yes, i checked!) ;) and scott i beleive did the lightning already and put it in the CC; this may need some revision to update it a bit.
 

Devon

First Post
That's true -- the lightning elemental was indeed included in the CC.

I had created a separate version of the lightning elemental, one that followed the standard hit die escalation of the prime four elementals.

- Devon
 
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BOZ

Creature Cataloguer
MURSKA

MURSKA
Large Vermin (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 18 (-1 size, +1 Dex, +8 natural), touch 11, flat-footed 17
Attacks: Bite +8 melee (BAB +4)
Damage: Bite 2d12+6
Face/Reach: 10 ft /5 ft
Special Attacks: Improved grab, gnaw 2d6+4, thrash
Special Qualities: Molt, absorb mind, immune to gases, fire resistance 20, cold vulnerability, vermin traits
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 18, Dex 13, Con 17, Int ---, Wis 10, Cha 9
Skills: Disguise +1, Hide +5, Listen +4, Spot +4

Climate/Terrain: Any land and underground (Pandemonium)
Organization: Colony (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Large); 15-28 HD (Huge)

The murska is a ravenous hunter of the windswept plains of Pandemonium that wears the husked off skins of its victims. Normally it appears as a large greenish-gold beetle beast, but it is rarely seen that way by living creatures. The murska is able to absorb some of the physical properties of its latest meal, though the result is always distorted and artificial-looking. The murska only likes to hunt at night or in darkness to better hide the misshapen parody of its victim.
The murska has no set nest or territory, and will follow its prey for miles. It will attack anything human-sized or larger, though it ignores howlers due to their painful quills. Starving murska will even turn on each other.

COMBAT
Murskas hunt constantly in small cooperative groups, and are hardly ever encountered alone. They attack in a coordinated fashion, circling and surrounding their prey. They rarely fight to the death, but attempt to grab a victim and drag it away. Murskas attack by biting with their eating mandibles, then gnawing on prey with the series of small razor-sharp teeth of their grinding mandibles. A victim can break free on its own, but it requires all of its effort to do so; the victim can take no other actions that require movement.
A murska does not need to feed constantly, though it will often gorge itself and hide until it gets hungry again. If it absorbs an intelligent creature, the murska becomes intelligent for a time. Rumors persist of murska who have gained self-awareness after becoming accustomed to intelligent victims, and seek out sentient prey.
Improved Grab (Ex): If a murska hits an opponent with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +8). If it gets a hold, it begins to gnaw on the opponent. Thereafter, the murska has the option to conduct the grapple normally, or it can simply use its bite to hold the opponent (-20 penalty on grapple check, but the murska is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals gnawing damage.
Gnaw (Ex): If a murska holds a victim in place at the beginning of the round, it deals 2d6+4 points of damage to the victim. If the murska kills a victim this way, it can molt its carapace.
Thrash (Ex): If a victim’s companions attempt to aid in his escape, the murska will thrash the victim’s body about, causing 1d6 points of bludgeoning damage to all who are within melee range (Reflex save DC 17 to avoid), and an additional 2d6 points of damage to the victim automatically.
Molt (Ex): Murskas assume the form of their latest meal, if that creature was Medium-Size or larger. The beetle beast constantly grows and sheds its old skin, and the victim’s skin comes through as the murska’s carapace molts away. This new skin is stretched grotesquely over the monster’s shell, and appears misshapen and blobby. In this form, the murska’s carapace lacks some firmness and the creature suffers a –2 penalty to AC, but gains a +2 bonus to Disguise checks.
This form persists for one day per Hit Die of the victim.
Absorb Mind (Su): The murska is normally mindless, but it temporarily gains some of the mental aspects of its most recent victim. It gains some of the victim’s personality and memories, at least enough to fool unsuspecting associates of sentient victims. Though it is still essentially mindless, it holds onto the victim’s nature and knowledge and behaves like a mixture of both the beetle and the other creature. It gains no spells, skills, psionics, or class abilities from intelligent creatures. This stolen mentality lasts until the victim’s skin molts completely away.
Vulnerable to Cold (Ex): Murskas are especially vulnerable to cold, and suffer a –2 penalty to saving throws against all cold-based attacks.
Vermin Traits: A murska is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

The murska first appeared in Planes of Chaos (1994).
 




BOZ

Creature Cataloguer
ASRAI

ASRAI
Tiny Fey (Extraplanar, Water)
Hit Dice: ½ d6+1 (2 hp)
Initiative: +4 (Dex)
Speed: 20 ft, swim 50 ft
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Attacks: Bite +6 melee; or short bow +6 ranged (BAB +2)
Damage: Bite 1d2-3; short bow 1d6
Face/Reach: 2 ½ ft/0 ft
Special Attacks: Hypnotism
Special Qualities: Protective pact, SR 16, melt, dissolve
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 5, Dex 18, Con 13, Int 14, Wis 15, Cha 15
Skills: Animal Empathy +5, Escape Artist +4, Hide +8, Listen +5, Move Silently +6, Perform (dance) +5, Search +4, Sense Motive +6, Spot +5, Swim +7
Feats: Weapon Finesse

Climate/Terrain: Temperate aquatic (River Oceanus, Ysgard, Arborea, Beastlands)
Organization: School (2-20)
Challenge Rating: 1/2
Treasure: 50% standard
Alignment: Usually chaotic good
Advancement: 1-2 HD (Tiny); 3 HD (Small)

The asrai are tiny, fragile water nymphs that live in lakes, rivers, and seas. These beautiful creatures typically range from 1-4 inches in height. An asrai’s golden hair is always long, and shimmers as she glides through cool blue water. These champion swimmers dazzle those who look upon their artful aquatic acrobatics. They are also called Sjora in Ysgard, and water sprites in the Beastlands. They tend to wear nothing, and use their prehensile hair to keep covered.
The asrai wander through fresh water, and sometimes saltwater, in schools. The largest schools of asrai live in the depths of the River Oceanus. They are intelligent enough not to trust big folk most of the time, and are wary of being tricked or captured. When they do speak, it is usually to toss insults and threats at creatures that harass them. They always stay just beneath the surface of the water, for fear of being exposed. They can come above the water at night to feed, and love to appear during a full moon to play in the dim light. They cannot survive long on land, and never leave the water. They collect small pearls and similar shiny objects, but are too small to carry them around.
Asrai leaders serve as pilots for the school, and navigate their migration at the change of season. They are respected, and competition for this title is intense. Freshwater asrai lair under banks, logs, or even caves. Ocean-dwelling asrai do not need to fear the sun, and move around from place to place, often using fish as mounts. Arborean asrai serve as protective nature spirits, and guard their springs, steams, and waters fiercely. These asrai cooperate with dryads and oreads in the area. Asrai that dwell in the River Oceanus often serve as guides or companions for balaena. The asrai have loose ties with the Seelie Court, and rumors abound of an asrai queen who dwells hidden among the Court. Aquatic yugoloths and slaadi prey on asrai, as do evil fishermen. Asrai can only be successfully captured by being placed in a watertight receptacle protected with a darkness spell.
The asrai enjoy the company of all water animals, as well as aquatic fey and creatures like sirines, selkies, and merfolk. They are strictly vegetarian, and subsist on algae and freshwater plants. Asrai speak Sylvan, Aquan, Elven, and Celestial, and are also able to speak with fish.

COMBAT
The asrai are largely defenseless, and do not attack other creatures out of malice. They bite anyone trying to remove them from the water, but swim away if possible. Asrai melt away like ice into a pool of water when captured or removed from water. They do sometimes seek vengeance on creatures determined to capture or kill them. Working as a school, they are able to hypnotize creatures with a weaving, darting water dance. Their golden hair turns and twists, forming countless sparkles that captivate the viewers. Victims may fall into the water and drown, so sea predators often follow a school of asrai waiting for a meal.
Hypnotism (Sp): A school of asrai working together is able to create a hypnotic pattern, as the spell. This effect lasts as long as the asrai wish.
Protective Pact (Su): Asrai have a protective pact with all sea life, of which their strict vegetarianism is a part. No predator of the deep will ever harm an asrai, even if under magical compulsion, and the asrai do likewise.
Melt (Ex): Exposure to direct sunlight causes 1d4 points of damage per round to an asrai, though magical light (including spells such as sunbeam or sunburst) has no effect on an asrai. Likewise, being removed from water entirely causes 1d4 points of damage per round to an asrai. This is fatal, and prevents the asrai from reproducing as part of her natural life cycle.
Dissolve (Ex): The lifespan of an asrai is exactly nine years. When a venerable asrai reaches that age, she dies and dissolves into a small pool of water. After a short while, this water spontaneously forms 2-5 new asrai with the same stats as their “mother”.

The asrai first appeared in Dragon Magazine #191 (March 1993), then in Planes of Chaos (1994).
 


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