Planescape Monstrous Supplement
Minion of Set
Size / Type | Medium Outsider (Lawful, Evil) |
Hit Dice | 6d8+6 (33) |
Initiative | +2 (Dex) |
Speed | 30 ft. |
Armor Class | 22 (+2 Dex, +6 armor, +4 natural) |
Attacks | Weapon +8/+3 melee, or by form |
Damage | By weapon +2 , or by form |
Face / Reach | 5ft by 5ft / 5ft |
Sp. Attacks | Baatorian weapons, alternate form |
Sp. Qualities | Alternate form |
Saves | Fort +6 | Ref +7 | Will +7 |
Abilities | Str 14 | Dex 15 | Con 13 | Int 16 | Wis 15 | Cha 15 |
Skills | Bluff +8, Diplomacy +11, Hide +9, Knowledge(religion) +12, Listen +6, Move Silently +9, Sense Motive +11, Spot +6 |
Feats | Combat Reflexes, Power Attack |
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Climate | Baator |
Organization | Solitary or Group (2-20) |
Rating (CR) | 7 |
Treasure | Half coins, double goods, standard items (other than the possibility of Baatorian weapons) |
Alignment | Always Lawful Evil |
Advancement | 7-12HD (medium) |
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Baatorian weapons: All minions of set carry weapons made of Baator green steel, and 25% of them has an enchantment up to +2. Baator green steel adds bonuses based in the size of the weapon as follows:
Size | To Hit | Damage | Threat | Crit | Weight | Price | Medium | +2 | +d2 | +1 | +1 | -40% | +5000 cages | Large | +2 | +d2 | +2 | +2 | -40% | +15000 cages | To Hit: Enhancement bonus not stackable with magic, but it counts as +2 for purposes of ignoring damage reduction. Damage: Increase the dice in that amount, for example a d8 turns d10, a d12 turns 2d6, 2d6 turns 2d8 etc. Threat: Increase the base threat range in this amount, 19-20 becomes 18-20 if +1 is indicated. Crit: Add this amount to the roll to determine if a threat roll is actually a critical. Weight: Modifier to base item’s weight. Price: Modifier to the price of the item.
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Alternate form (Su): If the battle is going poorly or the need is great, the minions of Set transforms into their fearsome animal forms, once per battle, as a move equivalent action. They recover 2d8 hp, and the Constitution increase gives them 2 extra hp per HD. The possible forms and it’s normal characteristics are as follows:
Str 22 | Dex 13 | Con 17 | Int 16 | Wis 15 | Cha 15 | Init: +1 | AC: 22 |
Form | % | Attacks | Damage | Large Snake | 60 | Bite +11 | 1d6+9 + Poison | Large Bear | 10 | Bite +6, 2 claw +11 | Bite 2d8+3, claw 1d8+6 | Large Hyena | 10 | Bite +11 | 3d4+9 + jaw lock | Large Scorpion | 10 | 2 Claw +11, sting +6 | Claw 1d6+6, sting 1d6+3 + Poison | Large Crocodile | 10 | Bite +11 or tail slap +11 | Bite 2d8+9, or slap 1d12+9 | Poison (Ex): DC 16, 1d10 Con primary and secondary. Jaw lock (Ex): On a natural 20, the hyena locks it’s jaws in the target, dealing automatic damage each round. In addition, the captured creature has a -2 penalty to initiative and attack rolls, and moves at half speed. Improved Grab (Ex): The crocodile, snake, and bear forms has this feat associated with their bite. The scorpion has this feat associated with his claws. Squeeze (Ex): If the scorpion gets a hold of a character he can automatically attack with the other claw (if free) and the sting.
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Melroch Eitheldor @ 2003