D&D 3E/3.5 Creature Collection II 3.5 Update A-S Complete

Last Update: Oct 15

Abyssal Lamprey:

Type: Add Native Subtype.

Hit Dice becomes 3d8+3 (16 hp)

Skills: Concentration:+6, Hide +11, Listen +10, Know (blood sea) +9, Spot +10, Swim +16, Mv Silent +7, Handle Animal +8, Survival +8, Know (planes) +9, Know (nature) +11

Feats: Add Alertness

Climate: Any Aquatic (Blood Sea)


Acid Shambler:

Hit Dice: 2d12+3 (16 hp)

Skills: Hide +5, Mv Silent +5

Saves: Will -1

Feats: Add Toughness


Arcane Devourer:

Type: Add Native Subtype

Special Qualities: DR 10/magic

Skills: Concentration +28, Hide +9, Know (arcana) +20, Listen +9, Mv Silent +9, Spellcraft +21, Spot +9, Use Magic Device +9, Decipher Script +10

Feats: Add Cleave


Arcane Symbiote:

AC: 14 (+4 size)

Face/Reach: 1'/0'

Skills: Heal +8 (host only), Hide +16, Survival +7, Listen +7, Spellcraft +9

Feats: Spell Mastery becomes a Bonus Feat.

Combat: Add Skills: Gets a +8 racial bonus on Heal Checks (host only).


Arch Lurker:

Type: Delete (Long)

Attacks: Grapple +17

Face/Reach: 10'/10'

Skills: Balance+9, Hide +6, Jump +13, Listen +9, Move Silent +10, Spot +10

Feats: Add Alertness

CR: Change to 7.


Assassin's Bane:

Skills: Move Silent +6, Spot +2


Athentia the Great Sphinx

Initiative: +0

Face/Reach: 20'/15'

Saves: Fort +22, Ref +11, Will +32

Skills: Alchemy +27, Appraise +27, Balance +13, Bluff +26, Climb +24, Concentration +26, Decipher Script +27, Diplomacy +26, Gather Info +26, Hide +1, Intimidate +26, Jump +33, Know (all) +27, Listen +29, Mv Silent +13, Perform (oratory) +26, Search +27, Sense Motive +29, Spellcraft +27, Spot +29, Swim +24, Survival +29

Feats: Delete Alertness, Grt Fort, Imp Init

Advancement: By Character Class (Sorcerer)

Skills: Athentia treats All Knowledge (subtype) skills as a single skill Knowledge (all) as shown in her Stat block.


Bane Cloud

Type: Add Native Subtype

Face/Reach: 5'/5'

Skills: Hide +3, Listen +4, Spot +4,

Feats: Add Wpn Focus (Buffet)


Bitter Tree

Type: Delete (Tall)

Face/Reach: 15'/15'

Saves: Ref +5

Skills: Listen +19, Spellcraft +18, Concentration +22

Feats: Add Extend Spell, Spell Penetration, Light Reflexes, Power Attack, Combat Casting

CR: 11


Blade Beast

Attacks: Bite +8 Melee

Face/Reach: 10'/5'

Skills: Listen +5, Mv Silent +3, Spot +4

Feats: Add Wpn Focus (bite)


Blood Barnacles

No Change


Blood Crone

Speed: 40'

Face/Reach: 10'/10'

Spec Qual: Damage Reduction: 10/Magic

Saves: Will +19

Skills: Hide +16, Concentration +19, Listen +23, Mv Silent +20, Sense Motive +23, Spellcraft +26, Spot +23, Know (arcana) +24

Feats: Add Empower Spell, Widen Spell

Climate: Any Forest (Hornsaw Forest)

Advancement: By Character Class


Blood Maiden

BAB: Grapple +2

Skills: Bluff +5, Listen +5, Spot +5

Climate: Add (Blood Sea)

CR: 1


Blood Moth

Fine Vermin (Swarm)

Hit Dice: 5d8 (22)

Attack: Swarm (1d6+Blood Drain)

Face Reach: 10'/0'

Saves: Fort +4, Ref +3, Will +1

Skills: Hide +18, Listen +0, Spot +0

CR 4

Advancement: None


Blood Reaper

Face/Reach: 10'/10'

Skills: Hide +14, Listen +10, Spot +10, Survival +11

Combat: Replace Blood Loss (Ex) Text with: If all 4 of a reaper's attacks strike the same target, the victim is considered wounded and takes 1 point of Con damage. Further successful quad hits do an additional point of Con damage.


Blood Sea Jellyfish

Skills: Listen +0

Alignment: Always Neutral


Blood Sprite

Hit Dice: 2d6 (7 hp)

BAB/Grapple: Grapple -4

Attack: Bite +0 melee or dagger +0 melee

Damage: Bite 1 pt + paralysis; dagger 1d4-2

Skills: Bluff +6, Climb +3, Hide +3, Listen +5, Search +5, Spot +5, Mv Silent +5


Blood Zombie

Feats: Toughness becomes a Bonus Feat

Climate: Any Aquatic (Blood Sea)


Bloodfly

Grapple: -7

Attacks: Stinger +1 melee & 2 claws -4 melee

Damage: Stinger 1d3-1, Claw 1d2-1

Skills: Hide +12, Mv Silent +4

Alignment: Always Neutral


Bloodman

Type: Add Shapechanger subtype

AC: 17 (-1 Dex, +8 Nat)

Attacks: 2 touch +3 melee

Skills: Hide -1, Listen -2, Mv Silent +7, Spot -2

Feats: Alertness, Weapon Focus (touch)


Bonewing

Face/Reach: 10'/10'

Skills: Listen +10, Spot +10

Advancement: Should start at 9 HD, not 10


Burned Ones

Type: Add Fire Subtype

Spec Qualities: DR 10/Magic

Skills: Listen +3, Spot +3, Climb +7, Hide +6, Intimidate +6, Mv Silent +6

Feats: Add Wpn Focus (claw) & Power Attack.


Carnival Krewe, Bone Bosun

Speed: 30'

Attacks: Small Scimitar +0 Melee or 2 fists +0 Melee

Skills: Balance +3, Swim +0


Carnival Krewe, Heron Priest

Skills: Bluff +5, Concentration +3, Diplomacy +6, Disguise +5, Know (Blood Sea) +3, Spellcraft +3

Feats: Combat Casting, Spell Penetration.

Climate: Any (Blood Bayou)


Carnival of Shadows, Dark Harlequin

AC: 18 (+3 Nat, +4 Dex)

Attacks: MW Rapier +8

Saves: Ref +8

Abilities: Dex 18

Skills: Balance +8, Diplomacy +7, Jump +7, Listen +0, Spot +0, Tumble +8

Feats: Add Weapon Finesse

Climate: Any Land (Blood Sea)

ECL: +4

Advancement: By Character Class (Bard)


Carnival of Shadows, Shadowjester

Skills: Balance +1, Climb +0, Hide +7, Listen +1, Mv Silent +4, Spot +1, Tumble +1

ECL: +2

Advancement: By Character Class (Rogue)


Carnivorous Tree

Speed: 5'

Grapple: +30

Attacks: Slam +22 Melee

Damage: Slam (2d6+10), plus grapple

Face/Reach: 15'/15'

Special Attacks: Add Improved Grab

Saves: Ref +3

CR: 9

Combat: Improved Grab: If a Carn Tree hits with a slam attack, it may start a grapple as a free action. If successful, nest round it pushes its foe into itself, where it is subject to the Crushing & Acid Special Attacks.


Carrion Hound

Type: Magical Beast

BAB/Grapple: +5/+12

Attack: Bite +8 Melee & 2 claws +3 melee

Face/Reach: 10'/5'

Skills: Climb +8, Listen +2, Spot +2


Chaos Globe

HD: 8d10+30 (74 hp)

Speed: Fly 30' (perfect)

Special Qualities: DR 10/magic

Advancement: 9-15 HD (Large)


Chern's Children

Type: Diminutive Vermin (Swarm)

AC: 16 (+4 size, -1 Dex, +3 nat)

Attacks: Swarm (3d6)

Damage: Swarm (3d6)

Face/Reach: 10'/0'

Saves: Ref +3

Climate: Any Land

Organization: 2-5

Advancement: None

Combat: Delete the Swarm (Ex) Special Attacks; it now is a 3.5 Swarm Subtype.


Cloudsting

Face/Reach: 15'/10' (100' w/ tentacles)

Attacks: 8 Tentacles +8 melee

Skills: Hide +9, Mv Silent +5, Spot +3, Listen +3

Feats: Flyby Attack, Hover, Snatch, Weapon Focus (tentacle)


Corpse Whisperer

Attack: 2 Claws +9 melee

Skills: Hide +9, Know (any 2) +12, Listen +11, Mv Silent +9, Spot +11

Feats: Add Wpn Focus (claw)


Daemon, Grisly Minstrel

Type: Add Extraplanar subtype

Face Reach: 10'/10'

Spec Qual: DR 5/Good, SR 16

Skills: Climb +12, Concentration +9, Jump +22, Listen +7, Mv Silent +10, Perform (song) +11, Sense Motive +7, Spot +7

Climate: Any Land & Underground (Lower Planes)

Combat: Under the Jumping (Ex) special ability, add 'receives +10 racial bonus on Jump checks'.


Daemon, Moon

Type: Add Shapechanger, Extraplanar subtypes

Face/Reach: 10'/10'

Spec Qual: Damage Reduction 10/Good & Silver, SR 20

Skills: Know (nature) +18, S Motive +17, Bluff +19, Concen +18, Disguise +19, Esc Art +17, Hide +13, Listen +17, Spot +17, Survival +17, Mv Silent +17

Feats: Add Dodge, Spring Attack

Climate: Any Land (Lower Planes)


Daemon, Plague Angel

Type: Add Extraplanar

Attacks: 2 Wing Slaps +9 melee; or 2 claws +9 melee

Sp Qual: DR 10/Good

Skills: Add Balance +15, Disguise +10, Tumble +13

Feats: Add Spring Attack

Climate: Any Land (Lower Planes)


Danashee

Sp Qual: Add Wild Empathy (as the Druid Ability)

Skills: Craft (any) +8, Know (nature) +8, Esc Art +6, Hide +6, Listen +10, Mv Silent +6, S Motive +8, Spot +10, Survival +8

Feats: Delete Dodge, make Alertness a Bonus Feat


Dark Womb

Face/Reach: 10'/5'

Skills: Bluff +11, Concen +20, Intimidate +12, Spellcraft +15, Spot +15


Darkling Sentinel

Type: Add Extraplanar subtype

Attacks: ; by weapon +9/+4 ranged

Spec Qual: SR 17

Skills: Listen +12, Knw (dungeon) +12, Hide +12, S Motive +14, Knw (archtect) +12, Mv Silent +12, Spot +14, Search +12

Feats: Delete Combat Reflexes; Add Cleave, Great Cleave, Improved Sunder

Climate Terrain: Any land & Underground (Astral Plane)


Demon, Abyssal Larva

Type: Add Extraplanar subtype

Speed: 30', Climb 20'

Spec Qual: DR 5/Good & Silver

Skills: Climb +14, Knw (planes) +6, Hide +11, Listen +8, Mv Silent +7, Spot +8, Search +6, Survival +6

Feats: Add Alertness

Climate: Any Land (The Abyss)


Demon, Blade

Type: Add Extraplanar Subtype

Speed: 40', fly 70' (poor)

Attack: Change 2 scythehands to +15 (special) melee

Sp Qual: DR 10/Good, SR 20, Fighter Prowess

Skills: Jump +20, Knw (Arcana) +11, Bluff +12, Intimidate +12, Search +12, Listen +12, Spot +12

Feats: Add Greater Wpn Focus (Scythehands)

Climate: Any (Abyss)

Combat: Fighter Prowess (Ex): Each of a Blade Demon's Outsider Hit Die counts as a level of Fighter for the purposes of determining Feat Prerequisites.


Demon, Blood Horror

Type: Add Extraplanar

Spec Qual: DR 10/Good; SR 21

Skills: Knw (planes) +14, Mv Silent +11, Concentr +13, Hide +11, Listen +15, Search +14, S Motive +15, Spellcraft +14, Spot +15, Survival +15, Knw (religion) +14

Climate: Any Land & Underground (Abyss)


Demon, Leonine

Type: Add Extraplanar

Speed: 40'

Attacks: or 2 battleaxes +12/+12/+6 melee

Damage: Battleaxe 1d8+2

Spec Qual: DR 10/Good; 2-Axe Style

Skills: Balance +8, Climb +9, Hide +10, Intimidate +11, Listen +9, M Sil +12, Spot +9, Survival +9

Feats: Make Track a Bonus Feat

Climate: Any Land & Underground (Abyss)

Combat: 2-Axe Style: When Wielding 2 Battle Axes, the Leonine takes no attack penalties for fighting with 2 weapons.


Demon, Locust

Type: Add Extraplanar

Spec Attacks: Add Imp Grab

Sp Qual: DR 10/Good, SR 17

Skills: Balance +13, Concentra +17, Hide +6, Knw (planes) +13, Listen +16, Search +13, Spot +16, Mv Sil +13

Climate: Any Land & Underground (Abyss)


Deryth (Disjoined)

Skills: Climb +8, Hide +5, Mv Sil +1, Spot +2


Deryth (Joined)

Hit Dice: 5d8+15 (37 hp)

Speed: 30'

Skills: Bluff +7, Concent +11, S Motive +4, Spellcraft +9

Advancement: By Character Class (Sor)


Despair

Type: Add Native

Sp Qual: DR 10/Good; SR 20

Skills: Knw (planes) +14, Knw (religion) +14, Bluff +17, Concentration +13, Diplomacy +18, Hide +16, Intimidate +19, Listen +12, Mv Silent +16, Search +14, Sense Motive +15, Spot +12

Feats: Add Skill Focus (Sense Motive)


Devil, Heartclutch

Type: Add Extraplanar

Attacks: Bite +11 melee and 2 claws +6 melee

Sp Qual: DR 5/Silver & Good

Skills: Bluff +6, Esc Artist +12, Hide +16, Intimidate +6, Listen +7, S Motive +7, Spot +7

Feats: Weapon Finesse (bite): Delete (bite) as Wpn Finesse no longer needs to refer to a single weapon

Climate: Any Land & Underground (Hell)


Devil, Iron

Type: Add Extraplanar

HD: 12d8+72 (126 hp)

Face/Reach: 10'/10'

Sp Qual: DR 10/Good

Skills: Concentration +21, Craft (weapons) +16, Profession (torturer) +17, Climb +22, Intimidate +17, Jump +22, Listen +17, Spot +17, Knw (planes) +16

Feats: Add Imp Bull Rush

Climate: Any land & underground (Hell)


Dragon, Slarecian

Change all DR to DR X/Magic


Dream Folk

Type: Add Extraplanar

Skills: Bluff +13, Diplomacy +17, Listen +12, S Motive +10, Spot +12, Intimidate +13, Disguise +13, Knw (dreams) +12, Hide +13, M Silent +13, Gather Info +13

Feats: Add Mobility

Climate: Any Land (Astral Plane)


Dreamwrack

Type: Add Extraplanar

Initiative: +7 (+3 Dex, +4 Imp Initiative)

Attacks: Touch +4

Damage: Special

Sp Qual: DR 10/Magic

Skills: Survival +8, Knw (dreams) +5, Hide +10, Mv Silent +10, Listen +8, Spot +8

Feats: Imp Initiative, Track

Climate: Any (Dream Realm)


Dreamwraith

Type: Add Extraplanar

Attack: Incorporeal Touch +11 melee

Skills: Disguise +14, Knw (planes) +11, Bluff +14, Hide +10, Knw (Dreams) +11, Listen +15, Search +14, S Motive +13, Spot +15, Diplomacy +18, Intimidate +16

Feats: Add Weapon Focus (Touch)

Climate: Any land & underground (Dream Realm)


Elder Larva

Type: Add native

Speed: 20'

Face/Reach: 20'/10'

Sp Qual: DR 10/Good

Saves: Ref +7

Skills: Concentration +18, Knw (planes) +12, Listen +13, Spellcraft +14, Spot +13, Knw (arcana) +12, Search +12

Feats: Add Lightning Reflexes, Great Cleave


Face Stealer

Attack: 2 Claws +5 melee

Skills: Bluff +5, Disguise +12*, Listen +3, Spot +3

Feats: Add Weapon Focus (claw)


Filcher

Type: Small Humanoid (Lemuroid)

Speed 20', climb 20'

Attacks: bite -1 melee

Sp Qual: DV 60'

Saves: Will -1

Skills: Hide +8, Mv Silent +4, Sleight Hand +4, Tumble +4, Climb +6

ECL: +2

Advancement: By Character Class (Rogue)


Flailing Dreadnought

Face: 20'/15'

Attack: Bite +19 Melee

Damage: Bite 2d8+12/19-20; x2

Saves: Ref +8

Skills: Survival +9, Listen +9

Feats: Add Improved Crit (bite), Wpn Focus (bite), Lightning Reflexes


Flayed Giant

Attack: Huge Trident +15/10 melee; Trident +8/3 ranged

Damage: Huge trident 2d6+9/x3

Face: 10'/10'

Spec Qual: Delete Rock Catching

Skills: Listen +4, Mv Silent +3, Spot +4, Swim +18

Feats: Add Great Cleave, Wpn Focus (trident)


Flesh Strippers

Type: Diminutive Animal (Swarm)

HD: 10d8+13 (58)

Attack/Damage: Swarm (2d6 + poison)

Special Qualities: Swarm Subtype

Face/Reach: 10'/0'

Saves: Fort +8, Ref +8, Will +3

Skills: Mv Silent +17, Spot +2, Listen +2

Feats: Skill Focus (Mv Silent), Alertness, Toughness

Organization: Swarms (2-5)

CR: 5

Advancement: None

Combat: Under Poison, Change the save DC to 16; Saves DC is Con Based.


Forest Walker

Type: Huge Giant (Shapechanger)

Attack: ; Huge Greatclub +15/+10 melee

Face/Reach: 15'/15'

Spec Qual: DR 10/Cold Iron, Wild Empathy; Druidic Skills

Skills: Intimidate +15, Listen +19, Mv Silent +16, Spot +19, Survival +15

Feats: Add Gt Cleave & Wpn Focus (Greatclub)

Combat: Add Wild Empathy (Ex): As per Druid of Forest Walker's HD; Druidic Skills: Forest Walkers are attuned to nature & gain 4 skill points/HD, rather than 2.


Gallows Eye

Speed: Climb 40',

Skills: Concentration +11, Hide +10, Knw (Arcana)+9, Listen +12, Mv Silent +10, Spellcraft +10, Spot +20*


Gallows Vine

Face/Reach: 10'/10'


Gauntling

Face/Reach: 10'/10'

Skills: Intimidate +3, Listen +5, Mv Silent +5, Spot +5


Gaurak Troll

Attacks: rock +6 ranged

Space/Reach: 10'/10'

Special Attacks: Delete Armor Damage

Saves: Reflex +5

Skills: Listen +6, Spot +7

Feats: Add Imp Sunder, Cleave, Gt Cleave, Lt Reflexes


Golem, Crystal

HD: 12d10+30 (96 hp)

Face/Reach: 10'/10'

Spec Qual: DR 10/Adamantine

Advance: 13-21 HD


Golem, Quicksilver

HD: 10d10+20 (75 hp)

AC: 27 (+4 Dex, +1 Haste, +12 nat)

Spec Qual: DR 15/Adamantine

Saves: Fort +3, Ref +8, Will +5

Feats: Improved Initiative becomes a Bonus Feat

Combat: Speed (Su): Creature is under permanent Haste Spell; refer to the changes of that spell in the 3.5 PHB.


Golem, Serpent

HD: 10d10+20 (75 hp)

Spec Qual: DR 10/Adamantine


Golem, Sword

Type: Delete Golem Subtype (doesn't exist)

HD: 10d10+30 (85hp)

Space/Reach: 10'/10'

Spec Qual: DR 10/Adamantine

Advance: 11-15HD


Golem, Tar

HD: 4d10+30 (52 hp)

Space/Rch: 10'/10'

Sp Qual: DR 15/Adamantine


Golem, Venom

HD: 2d10+20 (31hp)

Attacks: , 2 claws -3 melee

Sp Qual: 5/Adamantine


Grotesque

Skills: Swim +8

Feats: Toughness becomes a Bonus Feat

Combat: Taint Power (Su): Make the Following Changes on the 1d10 roll: All DR becomes: /Magic. Feats: Delete Cleave from list of Available Feats.


Grotesque Herder

Type: Add Native Subtype

HD: 6d8+30 (57 hp)

Initiative: +3 (+3 Dex)

Speed: 30' (see below)

Attack: Bite +8 melee, 2 claws +6 melee

Damage: Delete initial Bite 1d8+3 reference

Sp Qual: DR 10/Good, Quadruped Speed

Saves: Fort +10

Skills: Knw (nature) +13, Hide +12, Use Rope +12, Knw (geography) +11, Balance +12, Listen +10, Mv Silent +12, Spellcraft +11, Spot +10, Survival +10

Feats: Endurance, Multiattack, Track

Combat: Quadruped Speed (Ex): When not possessing any object in its front hands, the Herder may take a Mv Equivalent Action & drop to all fours. In this form, he gains +20' speed.


Grotesque Parasite

Type: Add Native Subtype

Sp Qual: DR 5/Good

Skills: Knw (Geography, Arcana) +9, Esc Art +5, Disguise +7, Hide +13, Listen +7, Spellcraft +11, Spot +7, M Silent +5, Heal +7, Survival +7, , Search +9

Feats: Iron Will


Guardian of the Damned

Type: Add Native Subtype

Space/Reach: 10'/10'

Sp Qual: DR 10/Chaotic & Adamantine, SR 20

Skills: Bluff +22, Concentration +22, Diplo9macy +24, Intimidate +24, Survival +27, Knw (religion) +21, Listen +27, Sense Motive +27, Spellcraft +23, Spot +27, Search +21, Heal +27, Knw (arcana) +21


Hagling

Speed: fly 30' (good; Storm & Moon Haglings only)

Saves: Fort +3

Skills: Hide +7, M Silent +4, Survival +4

Feats: Gt Fortitude

Moon & Storm Hagling- Change Flight Speed to 30'


Hope

Type: Add Extraplanar subtype

Attacks: +1 C. L. Bow +12/+7 (+13/8 in 30') ranged

Sp Qual: DR 10/Good

Skills: Concentration +11, Diplomacy +20, Knw/Crft (any 3) +13, Listen +13, Perform +15, Search +13, S Motive +13, Survival +13, Spot +13, Gather Info +15

Feats: Add Rapid Shot & Far Shot


Howling Abomination

Type: Add Extraplanar

Attacks: 1d4 Bites +17 melee

Space/Reach: 15'/15'

Skills: Jump +33, Listen +13, Search +12, Spot +13, Hide +6, M Silent +14, Concentration +16

Feats: Remove Imp Crit (claw), Add Wpn Focus (bite)


Hrinruuk's Hound

Space: 10'/5'

Sp Qual: SR 20

Skills: Listen +8, Spot +8, Survival +3


Ioun Beholder

Space: 1'/0'

Sp Qual: DR 10/Adamantine

Skills: Search +14, Spot +14, U.Magic Device +10, Knw (Arcana) +9

Feats: Add Wpn Focus (Ray)


Iron Dragon

Sp Qual: DR 10/Adamantine


Kadum's Leviathan

Init: +1 (-3 Dex, +4 Imp Initiative)

Att: tail +24 melee

Space: 50'/20'

Saves: Fort +15, Ref +12, Will +23

Skills: Survival +12, Swim +32, Listen +12, Spot +12

Feats: Power Attack, Multiattack, Cleave, Gt Cleave, Imp Bull Rush, Snatch, Imp Overrun, Awesome Blow, Lt Reflexes, Gt Fortitude, Blind-Fight, Imp initiative, Imp Sunder, Skill Focus (swim)

CR: 17


Keel Crusher

Type: Magical Beast (Aquatic)

Initiative: +2 (-2 Dex, +4 Imp Int)

Att: Bite +25 melee

Dam: Bite 2d8+18, 19-20/x2

Space: 20'/15'

Skills: Survival +6, Swim +21, Listen +6, Spot +6

Feats: Pow Attack, Imp Sunder, Imp Crit, Wpn Focus (bite), Imp Initiative, Blind-Fight


Leeching Willow

Initiative: +4 (+4 Imp Init)

Att: Branch +12 melee

Space: 15'/15'

Sp Qual: Replace 'Half Damage from Piercing' with DR 10/Slashing or Bludgeoning

Saves: Will +5

Skills: Spot +8, Listen +9

Feats: Alertness, Wpn Focus (branch). Iron Will


Legion of One

Space: 15'/15'

Skills: Climb +28, Listen +16, Mv Silent +16, Spot +16


Lightning Hawk

Att: 2 talons +4 melee

Saves: Will +0

Skills: Spot +4

Feats: Add Wpn Finesse as a bonus feat.


Lurker Below

Skills: Hide +5, Spot +3, Swim +8


Mirror Fiend

Type: Add Extraplanar, Shapechanger

Sp Qual: DR 10/Magic

Skills: Bluff +14, Concentration +16, Disguise +14, Hide +15, Jump +17, Knw (arcana) +15, Listen +15, Mv Silent +15, Search +15, Spot +15

Feats: Add Spring Attack


Mist Reaper

Type: Add Incorporeal

HD: 6d12+3 (42 hp); delete manifest reference

AC: 10 (-1 Dex, +1 Deflection);

Attacks: Add (When Manifested) to end

SQ: DR 10/Magic

Saves: Fort +2, Ref +3, Will +8

Abilities: Delete (18) after Con -

Skills: Intimidate +7, Spot +12, Survival +12, Listen +12

Feats: Add Lt Reflexes


Moon Giant

Type: Add Extraplanar

Att: ;boulder +18/+13/+8/+3 ranged

Space: 15'/15'

Skills: Spot +25, Listen +25, Concentration +27, Perform (poetry, ballad, eulogy, lamentation) +24, Knw (moon, planes) +24, Spellcraft +24, Jump +37

Feats: Add Cleave, Gt Cleave, & Imp Overrun


Naga, Crown

Attack: 2 bites +9 melee

Space: 10'/10'

Skills: Concentration +6, Hide +6, Listen +8, M Silent +4, Sense Motive +12, Spot +8

Feats: Remove Spring Attack; Make Alertness a Bonus Feat

Combat: Poison DC should be 18 (10 + Con Mod +1/2 HD); Tense Body should provide DR 15/magic.


Naga, Crown, Newborn

Saves: Reflex +4

Skills: Hide +14, Listen +0, M Silent +6, Spot +0

Feats: Alertness (bonus), Improved Initiative


Naga, Crown, Young

Skills: Concentration +9, Hide +10, Listen +5, M Silent +10, Spot +6

Feats: Alertness (bonus), Dodge, Imp Initiative

Combat: Tense Body: DR 10/magic


Naga, Hollow

Int: +2 Dex

Space: 10'/10'

Skills: Concentration +13, Hide +13, Listen +8, Spellcraft +8, Spot +14

Feats: Remove Imp Initiative


Night-Touched Controller

Type: Add Extraplanar

Skills: Knw (planes, religion) +16, Spellcraft +16, Search +16, Hide +13, Concentration +15, Listen +18, M Silent +13, Spot +18

Feats: Alertness, Combat Casting, Leadership

Combat: Replace Scry Skills References with Will Save DC 10 +HD of Target & Ressit Control Attempt with Will save DC 18 (10 +1/2 HD + Cha Mod).


Night-Touched Hound

Type Add Extraplanar

Skills: Hide +6, Listen +5, M Silent +7, Spot +7, Survival +8

Feats: Imp Initiative, Track


Pestilite

Attack: 4 Claws +6 melee, Sting +1 melee, Bite +1 melee

Damage: claw 1d3 -1, sting 1d6-1, bite 1d4-1

SQ: Wild Empathy (vermin)

Skills: Craft (alchemy) +7, Climb +6, Hide +14, M Silent +12

Feats: Flyby Attack, Wpn Finesse

ECL: +3 (Druid)

Combat: Wild Empathy (Ex): As per Druid (level = Pests HD) ability, but only affects Vermin (+5 to roll).


Pilfer Sprite

Speed: Fly 40' (Good)

SQ: SR 15, DR 5/Cold Iron

Skills: Hide +17, Knw (Arcana) +5, M Silent +9, Search +5, Spellcraft +5, Spot +4, Survival +4


Piscean, Black

Space: 10'/10'

Skills: Bluff +11, Concentration +10, Diplomacy +11, Intimidate +11, Listen +10, M Silent +7, Search +9, S Motive +9, Spellcraft +9, Spot +9

Feats: Combat Casting, Craft Rod, Empower Spell, Combat Expertise


Piscean, Green

Space: 10'/10'

Skills: Intimidate +8, Listen +9, Spot +9


Piscean, Red

Attacks: ; or harpoon +19(24)/+14(19)/+9(14) melee; or harpoon +8/+3/-2 ranged

Space: 15'/15'

Saves: Will +6

Skills: Intimidate +6, Listen +5, Spot +5

Feats: Add Quick Draw, Iron Will


Preychaser

Skills: Hide +2, Jump +10, Listen +2, MS +2, Spot +2,

Feats: Endurance, Run, Spring Attack (bonus)


Quicksilver Stalker

Initiative: +5 Dex

SQ: DR 5/magic

Skills: Climb +8, Jump +12, Listen +6, Spot +6

Feats: Combat Reflexes (Bonus), Dodge (Bonus), Mobility, Spring Attack, Wpn Finesse, Wpn Focus (Claw) (Bonus)


Ratman, Daywalker

Skills: Climb +10, Hide +6, Jump +10, MS +5, Spot +3, Survival +3

Feats: Remove Spirited Charge

ECL: +2 (Ranger)


Ratman, Stalker

Skills: Bluff +6, Climb +8, Handle Animal +12, Hide +8, Jump +5, MS +8, Spot +5, Survival +5

Feats: Track (Bonus), Exotic Wpn Prof (Hand Crossbow)

ECL: +2 (Ranger)

Combat: Skills: +6 Racial Bonus to Handle Animal; Receives 6 Skill Points per racial HD, rather than 2.


Ratman, White Wraith

Skills: Balance +3, Climb +11, Intimidate +0, Jump +3, Spot +1

Feats: Run

ECL: +2 (Sorcerer)


Razorfin Dolphin

Type: Add Aquatic

SQ: Delete Skills Reference

Skills: Listen +5, Spot +6

Feats: Multiattack, Alertness


Sagon

Attack: ; bite -1 melee

Skills: Listen +1, Spot +1, Hide +4, MS +4

ECL: +2 (Rogue)


Sand Mummy

Attack: Grasp +5 melee

SQ: DR 5/magic

Skills: Spot +6, Survival +7, MS +5, Hide +6

Feats: Add Wpn Focus (unarmed strike)


Sand Wyvern

Speed: 10'

Space: 10'/10'

Skills: Listen +0, Spot +7


Scar Twin

Damage: ; or claw 1d6+2

Skills: Hide +13, Listen +10, MS +13, Search +12, Spot +10

Feats: Remove Ambidexterity, Make Dodge a bonus feat



Seeker's Bane

Saves: Ref +3, Will +3

Skills: Concentration +6, Bluff +8, Intimidate +8, Listen +6, Search +8, Spot +6

Feats: Persuasive, Lt Reflex


Shackledeath

Type: Add Extraplanar

Attack: 2 Claws +10 melee, 4 shackles +8 melee

Space: 10'/10'

SQ: DR 10/good

Skills: Concentration +11, Esc Art +12, Knw (arcana, law) +12, Listen +12, MS +12, Search +12, S Motive +12, Spot +12, Survival +12, Hide +8

Feats: Add Multiattack


Shadow Lord

Skills: Disguise +11, Hide +10, Knw (religion) +9, Listen +9, Spot +9



Shadowcat

Attacks: Bite +4 melee, 2 claws +2 melee

Skills: Balance +7*, Climb +5*, Listen +5*, M Silent +7*, Spot +2, Survival +5*

Feats: Add Multiattack


Shadowraven

Type: Diminutive Outsider (extraplanar)

Space: 1' by 1'/0'

Skills: Appraise: +4, G Info +5, Hide +21, Listen +5, M Silent +9, Spot +5, S Motive +5, Search +4

Feats: Flyby Attack, Weapon Finesse (Bonus)


Shard Spider

Initiative: +5 (+1 Dex, +4 Imp Init)

Attack: Bite +9 melee, 2 claws +7 melee

SQ: DR 5/Adamantine

Saves: Will +3

Skills: Spot +4, Hide +0/+10*, Jump +15/+25*


Shockbat

Type: Large Magical Beast

Attack: Bite +9 melee; electrical attack +9 touch; sonic attack +9 ranged touch

Space: 10'/5'

Saves: Will -1

Skills: Listen +5*, M Silent +9, Spot +5*

Feats: Add Weapon Finesse


Siege Undead, Boneman

Initiative: +3 (-1 Dex, +4 Imp Init)

AC: 16 (-1 Dex, +1 Nat, +2 Hvy Wood Shield, +4 Scale Mail)

Attack: Sword +1 Melee

Skills: Listen +2, Spot +3


Siege Undead, Meatman

AC: 16 (+2 Nat, +4 Scale Mail)

Saves: Fort +1, Will +1


Siege Undead, Sandman

(no change)


Skein

Attack: Razor Webs +13 ranged touch; or 2 claws +11 melee

Saves: Fort +5, Will +7

Skills: Balance +10, Climb +16, Hide +16, Jump +4, Listen +9, M Silent +11, Spot +9


Skeletal Host

HD: 7d10+20 (58 hp)/+15 (skin) (73 hp)

AC: 21 (+11 natural) (+Skin's Natural AC)

Att: 2 Internal Weapons +9 melee, and chest +7 melee

Dam: IW 1d8+4, Chest 1d8+2

SQ: DR 10/adamantine*, fast healing 1 (skin only)*

Skills: Disable Device +6, Disguise +11*, Listen +5, Open Lock +5, Spot +5,

Feats: Cleave, Power Attack, Multiattack

Combat

Absorb Metal: Change the last sentence to read "If the save is successful, the wielder is disarmed."

Skinsteal (Su): Change the last sentence to read "Once the Skeletal Host's skin is destroyed, it no longer benefits from it's Damage Reduction.

Fast Healing 1* (Ex): Add * to match * Fast Healing Note in Stat Block.

Skills: (Not figured in above).


Skin Weaver

Type: Add Extraplanar subtype

Skills: Craft (leatherworking) +5, Hide +5, Listen +4, Spot +4, MS +5, Intimidate +6, Survival +4, Jump +6

CR: 1 or 1+ (see 'combat')

Alignment: Always CE

ECL: +3 (Fighter)


Skiver

Type: Add Extraplanar subtype

Att: Tail +8 melee, 2 whips +6 melee; or slam +8 melee

Dam: Tail 1d8+5, Whip 1d6+3; or slam 1d10+7

Face/Reach: 10'/5' (10' with whip)

SQ: DR 5/Good

Skills: Hide +3, Listen +6, Spot +6, MS +7

Combat

Mesmerize (Su): The DC is Wisdom Based.


Skull King

Skills: Bluff +8, Con +13, Diplomacy +8, Intimidate +13, Know (nobility) +13, Listen +14, Search +17, Sense Motive +13, Spot +17

Feats: Make Alertness a bonus feat, remove Leadership.


Skullworm

Skills: Hide +14, Spot +2

Combat
Change last sentence to read "A Spot check, vs the Skullworm's Hide check is required to notice…"

Mind Control (Su): The Fortitude save is DC 10 and is Con based. The Sense Motive Check others may make is opposed by a Skullworm's Bluff Check, the Skullworm has a total of a +10 for this skill check (only).


Slarecian Gatekeeper

Type: Add Native Subtype

Init: +1 (-3 Dex, +4 Imp Init)

Dam: Club 4d10+12

Space: 15'/15'

Saves: Ref +11

Skills: Con +28, Listen +30, Use Mag Dev +28, Knw (arcana) +25, Sense Motive +30, Know (geography) +25, Knw (the planes ) +25, Spot +30, Spellcraft +27

Feats: Skill Focus (Knw planes & geography), Abil Focus (Elec. Field), Imp Init, Lt Reflex, Power Attack, Cleave

Combat

Forcewall (Su): change 'similar' to 'as'

Electrical Field (Su): Save DC is 29 and it is Wis based.

Immunities (Su): Add ', unless affects objects as well.'


Slarecian Shadowspawn

Type: Add Native subtype

Att: 2 Incorporeal Claws +6 melee

Dam: Incorporeal Claw 2d4

Skills: Knw (architecture) +10, Intimidate +9, UMD +9, Knw (dungeonering) +10, Knw (history) +10, Search +10, Appraise +10, Hide +9, Knw (art) + 10, Listen +9, Spot +9, Craft (shadows) +10

Combat

Pass Through (Su): Save DC is 14 & is Cha based.

Death Shriek (Su): Save DC's should be: 10' DC 12; 30' DC 10; 100' DC 8. The DC is Con Based

Shadowbind (Su): DC is Cha Based

Incorporeal: Refer to 3.5 Incorporeal subtype; (delete '+1 or better').


Slarecian Worm

Type: Add Native subtype

Att: Bite +10 melee (when corporeal); Spines +10 melee (when corporeal); or feeding ray +10 ranged touch

Dam: Bite 1d4-4; Spines 1d6-4

Space: 2'/0'

Skills: Bluff +11, Knw (planes, religion) +8, Hide +19, Listen +15, Spot +15

Feats: Add Weapon Finesse

Combat
All Special Attacks are Cha based.

Voice (Ex): Delete this ability.


Slime Reaver

Type: Add Amphibian subtype

Skills: Hide +13, Jump +11, Listen +6, Spot +6

Feats: Make Spring Attack a Bonus Feat, add Alertness

ECL: +2

Combat:

Leap (Ex): Delete the rest of the description starting with "Reavers are considered to…"


Soul Guardian

Type: Add Extraplanar subtype

Att: By weapon +11/+6 melee (longsword)

Dam: By weapon +3 (longsword 1d8+3/19-20)

Skills: Survival +13, Search +13, Diplomacy +16, Listen +13, Sense Motive +13, Spot +13, Knw (religion) +13, Heal +13, Knw (planes )+13, Concen +13


Spectral Plant (no change)


Spined Lizard

Type: Change to Animal

HD: 4d8+12 (30 hp)

Skills: Mv Silent +5, Spot +3

Feats: Endurance, Diehard

Combat

Defensive Spines (Ex): DC is Dex Based

Tail Lash (Ex): DC Str Based


Stench Toad

Type: Large Outsider (Evil, Extraplanar)

Speed: , Swim 20'

Att: 3 Bites +8 melee; or 3 tongues +4 ranged touch

Dam: Bite 1d8+5, tonuge (see below); or 1d10 digestion

Space: 10'/5' (30' with tongues)

Combat

Tongues (Ex): Replace existing text with Improved Grab special ability, 30' range, and +13 on opposed grapple check. For purpose of the Sunder ability the tongue has Hardness 0 & 10 hp.

Stench Breath (Ex): DC is Con based

Stench (Ex): DC is Con based


Stone Zombie

HD: 2d10+23 (34 hp)

SQ: DR 8/-, Single Actions only,

Feats: Toughness is a Bonus Feat

Combat

Single Actions Only (Ex): The Stone Zombie may not take any Full Round Actions. He may only take a Single Standard, Move, or Move Equivalent each round.

Hardness (Ex): Zombie has DR 8/-


Stormchild

Type: Add Native Subtype

Speed: , fly 20' (perfect) (at 5+HD)

SQ: Blindsight 60'

Skills: Climb +3, Hide +7, Listen +5, MS +3, Sense Motive +5, Spot +5, Tumble +3, Concen +5

Feats: Delete Alertness; Make Whirlwind Attack a Bonus Feat

ECL: +3


Sundered Mage

Saves: Will +6/+4*

Skills: Concen +16, Knw (arcana) +13, Spellcraft +15, Spot +11


Sundered Woman

Saves: Will +5

Skills: Climb +10, Hide +14, Esc Art +14, Listen +7, Mv Silent +14, Spot +7, Survival +7, Balance +14

Feats: Add Iron Will; Weapon Finesse no longer needs apply to a specific weapon.

Monster Empahty (Ex): Replace all instances of "Animal Empathy Skill" with Wild Empathy Ability. Sundered Women have a +8 to the roll.


Surged Giant

Type: Huge Giant

Space: 15'/15'

SQ: DR 5/Piercing or Slashing

Skills: Jump +17, Listen +2, Spot +3

Feats: Add Imp Bull Rush


Sutak

Skills: Listen +2, Mv Silent +3, Spot +2, Survival +2

ECL: +1


Swamp Fisher

Space: 10'/10'

SA: Entangling Tendrils (+12 Grapple check), Improved Grab

Skills: Hide +19

Feats: Imp Init, Skill Focus (hide)

Entangling Tendrils (Ex): The Swamp Fisher deploys its tendrils in a floating net with a diameter equal to 5' plus 5' per HD. If a victim enters this space make opposed grapple checks (+12 modifier) and pulls the victim underwater. (See DMG Drowning Rules). The tendrils have 0 hardness and 10 hp for sunder attempts.

Skills: +8 Racial bonus to Hide checks in Marshy terrain (Included Above)


Swap Tyrant, Mite

Type: Add Swarm subtype

HD: 5d8 (22 hp)

Att: Swarm (1d6)

Space: 10'/0'

SA: Swarm Traits

SQ: Swarm Traits

Saves: Fort +1, Ref +1, Will +4

Abilities: Int 0

Organization: Swarm (1d10)

CR 2

Combat

Refer to Swarm traits in the MM.


Swamp Tyrant, Swampling

Type: Large Aberration

Att: Bite +7 melee (2d4+4)

Space: 10'/5'

Skills: Listen +6, Spot +7

Feats: Add Weapon Focus (bite), Power Attack

Advancement: 7-9 HD (large), 10-11 HD (huge)


Swamp Tyrant, Swamp Tyrant

Type: Gargantuan Aberration

Grapple: +28

Att: Bite +13 melee (2d8+7), 4 tentacles +10 melee (2d4+3)

Skills: Hide +7, Listen +7, Spot +7

Feats: Add Weapon Focus (bite)

Skills: Tyrants have a +16 Racial Bonus to Hide Checks in Marsh Terrain (included above).
 
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The entry as printed reads "Large (Long) Aberration", which doesn't apply in 3.5 and I don't think was a correct distinction in 3.0 either.
 


Vraille Darkfang said:
*Athentia is the only monster (so far) to not be 100% 3.5. She's got a ridiculous amount of skill points & if you do the math, you see I short changed her. Sort of. She's got all Knowledge Skills at +28 orginally, and as that is really an infinite amount of skills (and thus infinte skill points), I thought I'll just allow her to treat all Know skills as a single skill & not worry about the missing Skill Points.

There's only 10 Knowledge skills (11 with Knowledge: Psionics).
 

As it happens, I did something similar, myself. Way way back when 3.5 (or at least the update booklet) came out. I based mine on the update booklet, and I'm sure there are tons of embarrasing errors in it. I'm really certain that I'm missing the Jump modifier for speed, for example. I'm not sure how complete it is at this point - I know the vermin hosts are missing some detail on the split ability.

Do you want me to send my file to you?


Here's how I did the conversions of the A creatures myself:
Abyssal Lamprey: Magical Beast (extraplanar); 5 ft./5 ft.; 5/iron; Concentration +5, Hide +10, Knowledge (local) +8, Listen +9, Spot +9; Alertness, Toughness; HD become 3d10+3 (19 hp), saves become Fort +3, Ref +4, Will +3; In the spell-likes abilities, change endurance to bear’s endurance and change enlarge to animal growth.
Acid Shambler: Undead; 5 ft./5 ft.; Spot +2; Toughness; HD become 2d12+3 (15 hp).
Arcane Devourer: Outsider; 5 ft./5 ft.; 5/good and magic; Concentration +19, Hide +9, Knowledge (arcana) +18, Knowledge (any one) +10, Listen +9, Move Silently +9, Spellcraft +20, Spot +9, Use Magic Device +12 (+14 scrolls); Multiattack, Power Attack, Skill Focus (Use Magic Device).
Arcane Symbiote: Aberration; 1 ft./0 ft.; Heal +7, Hide +16, Listen +7, Spellcraft +9; Any two metamagic feats.
Arch Lurker: Aberration; 10 ft./5 ft.; Balance +3, Hide +14, Jump +8, Listen +7, Move Silently +16, Spot +7; Combat Reflexes, Improved Grapple, Improved Initiative, Power Attack.
Assassin’s Bane: Magical Beast; 5 ft./5 ft.; Move Silently +4, Spot +3; Improved Initiative.
Athentia, the Great Sphinx: Magical Beast; 20 ft./15 ft.; Appraise +33, Balance +20, Bluff +33, Climb +30, Concentration +26, Craft (Alchemy) +34, Decipher Script +34, Diplomacy +37, Gather Information +33, Hide +7, Intimidate +35, Jump +43, Knowledge (arcana) +28, Knowledge (geography) +27, Knowledge (history) +28, Knowledge (nature) +29, Knowledge (the planes) +27, Knowledge (religion) +27, Listen +38, Move Silently +20, Perform +33, Search +34, Sense Motive +36, Spellcraft +36, Spot +38, Swim +30, Survival +36 (+38 to avoid getting lost, in aboveground natural settings, on other planes and tracking); Alertness, Combat Casting, Craft Wondrous Item, Empower Spell, Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack; CR becomes 22.
 

Nightfall said:
Uhm my only grip, Arch Lurker should have stayed an Abberation.

Other than that not bad.


It is still an Aberration; just delete the (long) bit. Should read:

Arch Lurker
Large Aberration

Just no Long quantifier; I did give it reach 10' though (rather than 5', such as a centaur would have). That's also one of the reason's for upping the CR, though 7 might be too high, 6 might be better. I'll try to playtest it a bit this week & see what happens.
 

Gez said:
There's only 10 Knowledge skills (11 with Knowledge: Psionics).

Not quite.

There's Knowledge (Local), which is in itself an indefinte number of skills. For example in the Scarred Lands, you gave Knowledge (Blood Sea), Knowledge (Termana), Knowledge (Hornsaw Forest), etc. Also, as various game companies (including WoTC), they add more Knowledge skills from time to time.

Thus, the number of Knowledge skills available varies from one game to another. For my purposes, I just rolled all the knowledges into 1 as a special ability with this creature.
 

Well You could just ignore (local) since I doubt Athenia has that much current local knowledge.

That's fine you deleted the "long" part. Didn't see the need either.

Otu,

Nice work.
 


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