Converting monsters from Tales From The Infinite Staircase

Cleon

Legend
Oh, right, I forgot all about the chainless ones.

I guess we could make it a "mini-template".

How's this:

Kyton, Chainless
A naked figure who's entire body is covered with welts and scars as if every inch of its skin had been bound with shackles.

A kyton can have all its chains removed, leaving only the manlike devil inside. The chain devil must either be helpless or totally cooperative for this procedure to take place. Most chainless kytons are prisoners who have been disarmed by their captors, but there are rumours kytons are sometimes stripped of their chains to become infiltrators masquerading as humanoids.

Creating a Chainless Kyton
"Chainless kyton" is an acquired template that can be added to any chain devil (referred to hereafter as the base creature).

Unlike most templates, chainless kyton is a temporary condition that is removed as soon as the kyton regains its chains.

A chainless kyton uses all the base creature's statistics and special abilities except as noted here.

Attack: A chainless kyton retains all the base creature's weapon proficiencies and gains a standard unarmed strike attack. Most chainless kytons lack any weapons so can only pummel opponents with their unarmed strike.

Full Attack: A chainless kyton can make iterative attacks with its unarmed strike attack.

Damage: A chainless kyton's unarmed strike does 1d3 nonlethal damage.

Special Attacks: A chainless kyton retains all the special attacks of the base creature. However, it is normally unable to use its dancing chains ability since there are unlikely to be chains for it to animate.

Challenge Rating: Same as the base creature minus 2.

Sample Chainless Kyton
The following sample creature has gained the chainless kyton template.

Chainless Kyton
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+10
Attack: Unarmed strike +10 melee (1d3+2 nonlethal)
Full Attack: Unarmed strike +10/+5 melee (1d3+2 nonlethal)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)
Feats: Alertness, Improved Critical (chain), Improved Initiative
Environment: A lawful evil-aligned plane
Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium)
Level Adjustment: +6

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 240 pounds without its chains.

Chain devils speak Infernal and Common.

Combat
A chainless kyton’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6×10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

Originally appeared in Tales from the Infinite Staircase (1999)
 
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Oryan77

Adventurer
If I am not mistaken, everything has been converted except for the monsters in Tale #3 (Lord of the Worms). I believe this is what is missing:

Valgoss
Slaiyith
Taker of Life
Dark Dweller
Fly Swarm
Land Urchin
Silver Golem (which is in Tale #1)

I will need all of those for Tale #3. So I suppose I would request starting with whichever you guys believe would be the quickest to convert and then go from there. That way I can have as many as possible available by the time we get to Tale #3.
 

Cleon

Legend
If I am not mistaken, everything has been converted except for the monsters in Tale #3 (Lord of the Worms). I believe this is what is missing:

Valgoss
Slaiyith
Taker of Life
Dark Dweller
Fly Swarm
Land Urchin
Silver Golem (which is in Tale #1)

I will need all of those for Tale #3. So I suppose I would request starting with whichever you guys believe would be the quickest to convert and then go from there. That way I can have as many as possible available by the time we get to Tale #3.

We don't have Creature Catalog conversions of the Shad in Tale #4, but apart from that it's only the Tale #3 beasties that are unaccounted for.

I've done Homebrew versions of all of those except for the Fly Swarm (which you could use a Mosquito Swarm for in a pinch) so you can always use those for any we haven't finished CC versions of:

Golem, Argent
Dark Dweller Portion
Land Urchin
Slaiyith
Taker of Life Water Creation
Valgoss


So any preferences for which we do first?

Failing that we might as well go through them in the order of your post, which would make the Valgoss the first.
 

Oryan77

Adventurer
I would say convert the Shad dead last. It was converted in Denizens of the Inner Planes, so I at least have something to fall back on.

I really have no preference for what you guys do next. Doing the easiest conversions first to get more creatures done sooner would be nice. If there is no such thing as "easiest", then going down the list in my last post seems fine. Thanks!
 

Cleon

Legend
I would say convert the Shad dead last. It was converted in Denizens of the Inner Planes, so I at least have something to fall back on.

The Shad wasn't on the list of critters you wanted:

Valgoss
Slaiyith
Taker of Life
Dark Dweller
Fly Swarm
Land Urchin
Silver Golem

I really have no preference for what you guys do next. Doing the easiest conversions first to get more creatures done sooner would be nice. If there is no such thing as "easiest", then going down the list in my last post seems fine. Thanks!

Well the Dweller, Taker and Slaiyith are definitely more complex propositions than the Fly Swarm, Land Urchin and Valgoss so we might as well do one of the last three.

Since the flies and urchins are just random encounters while the Valgoss have a role in the plot it makes sense to do that one first.
 

Cleon

Legend
Valgoss Original Stats

Valgoss
Valgoss range from two to six inches long, are pinkish white in color, and have powerful jaws, surrounded by tiny tentacles, on either end of their bodies. Blind, they swim in the water and sense the presence of other creatures through movement. Valgoss feed upon tiny algae and various slimes that grow in the water, Their presence will be detected by those watching the surface of the water carefully, as they come up to feed and slither along the top or the nearly opaque water.

The PCs can do little to attract the attention of the slaiyiths or the valgoss. Even an outright attack probably just induces them to flee underwater or, barring that, fight back to the death. Spells or psionic abilities that allow a body to read the creatures’ minds reveal that while both possess intelligence, neither is even aware of the PCs’ existence. Essentially, both types of creatures feel that the characters are beneath notice—not even worth considering.

VALGOSS: AC 8; MV 3, Sw 6; HD 1+1; hp 8; THAC0 19; #AT 1; Dmg 1d2 (burrow); SZ T (2-6″ long); ML unsteady (7); Int avg (10); AL N; XP 35.

* SNIP *

THE WORMS
The ability to dwell safely on the water is related to the most unusual thing about the Hanim—their adaptation to become hosts for the valgoss. In a ceremony filled with drum beating, chanting, and strange-smelling smoke from specially prepared oil lamps, a Hanim allows a valgoss to burrow into him. Using the mouths on both ends of its body, the valgoss digs into the host’s flesh until only the center of its body can be seen stretching from two holes.

Long ago, the Hanim learned that the valgoss were the key to the ecosystem of Maelost—the larger. more powerful slaiyith respect and revere these tiny, wormlike creatures. Once a slaiyith realizes that a valgoss has recognized and joined with a host, the slaiyith respects and relates to the host as well.

The first effect gained from this relationship is that the Taker of Life will not attack or disturb one who is an ally of the slaiyith, for it respects the power of these creatures. The Hanim say the slaiyiths know the water’s secret, and it fears them for that.

Furthermore, the slaiyiths can impart special magical powers to the valgoss, which then aids the host in various ways. On the other hand, the burrowing of each worm causes a loss of 1d3 hit points permanently and a loss of 1 point of Charisma permanently—these losses remain even if the valgoss is removed. The loss does not apply when dealing with the Hanim, however.

All valgoss remain in constant telepathic communication with each other. Through this psychic connection, the Hanim can transport their entire personalities into each other’s bodies—switching minds, as it were. The Hanim take this to such an extreme that they no longer look upon a particular body as “theirs.” Each new Hanim born is just adding to the pool of bodies the group can use. The Hanim exemplify the ultimate communal society.

Dealing with the Hanim becomes very difficult for outsiders, who identify individuals by their bodies (planars from Sigil often refer to a person as a “body”). A Hanim an outsider meets might not be the same individual the next time the visitor sees that particular body.


* SNIP *

Once a body decides to undertake the ritual to become a host for a valgoss, he must he prepared for the task. Only a fully healthy subject can partake of the ritual—-all wounds must be healed and the character must be free of diseases and bodily afflictions. Next, amid a long and arduous ceremony, the Hanim lower the host-to-be into the water from the side of one of the tent-barges. All the while, other Hanim chant and bang on hide drums (the Taker of Life never disturbs the ritual).

While in the water, a valgoss chooses he host and burrows into his flesh—two bites from the creature inflicting 1d2 points damage each (the host should suffer at least 3 points of damage). Although these wounds can heal, 1d3 points of the damage is permanent. Further, the presence of the worm and the scars that it makes reduce the host’s Charisma score by 1. Once in place. the valgoss doesn’t move (much), and it feeds on the host’s own nutrients—valgoss hosts find that they need to eat more than ever to nourish their bodies since they are feeding the worm as well. Hosts are immediately protected from the Taker of life—it will not attack them due to its fear of the slaiyiths and its knowledge regarding the valgoss/slaiyith relationship. Although the Hanim telepathic ability to switch bodies is not automatic (instead it must be chosen as a granted power from the slaiyiths—see below), the Hanim of the tribe that helps the character with the ritual accepts him as a member of their own tribe.

Once a valgoss host finishes with the ritual, he might decide to complete the process, so to speak, and seek the full powers that come with the valgoss. To do so, he must travel to a special site and find an artifact called the Obelisk. Here, the master slaiyiths--the most ancient and powerful members of their race—can bestow abilities and powers upon a valgoss (and its host). The Hanim instruct the willing character in what abilities the master slaiyiths can grant (see below), and caution them that most of the those special powers (only work here on Maelost—except one (see page 55).

The Hanim caution the new host that should the valgoss ever die or leave the character, all abilities are gone—but the damage done remains. A valgoss leaves or dies if the host dies. Additionally, though, the valgoss gives up on the host if he succumbs to any sort of rotting disease, is ever reduced to less than 0 hit points from wounds (even if the character lives), or if the character ever sustains more than 50 points of damage in one round. Nothing else can make the worm leave—even if the host wishes it. In all respects, the valgoss should be treated as part of the host’s own body. It cannot be targeted individually for attacks or spells. That which affects one, affects the other.

* SNIP *

The slaiyiths can give the valgoss within a host (and therefore the host) a variety of powers. All of them, however only function on the Maelost (except for one that has a limited effect on other planes). The granted powers available include:

✦ Host can transmit personality to other hosts’ bodies
✦ +1 to Strength score
✦ +1 to Constitution score
✦ +1 to Dexterity score
✦ +50% increase in movement rate
✦ +50% increase in spellcasting range
✦ +50% increase in duration range
✦ +50% increase in damage range
✦ 10% magic resistance
✦ One spell (chosen by host) always cast at maximum efficiency*

*Off Maelost, the power allows the caster to cast the chosen spell normally regardless of planar restrictions, alterations, limitations or modifications (except planar absolutes, see page 105 in the Planewalker’s Handbook). Even a cleric who loses spellcasting levels due to being many planes removed from his power can still cast the chosen spell normally, as thought he had lost nothing. The spell is not cast at maximum efficiency.

Each valgoss can receive one power. Hosts wishing to gain more than one ability must take on more of the worms, each valgoss requiring a separate ritual and a separate trip to the obelisk.

All Hanim, not surprisingly, come to the master slaiyiths and ask for the personality shifting ability before any others. Conversely, the slaiyith will not confirm this power to non-Hanim, because of Hanim petitions to keep this ability exclusive (no outsider personalities contaminating their consciousness network).

Because only one power functions off Maelost, and that ability affects only spellcasters, only the wizards and clerics (possibly rangers, paladins, and bards) really stand to gain any long-term benefit from the valgoss process and the subsequent slaiyith petition. Ironically, they are the characters that probably can endure the whole ordeal the least.


Originally appeared in Tales From the Infinite Staircase (1998).
 

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