Friday, 23 September 2022

Monsters/Racial Templates: Faerunian Planetouched

Monsters/Racial Templates: Faerunian Planetouched

I have converted these before, but this is an update, plus now you have sample statblocks.


Air Genasi [Monsters of Faerun, page 71]

36 points
Secondary Characteristic Modifiers: Will -1 [-5]; Per-1 [-5].
Advantages: Doesn’t Breathe [20]; Infravision [10]; Resistant to Air Spells (+3) [3].
    Levitation: Walk on Air (Magical, -10%; Vertical Only, -25%) [13].
Creature Type: Outsider (Air).

Typical Stats

ST:

10

HP:

10

Speed:

5.5

DX:

12

Will:

9

Move:

5

IQ:

10

Per:

9

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9F

DR:

-

    Rapier (12): thurst 1d-1 impaling, Reach 1, 2.
    Levitation: An air genasi can move in air vertically, as if climbing an invisible ladder.

    Traits: Doesn’t Breathe; Infravision; Resistant to Air Spells (+3).
    Skills: Rapier-12; Stealth-12.
    Creature Type: Outsider (Air).

Earth Genasi [Monsters of Faerun, page 71]

33 points
Attribute Modifiers: ST+1 [10]; HT+1 [10].
Secondary Characteristic Modifiers: Will -1 [-5]; Per-1 [-5].
Advantages: Infravision [10]; Resistant to Earth Spells (+3) [3].
    Rock Clinging: Clinging (Magical, -10%; Specific, Rock, -40%) [10].
Creature Type: Outsider (Earth).

Typical Stats

ST:

13

HP:

13

Speed:

5.25

DX:

10

Will:

9

Move:

5

IQ:

10

Per:

9

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

9U

DR:

-

    Round Mace (12): swing 2d+2 crushing, Reach 1.
    Rock Clinging: An earth genasi can cling to rocky surfaces as per the Clinging advantage (p. B43).

    Traits: Infravision; Resistant to Earth Spells (+3).
    Skills: Axe/Mace-12; Two-Handed Axe/Mace-12.
    Creature Type: Outsider (Earth).

Fire Genasi [Monsters of Faerun, page 71]

38 points
Secondary Characteristic Modifiers: Basic Move +1 [5].
Advantages: Infravision [10]; Resistant to Fire Spells (+3) [3].
    Shape Fire: Control Fire 1 (Only to shape and move, -30%; Ranged, +40%; Magical, -10%) [20].
Creature Type: Outsider (Fire).

Typical Stats

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

6

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Falchion (13): swing 1d+1 cutting or thrust 1d-4 impaling, Reach 1.
    Shape Fire (10): A fire genasi may concentrate and make an IQ roll to control the shape of a fire within 100 yards with a radius up to 1 yard. This even allows the genasi to “walk” the fire, with Move 1. The fire cannot be split into multiple components – it must remain one continuous fire. After using this ability, the fire genasi can maintain it without concentration, but must concentrate whenever he wishes to shape or move the fire.

    Traits: Infravision; Resistant to Fire Spells (+3).
    Skills: Shortsword-13.
    Creature Type: Outsider (Fire).

Water Genasi [Monstes of Faerun, page 71]

54 points
Attribute Modifiers: HT+1 [10].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills) [10]; Infravision [10]; Pressure Support 1 [5]; Resistant to Water Spells (+3) [3]; Speak Underwater [5].
Perks: Rinse [1].
Creature Type: Outsider (Water).

Typical Stats

ST:

11

HP:

11

Speed:

5.5

DX:

11

Will:

10

Move:

5 ground, 5 water

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM

+0

Dodge:

8

Parry:

9

DR:

-

    Trident one-handed (12): thrust 1d+2(0.5) impaling, Reach 1*. Unbalanced Parry. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon. Target at -1 to Dodge, +1 to Block or Parry.
    Trident two-handed (12): thrust 1d+2(0.5) impaling, Reach 1-2*. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon. Target at -1 to Dodge, +1 to Block or Parry.

    Traits: Amphibious; Doesn’t Breathe (Gills); Exotic Weapon Training (Trident); Infravision; Pressure Support 1; Resistant to Water Spells (+3); Rinse; Speak Underwater.
    Skills: Aquabatics-12; Stealth-12; Spear-12.
    Creature Type: Outsider (Water).

Tanarukk [Monstes of Faerun, page 72]

-29 points
Attribute Modifiers: IQ-1 [-20].
Secondary Characteristics: SM-1; Will+1 [5]; Per+1 [5]; Basic Move -1 [-5].
Advantages: DR 2 (Tough Skin, -40%) [6]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Sharp Teeth [1].
    Spell-Like Ability: Fire Cloud 1 [4].
    Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [8].
Disadvantage: Appearance (Ugly) [-8]; Bad Temper (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Short Attention Span (12) [-10] Social Stigma (Savage) [-10].
Creature Type: Outsider.

Typical Stats

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

4

IQ:

9

Per:

10

 

 

HT:

10

FP:

10

SM:

-1

Dodge:

8

Parry:

9U

DR:

2* (tough skin), 3 (vs. fire)

    Sharp Teeth (12): thrust 1d-2 cutting, Reach C.
    SM-1 Axe (12): swing 1d+2 cutting, Reach 1.
    Spell-Like Ability:
    Fire Cloud 1 (10).


    Traits: Appearance (Ugly); Bad Temper (12); Infravision; Magic Resistance 2 (Improved); Odious Racial Habit (Eats sapient beings); Short Attention Span (12); Social Stigma (Savage).
    Skills: Axe/Mace-12; Brawling-12; Innate Attack (Gaze)-10.
    Creature Type: Outsider.

Fey’ri [Monstes of Faerun, page 72]

119-198 points
Attribute Modifiers: IQ+1 [20]; HT-1 [-10].
Advantages: Elastic Skin (Magical, -10%) [18]; Extended Lifespan 3 [6]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Night Vision 5 [5].
    Elemental Resistance (C,F): DR 3 (Includes Eyes, +10%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [6].
    Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
    Demonic abilities: Choose four abilities from the following list [46-125]:
    - Mind Control (Costs Fatigue, 4 FP, -20%; Magical, -10%; Suggestion, -40%) [15].
    - Clairsentience (Magical, -10%) [45].
    - DR 2 (Bane, Magic, -15%; Tough Skin, -40%) [5].
    - Spell-Like Ability: Blackout 1 [36].
    - Mind Reading (Costs Fatigue, 4 FP, -20%; Magical, -10%) [21].
    - Leech 1 (Magical, -10%) [23].
    - Resistant to Poison (+3) [5].
Disadvantages: Social Stigma (Infernal) [-15].
Creature Type: Outsider.

Typical Stats

ST:

10

HP:

10

Speed:

5.25

DX:

12

Will:

11

Move:

5 ground, 10 air

IQ:

11

Per:

11

 

 

HT:

9

FP:

9

SM:

+0

Dodge:

8

Parry:

10

DR:

2* (light layered leather; torso), 3 (vs. cold and fire), 2 (not vs. magic)

    Shortsword swing (14): swing 1d cutting, Reach 1.
    Shortsword thrust (14): thrust 1d-1 impaling, Reach 1.
    Elven Reverie: Fey’ri do not sleep, as members of the other common races do. Instead, a fey’ri meditates in a deep trance for 4 hours a day. A fey’ri resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a fey’ri “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The fey’ri is still conscious and aware of his surroundings, but immobile. The human word for a fey’ri’s meditation is “trance,” as in “four hours of trance,” but the fey’ri themselves call this “reverie.” When a fey’ri is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.

    Traits: Elastic Skin (Magical); Extended Lifespan 3; Flight (Cannot Hover; Winged); Infravision; Mind Control (Costs Fatigue, 4 FP; Magical; Suggestion); Mind Reading (Costs Fatigue, 4 FP; Magical); Night Vision 5; Resistant to Poison (+3); Social Stigma (Infernal).
    Skills: Acting-14; Shortsword-14; Stealth-14.
    Creature Type: Outsider.

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