Converting Forgotten Realms monsters


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Shade

Monster Junkie
Sounds like we're in agreement.

Although it clearly reads like a template, I'm failing to see much advantage for making it one. It doesn't seem to retain much from its life (other than intelligence), and all its attacks are standardized. Wanna just make it a straight monster, and note in the flavor that their mental scores range wide?
 

Cleon

Legend
Sounds like we're in agreement.

Although it clearly reads like a template, I'm failing to see much advantage for making it one. It doesn't seem to retain much from its life (other than intelligence), and all its attacks are standardized. Wanna just make it a straight monster, and note in the flavor that their mental scores range wide?

I don't see anything to support using a Template. There's no mention of them retaining any skills, powers, or even much knowledge about their former lives.
 

Shade

Monster Junkie
I don't see anything to support using a Template. There's no mention of them retaining any skills, powers, or even much knowledge about their former lives.

Good, then we're agreed. ;)

The HD are given. We just need to figure out some ability scores.

AC translates to 14. As an incorporeal critter, it'll derive that from both Dex and Cha. Split the difference with both at a +2 bonus, or go slightly higher on the Cha?
 

Cleon

Legend
Good, then we're agreed. ;)

The HD are given. We just need to figure out some ability scores.

AC translates to 14. As an incorporeal critter, it'll derive that from both Dex and Cha. Split the difference with both at a +2 bonus, or go slightly higher on the Cha?

Might as well make it even.

Dex 14, Cha 15?
 

Shade

Monster Junkie
Sounds good. Although Int could vary widely, I'd probably just keep it comparable with Cha.

So...

Str -, Dex 14, Con 13, Int 15, Wis 14, Cha 15?
 


Cleon

Legend
Tarsardar
Medium Outsider (Incorporeal, Native)
Hit Dice: 5d8+5 (27 hp)
Initiative: +6
Speed: Fly 40 ft. (8 squares, perfect)
Armor Class: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Power touch +5 touch (3d4 force)
Full Attack: 2 power touches +5 touch (3d4 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate magic item, power overspill, power touch
Special Qualities: Arcane sight, darkvision 60 ft., immunities (cold, death effects, electricity, mind-affecting effects, paralysis, petrification, poison and polymorph), spell resistance 20, telepathy (touch range)
Saves: Fort +5, Ref +6, Will +6
Abilities: Str --, Dex 14, Con 13, Int 15, Wis 14, Cha 15
Skills: Bluff +10, Concentration +8, Decipher Script +10, Diplomacy +4, Disguise +2 (+4 acting), Knowledge (arcane) +10, Knowledge (religion) +10, Knowledge (the planes) +10, Hide +10, Intimidate +4, Listen +10, Sleight of Hand +4, Spot +10, Spellcraft +12, Survival +2 (+4 on other planes), Use Magic Device +2 (+6 with scrolls)
Feats: Dodge, Flyby Attack, Improved Initiative (B)
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral
Advancement: 6–15 HD (Medium)
Level Adjustment:

A glowing ghostlike figure glides through the air. Its shape constantly flows and changes, but includes the vague outline of a humanoid head and shoulders.

A tarsardar is an incorporeal creature formed from the spirit of a deceased mortal spellcaster. They are created by a god or power of magic to serve its interests on the Prime Material Plane. Tarsardars have the exotic ability to possess and animate any magic item.

A tarsardar retains the personality and memory it had in life. It follows the dictates of whichever deity created it, but tends to obey the letter rather than the spirit of its duties when not in the presence of a godlike master. Tarsardars created by the same deity never willingly fight each other. A tarsardar possessing a magic item renders the item inert if its owner attempts to use it against another tarsardar or a tarsardar-possessed magic item.

Tarsardar sometimes masquerade as intelligent magic items, but are often content to lie in hiding for long periods of time. Many are curious about magical phenomena and will move to investigate unusual magic, leading to an erroneous belief they somehow feed off magic.

A tarsardar is 5 to 6 feet tall and is weightless. It can speak whatever languages it knew in life in a whispering voice, and can also communicate telepathically with any other creature it touches.

COMBAT

A tarsardar will inhabit the most powerful magic item it can gain access too. Tarsardar prefer to fight using the abilities of animated magic items, but use their power touch if necessary.

Animate Magic Item (Su): A tarsardar can move into any magic item and animate it as if that item had become the tarsardar's body. It takes 1 full round for a tarsardar to animate an unfamiliar magic item, but if the tarsardar has previously animated a magic item it can animate it again as a standard action.

The tarsardar has complete access to all of the magic item's abilities, and is treated as if it has all prerequisites required to use the magic item (class, caster level, alignment et cetera). It automatically succeeds at any Use Magic Device check it makes to use the animated magic item's magical abilities. It may make such Use Magic Device checks even if untrained.

The tarsardar can move the animated magic item around using its 40 ft. (perfect) fly speed. A tarsardar animating a magic item can use it to make physical attacks and interact with material objects, but is limited by the material limits of the magic item. For example, a battleaxe could attack as that weapon or push things around, a rope could tie itself around something and lift it up, a glove could do anything a humanoid can do with one hand. When animating a magic item, the tarsardar acts as if it has a Strength score equal to its Charisma.

Damage to the magic item does no harm to a tarsardar animating it, but if the damage is enough to destroy the item the tarsardar is forced to revert to its normal incorporeal form.

A dispel magic spell targeting the magic item will drive out the animating tarsardar unless it succeeds as a Will save (DC equals the spell's DC). If the magic item loses all its magical properties, due to a disjunction spell, anti-magic field or similar effect, the animating tarsardar is automatically ejected from the item.

Arcane Sight (Su): A tarsardar has continuous arcane sight as the spell (caster level 14th). Its arcane sight can be dispelled, but the tarsardar can create it again as a free action on its next turn.

Immunities (Ex): A tarsardar is immune to cold damage, death effects, electricity damage, mind-affecting effects, paralysis, petrification, poison and polymorph.

Power Overspill (Su): If a tarsardar takes more than 6 hit points of damage in the previous round its "power touch" attacks deal that much extra damage as energy leaks from the tarsardar's body.

Power Touch (Su): A tarsardar may make an incorporeal touch attack that deals 3d4 hp of force damage. A tarsardar animating an item (see Animate Magic Item above) makes this attack as a melee touch attack; if the tarsardar attacks a creature that is currently holding the item the tarsardar animates, the attack is automatically successful. If the tarsardar takes more than 6 hp of damage in a round, the damage of its power touch is increased by its Power Overspill ability (see above) in the following round.

In the Realms
Tarsardar serve Mystra by trying to increase the use and allure of magic. They obey the golds Mystra, Azuth, and their Chosen, but tend to ignore their Magister and priests. Some tarsardar enjoy twisting Mystra and Azuth's doctrines, but the gods take notice and, at times, punish these wayward servants. Disobedient tarsardar are destroyed, or permanently transformed into a shameful creature such as a mule, toad or Wingless Wonder.
 
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Shade

Monster Junkie
Tarsardar can control any item as if they were the class, alignment, and nature of creature the item was most intended for, of the highest possible experience level, and as if they were experienced in the use of all item powers and properties. A tarsardar must be in an unfamiliar item for 1 round of inactivity to master all item powers, but can activate an obvious power, or one it has recently seen in use, immediately upon entering an item – and all tarsardar can make items float, fly, and move around as if carried and manipulated by unseen hands, for it is actually the tarsardar that’s moving, clinging to the enchantment on the item by means of its unique nature.

So, would it suffice to give them an ability that simply allows them to automatically succeed on any Use Magic Device check?
 


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