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Converting Psionic Creatures


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freyar

Extradimensional Explorer
I don't think we have a homebrews or working draft for these, so let's swap out the appropriate abilities with the psionic leech and see how it looks.
 


Cleon

Legend
Magical Leech Working Draft

Leech, Magical
Diminutive Magical Beast (Aquatic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Touch +5 melee (attach)
Full Attack: Touch +5 melee (attach)
Special Attacks: Absorb magic, attach, dampen magic, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, scent, SR 18
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Swim +9
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Warm marsh
Organization: Colony (2-5) or swarm (6-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature looks like an ordinary leech, except its black, slimy body occasionally produces a purplish spark.

A magical leech feeds off magic, it does not eat blood like a normal leech. These disgusting creatures are a bane to spellcasting creatures, for the magic in spells is their favorite meal. Magical leeches live in warm wetlands just like mundane leeches. The purplish sparks a magical leech occasionally gives off are too dim to illuminate their surroundings or give away their hiding place. A leech that's bloated by feeding on magic produces sparks much more frequently.

Magical leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the magical energies of the victim have been exhausted or a better source of food comes along.

A magical leech is 6 to 12 inches long and weighs less than a pound.

COMBAT

Magical leeches hide in water or undergrowth until they sense a magic-using or spellcasting creature passing nearby. They then try to attach themselves to the creature and drain its magic until their victim has no magical powers left or the leech can absorb no more. The leech then drops off and processes its meal.

If a magical leech is attacked, it defends itself with its shocking touch power.

Absorb Magic (Su): A magical leech can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 10 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech absorbs a corresponding number of spell levels.

A magical leech can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leeches may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 10, but increases by +1 DC for each day beyond the first that the leech maintains continual contact. The leech gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech's ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Attach (Ex): If a magical leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Magical leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

The touch of a magical leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.

An attached magical leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if SR does not normally apply to that spell. If multiple leeches are within 3 ft., only the highest SR applies. If a spell does not overcome the leech's SR, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Shocking Touch (Su): As an immediate action, a magical leech can release a burst of energy that automatically hits any creature touching the leech, doing 1d3 points of electrical damage plus 1 point per spell level the leech has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech 1 spell level. A magical leech without stored spell levels cannot use shocking touch.

Spawn (Ex): If a magical leech absorbs 10 or more spell levels, the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more magical leeches. This process takes 3d4 days and empties the leech's spell level pool.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

Magical Leech Swarm
Diminutive Magical Beast (Aquatic, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Swarm (1d6 plus infestation)
Full Attack: Swarm (1d6 plus infestation)
Space/Reach: 10 ft./0 ft.
Special Attacks: Absorb magic, attach, dampen magic, distraction, infestation, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, immune to weapon damage, scent, SR 21, swarm traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Spot +4, Swim +9
Feats: Ability Focus (distraction), Great Fortitude, Iron Will
Environment: Warm marsh
Organization: Solitary or plague (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

COMBAT

Absorb Magic (Su): A magical leech swarm can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 13 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech swarm absorbs a corresponding number of spell levels.

A magical leech swarm can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech swarm can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech swarm as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leech swarms may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 13, but increases by +1 DC for each day beyond the first that the leech swarm maintains continual contact. The leeches gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech swarms ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech swarm is affected by the swarm's spell resistance, even if SR does not normally apply to that spell. If multiple magical leeches or magical leech swarms are within 3 ft, only the highest SR applies. If a spell does not overcome the leech's SR, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Distraction (Ex): Any living creature vulnerable to the magical leech swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Infestation (Ex): Any living creature that takes damage from a magical leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 magical leeches attach themselves to the creature's body and start draining magical energy. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the magical leech swarm's swarm attack, distraction, power drain, or shocking touch attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.

Shocking Touch (Su): As an immediate action, a magical leech swarm can release a burst of energy against any creature in its space (the swarm can target any or all creatures in its space, and can elect not to target some creatures). The shocking touch automatically hits all targeted creatures, doing 1d3 points of electrical damage plus 1 point per spell level the leech swarm has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech swarm 1 spell level for every creature it targets. A magical leech swarm without stored spell levels cannot use shocking touch.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.
 
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freyar

Extradimensional Explorer
That's pretty much done then! I'd be fine with all the red suggested text, though I wonder if the bit about a crimson glow gives it a racial penalty to Hide. :p

Port this stuff directly into the swarm, then?
 

Cleon

Legend
That's pretty much done then! I'd be fine with all the red suggested text, though I wonder if the bit about a crimson glow gives it a racial penalty to Hide. :p

The crimson glow is a holdover from the psionic leech, but I left it in red since I didn't check the equivalent special effect of their magic-draining cousins.

Magical leeches "occasionally emit tiny sparks of purplish energy".

Port this stuff directly into the swarm, then?

We'll need to tweak their Absorb Magic and Dampen Magic a bit, but it's easily doable.

First we'd better set a number for the Spell Resistance, though.
 

freyar

Extradimensional Explorer
Well, an individual is a pretty low-level threat, so maybe SR 18 or so. Relatively low chance for a 1st or 2nd level caster to overcome, but it runs out by 5th-6th level. The swarm will need to be higher, though.
 

Cleon

Legend
Well, an individual is a pretty low-level threat, so maybe SR 18 or so. Relatively low chance for a 1st or 2nd level caster to overcome, but it runs out by 5th-6th level. The swarm will need to be higher, though.

Spell Resistance 18 seems too high, that's an 80% failure chance for a 1st level caster. I was thinking more in the 12-15 range.

SR 18 might be OK for a Swarm, though.
 

freyar

Extradimensional Explorer
I could go for SR 15, I guess. These should be potent enough that a 1st level caster has more than a 30% chance to overcome it.
 


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