Your DM can lift this description to fit your campaign. However, the features are designed in such way to allow members of other races to use the features shown below. Only Vampires can become Vampire Assassins, since this represents a vampire surrendering himself to his predatory instincts. They embrace their predatory instincts, allowing them to grow more powerful as they are controlled by them. These are vampire assassins, monsters who revel in their own bloodlust, that hunt and kill mortals without a hint of guilt or humanity. Which puts them at the top of the food chain, as the perfect predator, inescapable, indestructible. That gives them immortality, and overall superiority over their mortal peers. It is a blessing in the blood, that grants them might, agility and senses. More about the Ethereal Plane and plane-travel in general can be found from Dungeon Master's Guide, Chapter 2.For some vampires, the vampirism is not a curse, or a burden they must to carry. And it's still loads tamer than a deva who can transport themselves onto ANY plane of existence in the Multiverse. If you would take Ethereal Stride and change the mention of the Ethereal Plane with Mount Arborea (for example), you would end up with a Deva who might be slightly more powerful than the one in MM, but not by much. This is because Devas are from the (Lawful Good) Upper Planes, and copypasting Ethereal Stride word-for-word would be of little use to them, since it doesn't offer any way for them to visit their home plane. If we're using the RAW versions of both plane shift and ethereal stride, I would argue plane shift is the better fit. What one gives to a home-brewed Deva is entirely their call, but you should note that plane shift is noticeably more powerful than ethereal stride and probably raises the monster's CR. The component isn't needed if the creature can cast it innately.Įthereal Stride is a specific feature from the statblock of a nightmare, which makes this happen: "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."įrom a functional standpoint, the difference is this: the other can transport you onto any plane you specify while the other only enables travel between the Material and the Etheral Plane. Plane shift is a 7th level spell, which lets the caster transport themselves to any other plane of existence, as long as they have the right kind of material component (which needs to be attuned to the specific plane). But are they using this net to try and catch something specific? Knowing what you're players are trying to accomplish might help lead to some interesting considerations.ĮDIT: Oh! What if this net also interfers with summons? So a spellcaster tries to summon a creature from another plane, but it instead gets sucked up by the net? That could lead to some interesting options, as well as a pretty pissed off wizard and confused creature.Ĭlick to expand. Sorry I don't have concrete specifics from the books. Inevitables can also do so when motivated. I imagine certain gith also possess the ability. Aboleths, mindflayers, djinn, salads, and neogi may all be reasonably able and have reason to plane shift. Additionally any creature smart enough to have class levels may posses the capacity to plane shift, as well any creature that might use a magical device to plane shift. Well, what kinds of monsters would be most interesting for your group to catch? I figure high level devils, demons, celestial, and dragons can reasonably find ways to plane shift.
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