Author Topic: A Planeswalker's Bestiary: MtG Creatures for D&D  (Read 15380 times)

Offline Bauglir

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A Planeswalker's Bestiary: MtG Creatures for D&D
« on: February 27, 2013, 12:41:38 AM »
So, I'm converting Magic: The Gathering creature cards into D&D statblocks. This is a sort of diversionary tactic to give myself something to do when I hit a block in a bigger homebrew project - by giving myself a short, concrete goal, I can take my mind off the bigger problem for a while without diving into another big project, while still doing something productive. In this thread, make suggestions, and I will convert them in a fairly arbitrary order that boils down to what is most interesting for me. I make no promises that what I wind up with will be what you expect. I'm also sure this exact thing is something somebody else is already doing, but to hell with that. We also have room somewhere on the boards for "A Planeswalker's Arsenal: MtG Artifacts for D&D", "A Planeswalker's Grimoire: MtG Instants and Sorceries for D&D", and so on, if somebody else wants to start those or I get bored of creatures and do it myself.

So, basically, suggest creature cards. Rules and guidelines follow:

*For the purposes of my bigger project, I need Constructs, Oozes, Plants, Undead, and Vermin, so suggestions for those types get highest priority.
*The project I'm on right now is centered around mounted combat, so creatures that could reasonably serve as a mount of those types get the highest possible priority.
*No Legendary creatures; those are better suited to being statted as creatures with class levels, templates, and so on, although if you want me to create a creature that could serve as a base for that if D&D doesn't already have one, that could theoretically be fine.
*Nothing with a creature type that is indicates class or profession (for instance, Advisor, Rogue, Soldier), for similar reasons.
*Please make no more than 3 suggestions per post. I've only got so much time, and the list will probably grow faster than I can move through it anyway.

Otherwise, whatever's most interesting is what I'll probably work on. I reserve the right to point out an essentially equivalent creature that already exists, or to entirely fail to notice your suggestion.

INDEX:
Nemesis of Reason - Guest Starring sirpercival!
Pilgrim's Eye
Platinum Angel
Spawnwrithe

To Be Done:

Hypnotic Specter
Verdant Force
Spirit of the Night and Company
Gemini Engine
Nether Shadow
Forgotten Ancient
Felidar Sovereign
An Introduction to Slivers
Spellfused - A template emulating creatures with the ability to spend +1/+1 counters to produce special effects.
Birds of Paradise
Relentless Rats
The Nephilim
Thundermare
Kiln Fiend
« Last Edit: March 04, 2013, 12:47:16 PM by Bauglir »

Offline Wrex

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Re: Bauglir Stats MtG
« Reply #1 on: February 27, 2013, 01:18:33 AM »
How about the Spawnwrithe?

Offline sirpercival

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Re: Bauglir Stats MtG
« Reply #2 on: February 27, 2013, 07:51:14 AM »
Hypnotic Specter
Force of Nature
Nether Shadow
Spiritmonger
Clone
Nemesis of Reason
Soul Warden
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Offline littha

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Re: Bauglir Stats MtG
« Reply #3 on: February 27, 2013, 08:16:51 AM »
(click to show/hide)

« Last Edit: February 27, 2013, 09:11:45 AM by littha »

Offline JohnnyMayHymn

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Re: Bauglir Stats MtG
« Reply #4 on: February 27, 2013, 08:52:40 AM »
Devouring Strosuss, it's the tarrasque that can fly and... rage?(trample), completely restores HP whenever it eats a commoner or whatnot, swallow whole might be appropriate

Birds of paradise (improved familiar that gives an extra spell slot?)

Relentless rats

Cromat (designed as a dragon according to the wotc site), could rival tiamat/bahamet

Progenitus

Child of Alara
« Last Edit: February 27, 2013, 08:55:49 AM by JohnnyMayHymn »
The Emperor
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Offline SorO_Lost

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Re: Bauglir Stats MtG
« Reply #5 on: February 27, 2013, 09:28:59 AM »
Hypnotic Specter is an Incorporeal Undead with the Spellthief's Steal Spell (any, but cannot cast)?
Force of Nature is Colossal Outsider (fey) (it's not going to murder the woods around it you know)
Clone =/= Doppleganger
Devouring Strosuss is a Terrasqua with wings and Rage, also Swallow Whole increases his Regeneration rate.
Progenitus is a Multiheaded Big T, with FoM/Mindblank/Damage & Spell Immunity/Death-Affects, you kill it by Ability Drain.
And so on, all really really easy picks.

And given OP's reference towards figuring out how to handle a Land mechanic, Mana/Land related content like Birds of Paradise or Child of Alara would instantly explain how to handle them selves when the system is posted.

How about a MtG based Artificer? Several well known Artifacts adapted into Class Feature choices. And once you lay down a good mechanic for that, you can replace the words with "MtG Summoner" & "well known Monsters". All kind of comes back to the mechanic to handle stuff like that. Like maybe Spell Points, but much lower values, built in regen rates, etc.
« Last Edit: February 27, 2013, 09:31:00 AM by SorO_Lost »

Offline Bauglir

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Re: Bauglir Stats MtG
« Reply #6 on: February 27, 2013, 10:55:32 AM »
I, uh, don't have a way to handle land/mana effects in general, actually. Wish I did. They'll all be done as buffs appropriate to the creature's fluff, as a general rule, that can be applied to themselves or to nearby creatures. Pilgrim's Eye, for instance, is probably going to grant the ability to ignore difficult terrain, and a slight speed boost, as a divination effect. Maybe a CL boost to [Earth] spells or something.

Unfortunately, there is no system planned. I don't intend to write any classes or an overarching thing - in fact that's what I'm specifically trying to avoid. I'm going for a large number of short homebrew projects (each a creature). If somebody points me to one, though, I'd be happy to do my best to ensure the creatures I write are compatible with the existing material.

Offline Bauglir

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Re: Bauglir Stats MtG
« Reply #7 on: February 27, 2013, 02:25:10 PM »
PILGRIM'S EYE
Size/Type:
Medium Construct
Hit Dice:
3d10+20 (36 hp)
Initiative:
+2
Speed:
5 ft. (1 square), 60 ft. fly (good maneuverability)
Armor Class:
14 (+2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+2/+1
Attack:
Wing +3 (1d6-1)
Full Attack:
2 Wings +3 (1d6-1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Eyesight Link
Special Qualities:
Construct Traits, Guide Footsteps, Trace Leyline
Saves:
Fort +1, Ref +3, Will +1
Abilities:
Str 8, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills:
Perception +6*
Feats:
Weapon Finesse (B)
Environment:
Any Aboveground
Organization:
Solitary, pair, or squadron (12)
Challenge Rating:
2
Treasure:
None
Alignment:
Always Neutral
Advancement:
4-8 HD (Medium), 9-12 HD (Large)
Level Adjustment:
+2 (Cohort)
*A Pilgrim's Eye has a racial +6 bonus on Perception checks.

A Pilgrim's Eye is an autonomous flying machine designed to scout out new lands and share information with its controller at a distance, without exposing a living scout to danger. They are also an effective means of guiding creatures on the battlefield, allowing them to see and avoid hazards that might not be visible from the ground.

Combat

Eyesight Link (Su): As a standard action, a pilgrim's eye can connect its senses to a willing creature's. The creature must be within 60 feet to establish the link, but afterward it functions at any distance (and even across planar boundaries), although it remains supernatural (and is therefore interrupted by an anti-magic field or similar effect). A pilgrim's eye can be linked to only one creature at a time; any new link automatically ends the last. Because the linked creature sees through both its own and the pilgrim's eye's senses at once, this effect is disorienting; the link dazes the linked creature until it can succeed at a Will save (DC 11). The creature can make one save on each of its turns. Once accustomed to the link in this way, a creature remains so until disconnected. The linked creature can give instructions to the pilgrim's eye as a free, entirely mental action, once per round, although instructions given this way must be simple sentences. Typically, a pilgrim's eye will only link itself to a creature that speaks a particular command word, chosen at the time of its construction.

Once a link is established, the linked creature can see everything the pilgrim's eye can in addition to what its own senses reveal. Thus, the linked creature is considered to be in the pilgrim's eye's square as well as its own for calculating line of sight and concealment (but not cover). This ability is considered a divination (scrying) effect that targets the linked creature.

Guide Footsteps (Su): A pilgrim's eye is mystically attuned to the motions of a creature linked to it, and gives constant, subtle, feedback. Because of this aid, a creature linked to a pilgrim's eye is able to move more efficiently and with surer steps. Such a creature gains a +5 ft. enhancement bonus to its base land speed, and can even move at its normal speed through difficult terrain.

Trace Leyline (Su): A pilgrim's eye is enchanted with a magical divination that allows it to see mystical lines of power that cross the land, intersecting in places of power and guiding the natural flow of elemental energy. A creature linked to a pilgrim's eye can take advantage of this vision when casting spells that rely on this energy, gaining a +1 bonus to caster level for the purposes of determining the effects of any spells or spell-like abilities with the [Air], [Earth], [Fire], or [Water] descriptors. This bonus does not stack with any other bonuses to caster level. Joining the divinations in the construct to the act of spellcasting temporarily burns out their ability to function. Once this ability boosts a spell or spell-like ability's caster level, it cannot do so again for 3 rounds.

Constructing a Pilgrim's Eye
A Pilgrim's Eye must be constructed from a variety of lightweight metals, leathers, and miscellaneous magical catalysts, with a total cost of 1000 gp. The craftsmanship required necessitates a DC 15 Craft (armorsmithing) or Craft (weaponsmithing) check. Animating the construct and imbuing it with the requisite divinations requires the Craft Construct feat, 3000 gp in magical reagents, 120 XP, and the following spells to be cast as part of the process (each at least at CL 7): clairaudience/clairvoyance, fly and lay of the land. Paying other spellcasters to construct the body and perform the magical animation thus costs a total of 7490 gp, which is the price to simply purchase one on the market.
« Last Edit: February 28, 2013, 01:25:44 AM by Bauglir »

Offline Concerned Ninja Citizen

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Re: Bauglir Stats MtG
« Reply #8 on: February 27, 2013, 03:13:11 PM »
Verdant Force. D&D dabbles in "token swarm" type mechanics occasionally but they're usually summon based. A big plant/elemental who keeps having little plants fall off it and come to life could be interesting.

Also, the reason Verdant Force (and other itterations of its effect like Dragon Broodmother) is good, while cosmetically similar effects like Luminous Angel are awful is that it triggers on every upkeep, including your opponent's. I would very much like to see something like this translated into D&D, though I'm not sure how the details would work.

On that note, Forgotten Ancient. Similar to the former in that it likes to see lots of opponents. Even more interesting in that it triggers when its opponents do things. The more they do, the more buffs it can spread around.

Extrapolating from that, another MTG mechanic I think could work well in D&D is the use of +1/+1 counters as fuel for abilities. For example, effects like this, or this, or this.

If you renamed the buffs something more flavorful than "+1/+1 counter" and created a fluff reason why having them makes you stronger but giving them up lets you use an ability I think it would translate really quite well into D&D.

Finally, how about some Nephilim?

They've got interesting and, in some cases, unique abilities and they're not legendary even though they look like they ought to be. This fact would upset EDH players but no one really cares about the Nephilim, poor dears. They were voted least popular creature type in magic in a poll a while back. Still, I think they'd be interesting for your purposes and they definitely don't represent any existing D&D creature type.
« Last Edit: February 27, 2013, 03:34:41 PM by Concerned Ninja Citizen »

Offline littha

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Re: Bauglir Stats MtG
« Reply #9 on: February 27, 2013, 03:34:23 PM »

Offline Bauglir

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Re: Bauglir Stats MtG
« Reply #10 on: February 27, 2013, 08:24:43 PM »
I'll work those into the list sometime tonight, but I'm technically at work right now >______> ('m on break[/scruffy])

Anyway, for those who haven't noticed, the first creature is posted. Next comes the Platinum Angel, probably. I've added space in the OP for an index of those I've finished and a list of those I'm planning to do, from first to last. Just as a heads up, the counters as fuel ability thing will wind up being a template. I'm gonna add this to the OP, but anything that is conceivable as a mount will get even higher priority if it's one of my favored creature types. Pretty much any Ooze will do, but the others probably need to have a body shape that makes riding them sensible.

Offline sirpercival

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Re: Bauglir Stats MtG
« Reply #11 on: February 27, 2013, 08:33:25 PM »
Do you mind if I do Nemesis of Reason?  I had teh ideaz.
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Offline Garryl

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Re: Bauglir Stats MtG
« Reply #12 on: February 27, 2013, 10:41:17 PM »
Eyesight Link can't take a standard action to remove the daze, since you can't act while dazed. Did you mean staggered instead?

The Pilgrim's Eye feels more like a magic item than a creature, but that's totally in keeping with the source material, so nice job. I think the creation costs are off though. Should the magical component's gp cost be 3000g (25*120xp) or 6000g (2*3000gp)? At an approximate market value of 7000g, it seems fairly priced, although 4000g would be too cheap, most likely.

Offline brujon

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Re: Bauglir Stats MtG
« Reply #13 on: February 27, 2013, 10:52:00 PM »
Do the Fractius

Do ALL the goddamn Fractius!!!

Seriously, how AWESOME would it be to go into a dungeon crawl inside a fractius-infested hive?

Final boss, Fractius Queen + Fractius King duo, surrounded by a multitude of fractius that boost eachother.
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Offline sirpercival

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Re: Bauglir Stats MtG
« Reply #14 on: February 27, 2013, 11:06:36 PM »
It's "sliver" in english... just letting you know :)

Other people have been working on slivers as well.  I know FireInTheSky has a version of Sliver Queen that he's working on in osle's monster classes.
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Offline Drammor

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Re: Bauglir Stats MtG
« Reply #15 on: February 27, 2013, 11:16:49 PM »
It would be just awesome if someone tried to do up the Voidslime.

Edit: And on the topic of Slivers, I've been making a class that is essentially a Sliver Summoner.
[20:32] <DonQuixote> A POX UPON YOU ALL!
[20:32] <DonQuixote> YOU, J, FOR STEALING THE PURITY OF NORNS.
[20:32] <DonQuixote> YOU, DRAMMOR, FOR ENSNARING ME IN THIS FIENDISH PRISON.

Offline brujon

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Re: Bauglir Stats MtG
« Reply #16 on: February 28, 2013, 12:01:14 AM »
It's "sliver" in english... just letting you know :)

Other people have been working on slivers as well.  I know FireInTheSky has a version of Sliver Queen that he's working on in osle's monster classes.

Oh. Damn hahahaha, i totally forgot about that. Just got so excited i spelled it like it is here on Brazil.

Slivers are still one of the best creatures in MtG, by far. It's just such a neat idea, and i can imagine them crawling around all over, mutating as they come into contact with one another, getting progressively weirder and stranger... And deadlier.
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline Garryl

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Re: Bauglir Stats MtG
« Reply #17 on: February 28, 2013, 12:09:53 AM »
Slivers... Slivers? Slivers! Sliverrrsssss.

I'd love to see slivers, but they really are a hard concept to pull off. On the other hand, if done right, they're one of the few creature concepts that remain viable when using massive numbers against higher-level foes, which is a very nice thing. If it's done right, of course.

Offline brujon

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Re: Bauglir Stats MtG
« Reply #18 on: February 28, 2013, 12:25:25 AM »
Slivers... Slivers? Slivers! Sliverrrsssss.

I'd love to see slivers, but they really are a hard concept to pull off. On the other hand, if done right, they're one of the few creature concepts that remain viable when using massive numbers against higher-level foes, which is a very nice thing. If it's done right, of course.

The way i imagine them, is like they have some sort of swirling biomass that constantlys swirls around their carapace, taking various shapes and forms based on the pheromones emitted by the Hive. As they come into range with other different type slivers, they start assuming some of their characteristics, resulting in visible and disturbing transformations. They change behavior, tactics, shape, size, appearance...

I actually imagine some sort of visual effect where there are swirls of energy flying off of the various slivers when they are within range, keeping the "addons" working on the other ones, and i imagine the biomass twisting and shrivelling to accomodate between forms, as they keep constantlyswitching between forms as combat progresses.

I'd keep the range pretty damn short, something like 30 or 60ft, and requiring line of sight. Don't do it, and sliver hives become the best defended places ever.
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline Bauglir

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Re: Bauglir Stats MtG
« Reply #19 on: February 28, 2013, 12:54:26 AM »
Do you mind if I do Nemesis of Reason?  I had teh ideaz.

Please do! Suggestions to keep it consistent with the scale of other things I'm planning on: Probably about CR 10, give or take 3. About 180 hp, give or take 30, with that toughness, although perhaps it has other defenses. I don't think anything nonlegendary exceeds CR 16 in Magic, and with such a high toughness relative to its mana cost, it should be durable.

-------

Oh, hah, hah, yes, I missed the part about standard actions and dazing. I'll fix that. And the cost, in which I changed one value but not the others. Ooops.

Also, I will keep Slivers under consideration. As Aberrations, they'll slot in fairly near the middle of the list since they'll certainly be interesting. I'll probably do them as a generic Sliver with a list of special abilities each one can have/grant others, and then follow up with the leadership.