Converting Psionic Creatures

freyar

Extradimensional Explorer
Yes, there's a lot of other bits and bobs to do. Some of them are only mentioned in one entry, so I think we should consider only applying them to the "Wingless Wonder" version of the Alkeda.
Agreed, we'll have to check what goes in the Walking Egg separately.

I'd prefer the former option, e.g.:

Immunity To Adhesion (Ex): No known adhesive will stick to a wingless wonder's skin. This makes wingless wonders immune to effects such as tanglefoot bags, adhesive webs (both from monstrous spiders and the web spell) and even sovereign glue. This immunity offers no protection against other sorts of grappling or entangling attack.
I thought you might like the unique ability. ;) This looks good, though.


The immunity to fire's fine.

That first bit suggests its Fast Healing 1 might not work against wounding weapons or attacks that cause Blood Drain.
We could do that with the fast healing, but I hate that sort of bookkeeping. If you really want to keep something related to the original flavor, why don't we say that the fast healing turns off when the Wingless Wonder is within 2 hp of its maximum? That's a bit closer to the "when does fast healing function" mechanic seen in other critters.

Using mind blank seems a much better fit than Closed Mind.
Mind Blank (Su): A wingless wonder is continuously under the effects of a mind blank spell (caster level ??). This effect can be dispelled, but the wingless wonder can create it again as a free action on its next turn.

Yes, the mental blast only works when it's dying.

Mind flayers stunned their opponents with their special mind blast in 1st edition AD&D, same as later editions. A 1st edition psionic character couldconfuse an opponent with a Psionic Blast and cause idiocy with an Ego Whip. However, standard mind flayers don't have those attacks in that edition - their only psionic attacks are Mind Thrust and their special Mind Blast.
In that case, we should probably rename the ability to "Psionic Death Throes" or something similar and note that it works as death throes. The remaining question, then, is if we want to switch it over to confusion, etc, or not. I don't really want to involve 2 saves, but I could see that victims are confused and take damage with a save negating the confusion and halving the damage.

Immunity to stunning, fear and non-lethal damage, perhaps?

Maybe increase that to stunning, mind-affecting effects and non-lethal damage?

Let's drop either the immunity to stunning or non-lethal damage, but then I'll go with your boost to mind-affecting.
 

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Cleon

Legend
Agreed, we'll have to check what goes in the Walking Egg separately.

Agreed. I suppose I should post Working Drafts for them both.

I thought you might like the unique ability. ;) This looks good, though.

I am a unique exception-based ability. :lol:

We could do that with the fast healing, but I hate that sort of bookkeeping. If you really want to keep something related to the original flavor, why don't we say that the fast healing turns off when the Wingless Wonder is within 2 hp of its maximum? That's a bit closer to the "when does fast healing function" mechanic seen in other critters.

Frankly, I'd rather just give it standard Fast Healing and mention in the background text that they're very visible "bleeders".

Mind Blank (Su): A wingless wonder is continuously under the effects of a mind blank spell (caster level ??). This effect can be dispelled, but the wingless wonder can create it again as a free action on its next turn.

I'd rather it be non-dispellable. There's no mention of it being penetrable in the original text. I would add some flavour about the telepath picking up random inchoate thoughts, though.

In that case, we should probably rename the ability to "Psionic Death Throes" or something similar and note that it works as death throes. The remaining question, then, is if we want to switch it over to confusion, etc, or not. I don't really want to involve 2 saves, but I could see that victims are confused and take damage with a save negating the confusion and halving the damage.

In 1E AD&D a Psionic Blast had different effects depending on the relative mental strength of the two combatants - we could make it a single Will save and have a weaker opponent feebleminded if they fail, while a stronger opponent is merely confused.

Let's drop either the immunity to stunning or non-lethal damage, but then I'll go with your boost to mind-affecting.

Come to think of it, doesn't its mind blank special quality cover all of the mind-affecting protection it needs?

I'm not keen of the non-lethal immunity, I just threw that out to see if it stuck.

Shall we just give it immunity to stunning?
 

Cleon

Legend
Wingless Wonder Working Draft

Alkada, Wingless Wonder
Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -2
Speed: 20 ft. (4 squares), swim 10 ft.
Armor Class: 12 (+1 size, +3 natural, -2 Dex), touch 9, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Tentacle +2 melee (1)
Full Attack: 10 tentacles +2 melee (1) and bite -4 melee (2d4)
Space/Reach: 5 ft./5 ft. (10 ft. w/tentacles)
Special Attacks: Death throes, improved grab, poison, wonderblast
Special Qualities: Antimagic aura, darkvision 60 ft., fast healing 1, immunity to adhesion, immunity to fire, immunity to stunning, mind blank, shortsighted, spell resistance 23
Saves: Fort +1, Ref -2, Will +3
Abilities: Str 10, Dex 7, Con 12, Int 6, Wis 10, Cha 13
Skills: Climb +10, Listen +3, Swim +8
Feats: Weapon Focus (tentacles)
Environment: Temperate or warm land and underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: no coins, double goods (gems only), no items
Alignment: Always chaotic neutral
Advancement: 3-6 HD (Small)
Level Adjustment: —

This creature looks like an upright, blue-green egg with a purple base. A writhing nest of tentacles emerge from the pointed top of the "egg", just above a pair of large, sad-looking eyes. Set in the center of its tentacles is an oversized beak-like mouth. The creature walks on two rubbery legs and had a pair of puny arms near its mid-body. Its arms flap constantly, as if the bizarre lifeform were trying to fly.

A wingless wonder is a type of creature called the alkada, a group that includes the walking egg. Wingless wonders have 10 tentacles, walking eggs have 8 or 12. A wonder's tentacles can stretch to about 10 feet in length, or retract into their body until they're less than a foot long.

Alkada often make a high-pitched chittering, and redden when angry or excited. They are short-sighted creatures, curious and fearlessly stupid. An alkada is attracted by red or purple, the brighter the more alluring, and are fascinated by sparkly translucent objects, which they swallow and carry in their stomach. These trophies may include valuable gems or crystals among the polished pieces of glass and pretty pebbles, but the alkada must be cut open to extract its shiny treasure.

Most of an alkada's diet is vegetation, supplemented by whatever small animals come within reach of their tentacles. An alkada's favorite food is ripe fruit, but they will eat almost any living (or once living) thing they can fit into their mouths. They can live off carrion, kitchen refuse and animal wastes provided they occasionally dine on fresh plants. Alkada never attack each other, but will feed off a dead alkada once it is rotting.

Alkada are hermaphrodites. Whenever a solitary alkada meets another of its species, they entwine tentacles and chitter passionately for several minutes, exchanging fluids that fertilize pea-shaped eggs inside their partner. They usually then separate to continue their solitary lives, but may wander together as a mated pair. Alkada can carry up to a dozen eggs, but only fertilize one each time they meet another alkada. Pregnant alkada radiate an eldritch purple-white glow that sheds light equal to a candle. Six to seven months after fertilization the alkada excretes a fully-developed egg, rubbery and as large as a human head, which splits open to reveal a juvenile alkada. A newly hatched alkada can live independently; it often accompanies its parent for a while but is expected to fend for itself.

A wingless wonder stands about 4 feet tall, including a nest of tentacles averaging 18 inches high. They weigh about 40 pounds.

Alkada do not speak, their chittering carries no more meaning than an animal's cries.

COMBAT
An alkada wanders about aimlessly, feeling everything around itself with its tentacles. If it touches something that feels tasty it may decide to attack, chittering excitedly as it tries to grab the prospective meal and bite it.

Alkada are erratic creatures who seem oblivious to their surroundings. They may blunder into the midst of a battle or ignore a threatening enemy, but will defend themselves once attacked. Wingless wonders often use their wonder blast special attack if they get in a serious fight, but also unleash wonder blasts seemingly at random.

An opponent can attack a wingless wonder's tentacles with a sunder attempt as if they were weapons. A wingless wonder's tentacles have 2 hit points each. If a wingless wonder is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. A wingless wonder takes no damage from having a tentacle severed or destroyed. A severed tentacle dies and can no longer be used to attack, but the wingless wonder takes no other penalties. Severed tentacles regrow in 1d12+12 hours.

Death Throes (Su): A dying wingless wonder lashes out with a powerful psionic blast, covering a 60 ft. cone directed towards whichever opponent killed it. All creatures within the cone take 1d6 Int damage and are confused for 1d4 rounds. If a creature succeeds at a DC 14 Will save they take half damage and are not confused. This is a mind-affecting effect. The save DC is Charisma based and includes a +2 racial bonus.

Immunity To Adhesion (Ex): No known adhesive will stick to a wingless wonder's skin. This makes wingless wonders immune to effects such as tanglefoot bags, adhesive webs (both from monstrous spiders and the web spell) and even sovereign glue. This immunity offers no protection against other sorts of grappling or entangling attack.

Improved Grab (Ex): To use this ability, a wingless wonder must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A wingless wonder has a +4 racial bonus on grapple checks.

Mind Blank (Su): A wingless wonder is continuously under the effects of a mind blank spell (caster level 13th). This effect can be dispelled, but the wingless wonder can create it again as a free action on its next turn.

Poison (Ex): Eating alkada flesh exposes the eater to the following poison:

Alkada flesh: ingested, Fortitude DC 12, initial damage nauseated for 1d4 rounds then sickened for 1d6 minutes, secondary damage 1d8 Con plus 2d10 minutes sickened. The save DC is Constitution-based.

Shortsighted (Ex): Alkada have difficulty seeing anything further than 10 ft. away and are virtually blind at long distances. Instead of the normal -1 penalty per 10 feet of distance, an alkada has a -4 penalty on Spot checks for the first 10 feet of distance, increased by -2 per additional 10 feet.

Wonderblast (Su): Once per day, a wingless wonder can create a wild magic effect as a standard action. This functions exactly like a rod of wonder, except effects originate from the wingless wonder and all saving throws have a DC of 14. The save DCs are Charisma-based and include a +2 racial bonus.

Skills: An alkada has a +8 racial bonus on Climb checks.

A wingless wonder has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Pregnant Alkada
Alkada that are carrying fertilized eggs gain the following special quality.

Maternal Glow (Su): Pregnant alkada radiate an eldritch purple-white glow that sheds light equal to a candle. When a pregnant wingless wonder uses its wonderblast, the light from its maternal glow flickers for 1 round.

In Faerûn
Certain drow wizards in the underdark of Faerûn have developed a secret wonderform spell which enables them to transform into wingless wonders while retaining their spellcasting abilities. They often use this spell to hide from the drow Matriarchs and the clerics of Lolth.

In recent years, it has been fashionable for powerful wizards to use polymorph any object to transform their rivals into wingless wonders. Such transformed wonders cannot speak or perform precise gestures so are unable to cast spells with verbal or somatic components, so most are stuck in alkada form until they can find someone to break the enchantment upon them.

Wonderform
Transmutation

Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent (D)

This spell functions like shapechange, except it enables you to assume the form of a wingless wonder. You gain all extraordinary and supernatural abilities of a wingless wonder, including its continuous mind blank and spell resistance 23, but you lose your own supernatural abilities.

While in wonderform, alignment detection abilities register you as chaotic neutral. Other alignment-dependent effects, such as a chaos hammer spell or an axiomatic weapon bestowing a negative level on chaotic creatures, will affect you according to your actual alignment.

The wonderform spell ends instantly if you assume the form of another creature but is otherwise permanent until the spell is broken, you even remain in wonderform should you be killed. Any parts of your body that are cut from you (i.e. the wingless wonder's tentacles) do not revert to their original forms.

You can cast spells and use spell-like abilities while in wonderform. Material components that melded into your body when you assumed wonderform can be used to cast spells but are otherwise nonfunctional. Wingless wonders are incapable of meaningful speech, any verbal spell components you utter sound like high-pitched chittering but still function normally. You use your tentacles to perform any somatic components a spell might have.

Other creatures who observe you spellcasting have a -20 penalty on Spellcraft check to identify a spell you cast, due to the wonderform's perturbation of the spell's components.

The alien structure of a wingless wonder's brain puts great strain on your mind. At the end of every 24 hours you spend in wonderform you must succeed at a Will save (DC 15 +1 per day after the first) or take 1d4 Intelligence damage. This damage cannot reduce your Intelligence to below Int 6 (the average score of a wingless wonder), but if your Intelligence is reduced to 6 or lower you lost the ability to dismiss the wonderform spell and will remain a wingless wonder permanently unless another effect breaks the wonderform spell.

There are tales of spellcasters wandering for decades in the shape of a wingless wonder before encountering a helpful creature able to use break enchantment or polymorph to return them to normal.

Originally appeared in Dragon Magazine issue 40 (1980)
 
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Cleon

Legend
Walking Egg Working Draft

Alkada, Walking Egg
Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, +3 natural, -2 Dex), touch 9, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Tentacle +2 melee (1)
Full Attack: 8 tentacles +2 melee (1) and bite -4 melee (3d4)
Space/Reach: 5 ft./5 ft. (10 ft. w/tentacles)
Special Attacks: Death throes, improved grab, poison
Special Qualities: Darkvision 60 ft., immunity to adhesion, immunity to fire, immunity to stunning, shortsighted, spell resistance 14
Saves: Fort +1, Ref -2, Will +3
Abilities: Str 10, Dex 7, Con 12, Int 6, Wis 10, Cha 13
Skills: Climb +10, Listen +3
Feats: Weapon Focus (tentacles)
Environment: Temperate or warm land and underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: no coins, double goods (gems only), no items
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —

This creature looks like an upright, blue-green egg with a purple base. A writhing nest of tentacles emerge from the pointed top of the "egg", just above a pair of large, sad-looking eyes. Set in the center of its tentacles is an oversized beak-like mouth. The creature walks on two rubbery legs and had a pair of puny arms near its mid-body. Its arms flap constantly, as if the bizarre lifeform were trying to fly.

A walking egg is a type of creature called the alkada, a group that includes the wingless wonder. Walking eggs have 8 or 12, wingless wonders have 10 tentacles. A walking eggs's tentacles can stretch to 10 feet or more in length, or retract into their body until they're less than a foot long.

Alkada often make a high-pitched chittering, and redden when angry or excited. They are short-sighted, curious and fearlessly stupid. An alkada is attracted by red or purple, the brighter the more alluring, and are fascinated by sparkly translucent objects, which they swallow and carry in their stomach. These trophies may include valuable gems or crystals among the polished pieces of glass and pretty pebbles, but the alkada must be cut open to extract its shiny treasure.

Most of an alkada's diet is vegetation, supplemented by whatever small animals come within reach of their tentacles. An alkada's favorite food is ripe fruit, but they will eat almost any living (or once living) thing they can fit into their mouths. They can live off carrion, kitchen refuse and animal wastes provided they occasionally dine on fresh plants. Alkada never attack each other, but will feed off a dead alkada once it is rotting.

Alkada are hermaphrodites. Whenever a solitary alkada meets another of its species, they entwine tentacles and chitter passionately for several minutes, exchanging fluids that fertilize pea-shaped eggs inside their partner. They usually then separate to continue their solitary lives, but may wander together as a mated pair. Alkada can carry up to a dozen eggs, but only fertilize one each time they meet another alkada. Pregnant alkada radiate an eldritch purple-white glow that sheds light equal to a candle. Six to seven months after fertilization the alkada excretes a fully-developed egg, rubbery and as large as a human head, which splits open to reveal a juvenile alkada. A newly hatched alkada can live independently; it often accompanies its parent for a while but is expected to fend for itself.

A walking egg stands about 4 feet tall, including a nest of tentacles averaging 18 inches high. They weigh about 40 pounds.

Alkada do not speak, their chittering carries no more meaning than an animal's cries.

COMBAT
An alkada wanders about aimlessly, feeling everything around itself with its tentacles. If it touches something that feels tasty it may decide to attack, chittering excitedly as it tries to grab the prospective meal and bite it.

Alkada are erratic creatures who seem oblivious to their surroundings. They may blunder into the midst of a battle or ignore a threatening enemy, but will defend themselves once attacked.

An opponent can attack an walking egg's tentacles with a sunder attempt as if they were weapons. A walking egg's tentacles have 2 hit points each. If a walking egg is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. A walking egg takes no damage from having a tentacle severed or destroyed. A severed tentacle dies and can no longer be used to attack, but the walking egg takes no other penalties. Severed tentacles regrow in 1d4+4 days.

Death Throes (Su): If a walking egg is killed, its dying mind lashes out with invisible beams of telekinetic force as a free action. All creatures within 120 ft. of the walking egg that have hurt the walking egg within the last hour are automatically hit by a beam for 4d4 points of force damage. These unerring beams do not need line of sight to hit their target, but do require line of effect.

Immunity To Adhesion (Ex): No known adhesive will stick to a walking egg's skin. This makes walking eggs immune to effects such as tanglefoot bags, adhesive webs (both from monstrous spiders and the web spell) and even sovereign glue. This immunity offers no protection against other sorts of grappling or entangling attack.

Improved Grab (Ex): To use this ability, a walking egg must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A walking egg has a +4 racial bonus on grapple checks.

Poison (Ex): Eating alkada flesh exposes the eater to the following poison:

Alkada flesh: ingested, Fortitude DC 12, initial damage nauseated for 1d4 rounds then sickened for 1d6 minutes, secondary damage 1d8 Con plus 2d10 minutes sickened. The save DC is Constitution-based.

Shortsighted (Ex): Alkada have difficulty seeing anything further than 10 ft. away and are virtually blind at long distances. Instead of the normal -1 penalty per 10 feet of distance, an alkada has a -4 penalty on Spot checks for the first 10 feet of distance, increased by -2 per additional 10 feet.

Skills: An alkada has a +8 racial bonus on Climb checks.

Pregnant Alkada
Alkada that are carrying fertilized eggs gain the following special quality.

Maternal Glow (Su): Pregnant alkada radiate an eldritch purple-white glow that sheds light equal to a candle.

Walking Egg Advancement
Medium-sized walking eggs have 12 tentacles, allowing them to make 12 tentacle attacks with a full attack. A Medium-sized walking egg's bite attack does 3d6 damage; each of its tentacles has a 15 ft. reach and does 1 hit point of damage.

In Faerûn
In recent years, it has been fashionable for powerful wizards to use polymorph any object to transform their rivals into alkada. Such transformed walking eggs cannot speak or perform precise gestures so are unable to cast spells with verbal or somatic components, so most are stuck in alkada form until they can find someone to break the enchantment upon them.

In the underdark of Faerûn, certain drow wizards have developed a secret wonderform spell that enables them to transform into wingless wonders and retain their spellcasting abilities. They often use this spell to hide their activities from the drow Matriarchs and the clerics of Lolth. See the wingless wonder for details.

Originally appeared in Dragon Magazine issue 40 (1980)
 
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Echohawk

Shirokinukatsukami fan
Just checking -- which alkada is which?

Walking Egg: Menzoberranzan ("True") and Secrets of the Magister versions?
Wingless Wonder: Dragon 40 version?

How did you decide to deal with the "Transformed" wonder from Menzoberranzan and the Wizard's Spell Compendium, Volume Four, given that it isn't actually an alkada at all, but merely a drow polymorph into one?
 

Cleon

Legend
Just checking -- which alkada is which?

Walking Egg: Menzoberranzan ("True") and Secrets of the Magister versions?
Wingless Wonder: Dragon 40 version?

How did you decide to deal with the "Transformed" wonder from Menzoberranzan and the Wizard's Spell Compendium, Volume Four, given that it isn't actually an alkada at all, but merely a drow polymorph into one?

The Walking Egg is the Secrets of the Magister version.

The Wingless Wonder the Menzoberranzan, Wizard's Spell Compendium 4 and Dragon Issue 40 version.

As for the Transformed Wonder, we had decided we were just going to write up a wonderform spell, or possibly spells, with the possibility of doing a sample wonderform wizard:

A "Transformed Wonder" is someone who's been polymorphed into a "Wingless Wonder" - I'm not sure we need bother with that, since we can use standard Alternate Form rules, but I suppose we could do it as a Template or stat up a sample Transformed Wonder if we really wanted too...
We could probably convert the wonderform spell.
Reading it, we could probably get away with converting the baleful polymorph and shapechange spells rather than having to go the whole hog and template it up.

I might be willing to stat up a sample transformed wonder, though.
 

Cleon

Legend
Checking the entry, the Secrets of the Magister version makes no mention of immunity to webs or psionic attacks, so I'll cut that from the "Walking Egg" Working Draft.

Both types say they cannot be subdued and have no fear, so maybe we should give them immunity to nonlethal damage?

Also, all Alkadas are poisonous to eat - we should give them a Poison SA.

Finally, what are we doing about the "12 tentacle" alkada?

Just have them get 12 tentacles if they advance to Medium size? That doesn't gel with the original, which specifies that they're a separate species.
 


Cleon

Legend
Thanks, I want to make sure I get them correct in my index.

Yup, the Secrets of the Magister version is noticeably different from the others, what with it having a "forceblast" death throes rather than a "mindblast".

Curiously, while most versions of the "Wingless Wonders" have 10 tentacles, both the oldest Dragon Issue 40 and the most recent Secrets of the Magister have 8 tentacles.

I wonder what brought that about?
 

freyar

Extradimensional Explorer
Regular fast healing, immunity to stunning work. We can remove the dispelling bit from mind blank; the "random thoughts" bit can go above in the flavor text, I guess.

I'll have to get back to the death throes later, but I'm not sure I like the feeblemind idea.

Where did the 12 tentacles come from? I didn't see those in the original monster stats just now. But if that's the only difference, I'd rather leave different species as flavor and take care of it mechanically with a note on advancement (ie, they get 2 extra tentacles at such and such a HD level).
 

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