2E planescape creatures from Mimir.net?

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Nemui's picture
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factotums
Joined: 2004-08-30
2E planescape creatures from Mimir.net?

What's the status on these: http://www.mimir.net/monsters/index.shtml Puzzled:

I mean, are there 3E conversions? If not, how do the authors feel about other people doing 3E conversions for planewalker.com?

Are the authors around, involved with planewalker.com in some way? Apart from Rip, I don't recognize any of them by name.

(And speaking of PS creatures, has there any word from Max Blitz lately? Is it possible for someone else to temporarily take over the Creature Codex until he returns? I have several hundred pages of converted PS beasties waiting in line...)

Kaelyn's picture
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Re: 2E planescape creatures from Mimir.net?

"Nemui" wrote:
What's the status on these: I mean, are there 3E conversions?

The variant moignos are converted in the ps3e section.

(Edit: at least, I thought they were. Anyway, they're in the ps mailing list archives: http://oracle.wizards.com/scripts/wa.exe?A2=ind0201a&L=planescape-l&F=&S... )

I don't think anyone ever bothered to convert my ash witch and ash child, including me, though someone emailed me about it immediately after the 3e Monster Manual came out, shortly before I changed my email address. I don't mind if anyone does, and I doubt anyone else would (for their respective entries) as long as proper credit is given.

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Joined: 2004-08-30
Re: 2E planescape creatures from Mimir.net?

"Kaelyn" wrote:
I don't think anyone ever bothered to convert my ash witch and ash child, including me, though someone emailed me about it immediately after the 3e Monster Manual came out, shortly before I changed my email address. I don't mind if anyone does, and I doubt anyone else would (for their respective entries) as long as proper credit is given.

Actually, I did. Bother to convert the ash people to 3.0, I mean. And recently to 3.5.

In fact, that ash child picture on mimir.net was the thing that got me into planescape.

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ASH CHILD
Small Outsider (Cold, Extraplanar)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1 plus poison)
Full Attack: Bite +3 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, suffocate
Special Qualities: Darkvision 60 ft., immunity to cold, vulnerability to fire
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 13, Dex 14, Con 10, Int 8, Wis 8, Cha 9
Skills: Hide +13, Listen +6, Move Silently +7, Perform (any one) +4, Search +4, Spot +6, Survival +6
Feats: Alertness
Environment: Quasielemental Plane of Ash
Organization: Solitary, band (2-4), or school (4-16 plus 1-2 ash witches)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This slim, almost skeletal child is wearing an overcoat and a tall hat. Its large eyes are the same uniform gray as their skin, and it has enormous pointed ears.

Ash children are thought to be distant relatives of brownies and other hearth spirits occasionally found on Quasielemental Ash. It’s possible they were created by the same hag who first shaped the ash witches, but they're now manufactured by the witches themselves. They do not have an adult form, and they never grow old, but they still die when their time is up (aging roughly half as fast as a human). Occasionally, an ash child at least a century old evolves into an adult ash witch.
Ash children congregate in schools, and are often found around ash witches, although if none is available they will associate with even a mephit. A few abandoned ash children have turned to planewalking; the lonely little bastards usually attach to virtually any friendly creature that comes by. They are extremely loyal to their friends. They like to touch and hug, and don't understand what anyone would have against soot stains.
Ash children speak Ashen, the common language on the Quasielemental Plane of Ash, but some also learn Planar Trade. They speak in whispers, inventing rhymes and rhythmic patterns as they chatter excitedly at one another.

COMBAT
Ash children attack in self-defense, if panicked by bright light, or if ordered to. They cling to their opponents, attempting to overbear them with surprise and numbers. Their bite is mildly poisonous, but their most feared attack is suffocation.

Poison (Ex): Injury, Fort DC 13; initial damage nausea (lasts 1 minute), secondary damage 1d4 Strength. The save DC is Constitution-based and includes a +2 racial bonus.

Suffocate (Ex): A creature grappling an ash child is unable to breathe, as the ash rises from the child’s body and actively attempts to cut off all breathing. Regardless of the success of the grapple check, the creature must make a Constitution checks to hold its breath every round. The DC of the check is 10, and it increases by +1 for each previous success. When the creature fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, if the ash child chooses to maintain the grapple, the creature drops to -1 hit points and is dying; in the third round, it suffocates.

Skills: Ash children have a +2 racial bonus on Hide and Survival checks.

ASH CHILDREN AS CHARACTERS
Ash children possess the following racial traits.

- +2 Dex, -2 Wis. Ash children are agile, but not particularly focused or determined.
- Small Outsider. As Small creatures, ash children has a +1 size bonus on AC and attack rolls, and a +4 size bonus on Hide checks, but also a -4 penalty on grapple checks; their carrying weight is ½ that of a Medium character. Ash children have the cold subtype; also, they are always native to the Quasielemental Plane of Ash, and have the extraplanar subtype when not on their home plane.
- An ash child’s base land speed is 20 feet.
- Darkvision 60 feet.
- Racial Hit Dice: An ash child begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
- Racial Skills: An ash child’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Hide, Listen, Move Silently, Search, Spot, and Survival. Ash children have a +2 racial bonus on Hide and Survival checks.
- Racial Feats: An ash child’s outsider levels give it one feat.
- Natural Attack: Ash children have a bite attack that can be used once per round, dealing 1d4 (plus Strength modifier) points of piercing damage. It delivers the ash child’s poison.
- Special Attacks (see above): Poison, suffocate
- Special Qualities (see above): Immunity to cold, vulnerability to fire.
- Automatic Languages: Planar Trade, Ashen. Bonus Languages: Jannti, Night Hag.
- Favored Class: Rogue.
- Level adjustment +1.

Originally by Rip Van Wormer.

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ASH WITCH
Large Outsider (Cold, Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +8/+16
Attack: Slam +11 melee (1d6+4)
Full Attack: Slam +11 melee (1d6+4)
Space/Reach: 5 ft./10 ft.
Special Attacks: Spells, wasting curse, weakening gaze
Special Qualities: Broom, damage reduction 5/– , darkvision 60 ft., immunity to cold, spell resistance 13, vulnerability to fire
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 19, Dex 13, Con 14, Int 18, Wis 16, Cha 16
Skills: Concentration +13, Craft (any one) +15, Hide +8, Intimidate +14, Knowledge (arcana) +15, Listen +16, Move Silently +12, Search +15, Sense Motive +14, Spellcraft +15, Spot +16, Survival +14
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: Quasielemental Plane of Ash
Organization: Solitary or school (1 plus 4-16 ash children)
Challenge Rating: 7
Treasure: ½ standard
Alignment: Usually neutral
Advancement: 9-14 HD (Large)
Level Adjustment: +4

This extremely tall and thin female humanoid is composed of gray ash. She has no face, and wears a long ash dresses and a pointed, broad-brimmed ash hat. She is carrying a broom, sweeping vainly at their surroundings.

A night hag named Hateful came to Quasielemental Ash quite a long time ago, fleeing yugoloth creditors. She used her dwindling supply of larvae, a variant of the mephit creation incantation, and cross-bred quasielementals to create her new servants – the ash witches. However, the draining effect of the Ash plane was one which even the hag, who understood the Waste so well, couldn't comprehend. The ash witches served the hag for few centuries until one day they conferred with each other for the first and only time. They then coldly killed their mistress and wandered off to explore the plane in solitude.
Ash witches are hermits, living in small caves and huts or found wandering. Occasionally one will be found in an advisory position among a group of quasielementals or ruvoka, the creatures the witches find most worthy of their time. A school of ash children will usually be found clinging to the ash witch's skirts.
Ash witches speak Ashen, Night Hag, and Planar Trade, but never to each other. When addressing other creatures, a witch speaks in a faint whisper.

COMBAT
An ash witch only attacks to preserve its solitude or in self defense. They don't like to be bothered, but won’t pursue fleeing foes.

Broom (Su): Every ash witch carries a 6-ft. long broom. This object is not only a status symbol, but also serves as a focus for some of the ash witch’s abilities: Without her broom, an ash witch cannot use her wasting curse special attack, and she loses her spell resistance. An ash witch’s broom dissolves when taken off-plane.

Spells: An ash witch casts arcane spell as a 5th-level wizards. She prefers the necromancy school.
Typically prepared wizard spells (4/4/3/2 per day, save DC 14 + spell level): 0 – ghost sound, mage hand, mending, touch of fatigue; 1st – cause fear, mage armor, ray of enfeeblement, unseen servant; 2nd – blindness/deafness, detect thoughts, ghoul touch; 3rd – clairaudience/clairvoyance, ray of exhaustion.

Wasting Curse (Su): Once every 1d4 rounds, an ash witch can empower her broom with the poisonous essence of ash, causing its slam attack to deliver a bestow curse effect (Will DC 17 negates). The witch usually chooses to decrease one of the target’s ability scores by 6 points. The save DC is Charisma-based and includes.
The wasting curse can be removed as any other curse (by break enchantment, remove curse, limited wish, etc.), or simply by leaving the Quasielemental Plane of Ash.

Weakening Gaze (Su): An ash witch can weaken living beings by gazing at them with its blank ashy face, at a range of up to 30 feet. Creatures that meet the witch’s gaze must make a DC 17 Fortitude save or take 1d4 points of Strength damage. The save DC is Charisma-based.

Originally by Rip Van Wormer.

Kaelyn's picture
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2E planescape creatures from Mimir.net?

That's terrific!

Like the city of Voidsedge in Gehenna, the night hag Hateful is something of a reoccuring figure in my writings. She helped found a city in the Gray Waste, and her dreaming visitations have stranger effects than simple soul-stealing.

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2E planescape creatures from Mimir.net?

Has Voidsedge been detailed in any 3e resources?

Kaelyn's picture
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2E planescape creatures from Mimir.net?

"Evil Construct" wrote:
Has Voidsedge been detailed in any 3e resources?

I meant this. I have a bunch of names for it. So no, not really.

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2E planescape creatures from Mimir.net?

Well I wouldn't mind if anyone wanted to convert my creatures to 3e or 3.5. My name is Itzhak Even. If people ar einterested in converting mimir monsters to 3e, drop a line and I will try to get a permission from David "Draegarius" to convert his monsters.

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