Converting Planescape monsters

He's unique because he's the only one barmy enough to try it! :p

Never underestimate the amount of barminess in the multiverse.

More seriously, I'm a bit worried about a template having too many options because of all the different modron types. However, it seems like maybe this isn't too bad. Basically, you keep all the physical characteristics of the base modron (HD/hp, attacks, damage, AC, SR, Str, Dex, Con) and replace the modron mental characteristics with those of the base humanoid. Keep the modron telepathy and perhaps SLAs.

Yeah, it's pretty straightforward as most of the entries will be "same as the modron" apart from its class-equivalent spellcasting.

So, first question is what are we calling the template!

Modronoid Transplant? Brainswapped Modronoid? Modronoid Hierarch?

I'd rather the procedure be doable on base modrons in the Tridrone and Pentadrone range as well as Hierarchs. Would exclude the Monodrone and Duodrone as I don't think their "skulls" would accomodate a sapient brain.

Come to think of it, according to how regular Modronoids work the original modron's brain should still be alive or else the whatever-we-call-it modronoid will die.

Presumably the modron brain is stuck in a jar somewhere cut off from all sensory input, since it seems unlikely whoever captured the modron would put the construct's brain in another body.

That can't be pleasant.

Hold on, that'd mean that if this modronoid dies, its corpse vanishes apart from the hijacker's brain, which presumably splats on the ground.

There's no mention of that in the adventure!
 

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Valran says he keeps part of the modron brain in the body, so that must be enough.

Modronoid Hierarch sounds the best to me, but it doesn't really work if we're allowing non-Hierarch modrons. How about Brainswapped?
 

Valran says he keeps part of the modron brain in the body, so that must be enough.

Modronoid Hierarch sounds the best to me, but it doesn't really work if we're allowing non-Hierarch modrons. How about Brainswapped?

Let's go for Brainswapped Modronoid then.
 

Brainswapped Modronoid (Template)
Description.

Background.

Creating a Brainswapped Modronoid
"Brainswapped Modronoid" is a ??? template that can be added to any ??? creature (referred to hereafter as the base creature).

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

Size and Type: Same as base creature?

Hit Dice: Same as base creature?

Speed: Same as base creature?

Armor Class: Same as base creature?

Attack: Same as base creature?

Full Attack: Same as base creature?

Damage: Same as base creature?

Special Attacks: A brainswapped modronoid retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 brainswapped modronoid's HD + brainswapped modronoid's ??? modifier unless noted otherwise.

Special Qualities: A brainswapped modronoid retains all the special qualities of the base creature and gains those described below. Saves have a DC of 10 + 1/2 brainswapped modronoid's HD + brainswapped modronoid's ??? modifier unless noted otherwise.

Abilities: Increase from the base creature as follows: Str +A, Dex +B, Con +C, Int +D, Wis +E, Cha +F?

Skills: Brainswapped modronoids have a +X racial bonus on Y checks? Otherwise same as the base creature.

Feats: Same as base creature?

Environment: Same as base creature?
Organization: Same as base creature?
Challenge Rating: Same as the base creature +X?
Treasure: Same as base creature?
Alignment: Same as base creature?
Advancement: Same as base creature?
Level Adjustment: Same as the base creature +X?

Sample Brainswapped Modronoid
The following sample creature has gained the brainswapped modronoid template.
 


First things first, should these have both base creatures and base modrons?

Yeah although it would seem prudent to call the latter the "host modron" to avoid confusion with standard base modrons (e.g. monodrones to pentadrones), especially if the sample creature has its brain implanted in a hierarch modron!
 

"Host modron" is fine.

Does the modronoid version of Valran (or the decaton) have ability scores anywhere? My instinct is that the physical stats should be those of the host modron and the mental stats are the base creature with some modifiers (penalty on Wis especially), but there's nothing to compare!
 

"Host modron" is fine.

Agreed.

Does the modronoid version of Valran (or the decaton) have ability scores anywhere? My instinct is that the physical stats should be those of the host modron and the mental stats are the base creature with some modifiers (penalty on Wis especially), but there's nothing to compare!

It's pretty much as you predicted.

Valran has all the decaton's abilities apart from its spellcasting. It can even use a decaton's SLAs and telepathy.

Here's the "modronoid version" statblock:

VALRAN STONEFIST (Pl/Ø modronoid/M13/N): AC 2; MV 15, Fl 3(E); HD 10+10;hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′tall); ML steady (13); Int exceptional (16); XP 11,000.
 Notes: Telepathic communication to a range of 44 miles. Though decatons normally cast spells as 10th-level clerics, Valran doesn’t receive spells from Primus; he does, however, retain his wizardly spellcasting abilities. Spell-like abilities only affect modrons, 1/round, at will: cure 1 point of damage for all modrons within 144 feet, cure disease in a 12-foot radius; heal by touch up to 10 modrons/round; and remove paralysis by touch, 10 modrons/round.
Personality: Valran’s barmier than ever.
Spells (5/5/5/4/4/2): 1st—color spray, friends, hypnotism, mending, shocking grasp; 2nd—bind, forget, shatter, stinking cloud, web; 3rd—blink, lightning bolt, slow, suggestion, wraithform; 4th—Evard’s black tentacles, fumble, polymorph other, shout; 5th—cone of cold, fabricate, telekinesis, wall of iron; 6th—disintegrate, globe of invulnerability.​

For comparison, here's Valran's human statblock. It's from a lot earlier in the adventure so he's a lower-level magic-user to balance the lower level PCs.

VALRAN STONEFIST (Pl/♂ human/M7/Society of Sensation/CN): AC 3 (bracers of defense AC 4, Dex); MV 12; hp 18; THAC018; #AT 1; Dmg 1d6+1; SZ M (5′ tall); ML steady (13); XP 420 each.
 S 6, D 15, C 10, I 16, W 9, Ch 12.
Personality: Valran is barmy, no doubt about that. His manner is a collection of odd ticks and jerks, and he swings from one mood to another with no warning. He’s fanatically devoted to the pursuit of knowledge.
Special Equipment: staff of striking (20 charges), eyes of minute seeing, helm of comprehending languages and reading magic.
Spells (4/3/2/1): 1st—friends, hypnotism, mending, shocking grasp; 2nd—bind, forget, web; 3rd—suggestion, wraithform; 4th—polymorph other.​

Also, The Great Modron March Appendix offered this statblock for the hierarch host modron:

DECATON: AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′tall); ML fearless (20); Int high (13); AL LN; XP 9,000.
 Notes:Telepathic communication to a range of 44 miles. Decatons cast spells as10th-level clerics.
 SA—Spell-like abilities only affect modrons, 1/round, at will: cure 1 point of damage for all modrons within 144 feet, cure disease in a 12-foot radius; heal by touch up to 10 modrons/round; and remove paralysis by touch, 10 modrons/round.
Spells(4/4/3/3/2): 1st—combine, protection from evil, sanctuary (×2); 2nd—aid, find traps, slow poison, withdraw; 3rd—dispel magic, prayer, water breathing; 4th—neutralize poison, protection from evil 10-foot-radius, spell immunity; 5th—dispel evil, dispel good.
 

As is common in those days, the modronoid version doesn't list all the abilities, but it does say he is barmier than ever.
So, shall we say that the modronoid has the SLAs and telepathy of the host modron, the Str, Con, Dex of the host modron, the Int and Cha of the base creature, and Wis -2 of the base creature?
 

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