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Old 29th August 2007, 11:15 PM   #151 (permalink)
has status as a spell-like ability (CL 10th)

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Radiance Mephit

Converting Planescape monsters

Radiance Mephit
Small Outsider (Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-1
Attack: Claw +5 melee (1d3)
Full Attack: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Weapon Finesse
Environment: Elemental Plane of Fire and Positive Energy Plane
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature has a reflective, silvery skin and thin prismatic wings. Its face bears large black eyes and a wide mouth.

Radiance mephits come from the Elemental Plane of Fire and the Positive Energy Plane. They are constantly distracted and forgetful, and are prone to non sequitors.

A radiance mephit is about 4 feet tall and weighs about 1 pound.

Radiance mephits speak Common and Ignan.

COMBAT

Radiance mephits fight by biting and clawing or by using their color spray ability. If not directly attacked, they often lose interest in combat and wander off after some distraction.

Spell-Like Abilities: 1/hour—color spray (DC 13) as the spell cast by a 3rd-level sorcerer. Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A radiance mephit heals only if in contact with areas of strong light (greater than shadowy illumination).

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 7th September 2007 at 07:13 PM..
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Old 5th September 2007, 07:47 PM   #152 (permalink)
has status as a spell-like ability (CL 10th)

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Ghoul Frog

Special Conversion Thread: Frogs n' Toads

Ghoul Frog
Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Tongue +2 ranged (1d4) or bite +0 melee (1d3)
Full Attack: Tongue +2 ranged (1d4) or bite +0 melee (1d3)
Space/Reach: 5 ft./5 ft. (15 ft. with tongue)
Special Attacks: Flash, poison
Special Qualities: Low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 10, Con 16, Dex 15, Int 1, Wis 12, Cha 7
Skills: Hide +8, Move Silently +4
Feats: Ability Focus (blinding flash)
Environment: "any fresh water"
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)?
Level Adjustment: -

The skin of this dog-sized frog is translucent, and its skeleton, musculature, and organs are clearly visible. Its eye sockets appear hollow, and its skin glows with a faint luminescence.

Despite their appearance, ghoul frogs are living amphbians. They got their moniker from their zombielike appearance, and are also occasionally called "skull frogs" or "zombie frogs".

The eerie glow of a ghoul frog is simply bioluminesce designed to attract night-flying insects, the frog's favored prey.

Ghoul frogs are nocturnal, burying themselves in the mud at the bottom of ponds or lakes during daylight hours. This is also where ghoul frogs hide their eggs. Upon hatching, the tadpoles share their parents' transparency, but not their bioluminscence.

Because of their appearance, ghoul frogs are sometimes mistaken for will-o'-wisps. Some spellcasters use powdered ghoul frog skin as a material component in light spells, but whether it provides any measurable benefit is unclear.

A ghoul frog is 2-3 feet long and weighs 5 pounds.

COMBAT

Ghoul frogs prey almost entirely on insects. If threatened, they emit their blinding flashes and attempt to escape. Their bitter flesh nauseates most natural predators.

Flash (Ex): Once every 1d10 rounds, a ghoul frog can emit a blinding flash of light. Any creature within 30 feet must make a DC 15 Fortitude save or be blinded for 1d4 rounds. Ghoul frogs are immune to the flash of other ghoul frogs. The save DC is Constitution-based.

Poison (Ex): Ingested, Fortitude DC 13, initial damage nauseated for 1d10 minutes, secondary damage nauseated for 1d4 hours. The save DC is Constitution-based.

Skills: A ghoul frog has a +8 racial bonus on Hide and Jump checks. It also 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.

Originally found in Dragon #247 (1998).
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 16th October 2007 at 08:26 PM..
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Old 7th September 2007, 05:09 PM   #153 (permalink)
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Desert Cyclops

Converting Monsters from D&D Official Video Games

Cyclops, Desert
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Falchion +7 melee (2d6+6/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)
Full Attack: Falchion +7 melee (2d6+6/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, truth-telling gaze
Special Qualities: Low-light vision, rock catching
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 19, Dex 11, Con 17, Int 8, Wis 10, Cha 8
Skills: Climb +7, Jump +7, Spot +3
Feats: Ability Focus (truth-telling gaze), Cleave, Power Attack
Environment: Any desert
Organization: Solitary, hunting party/clan (2-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

This giant is roughly human in appearance and about the size of an ogre, though a bit thinner. Its most distinctive characteristic is its single bright blue eye, which seems to pierce straight into your soul.

The desert cyclops is a large, roughly human shaped giant with sandy-colored, sometimes rough, skin and a single large eye. While the dress and overall appearance of desert cyclops can vary a great deal, their eyes are almost always a light blue and quite striking.

Many humans hate and fear the desert cyclops because the cyclops's eye can be quite unnerving, as it seems to stare, unblinking, into an unguarded soul. As a result, few desert cyclops live among humans; they tend to keep to themselves in the desert.

One oddity is that desert cyclops like to flavor their food with sand, though it is unknown whether sand is a dietary requirement.

A desert cyclops is 8 to 10 feet tall and weighs over 500 pounds.

COMBAT

A desert cyclops prefers to enter melee as quickly as possible once it is committed to fighting. Usually it will attack with its fist or else with a large two-handed weapon.

Rock Throwing (Ex): Rocks thrown by a cyclops have a range increment of 120 feet (240 feet with the Far Shot feat).

Truth-Telling Gaze (Su): A desert cyclops's gaze is the equivalent of a discern lies spell (Will DC 16 negates) with a range of 30 feet. The save DC is Charisma-based and includes a +2 racial bonus.

Originally found in Al-Qadim: The Genie's Curse, p. 51. (1994).
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Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 25th September 2007 at 09:44 PM..
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Old 25th September 2007, 09:40 PM   #154 (permalink)
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Lightning Mephit

http://www.enworld.org/showthread.ph...88#post3792688

Mephit, Lightning
Small Outsider (Air, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 90 ft (average)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: Lightning bolt, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, electrical healing, light aura
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 16, Con 11, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air and Positive Energy Plane
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature looks like a miniature human with jagged bolts of black electricity forming its limbs and torso. Bulbous white hands and feet seem to large for its body, and its earless head sheds light. The smell of ozone follows the creature.

Lightning mephits are swift, energetic, and inquisitive beings. Their speech mimics their movement--very fast and erratic.

A lightning mephit is about 4 feet tall and weighs about 1 pound.

Lightning mephits speak Common and Auran.

COMBAT

Lightning mephits would rather befriend a stranger that battle them. If drawn into combat, a lightning mephit uses its lightning bolts as often as possible.

Electrical Healing (Su): Whenever a lightning mephit would take damage from electricity (if it were not immune to electricity damage), it instead heals that amout of damage. It can be healed by electrical effects from other lightning mephits; however, it cannot gain hit points beyond its usual maximum.

Light Aura (Su): a lightning mephit constantly sheds light as a torch. This light is extinguished when the mephit dies. The lightning mephit cannot suppress this ability, nor can it be dispelled. However, any darkness that can counter the 0th level spell Light also suppresses this aura, as long as the mephit remains in the area of darkness.

Lightning Bolt (Su): 3 times a day, a lightning mephit can throw a small bolt of lightning that deals 3d6 electricity damage with a successful ranged touch attack. After its initial three bolts have been exhausted, the mephit can cast hurl additional bolts by taking 2 hp of damage each time.

Summon Mephit (Sp): Once per day, a lightning mephit can attempt to summon another lightning mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A lightning mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 1st October 2007 at 07:48 PM..
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Old 2nd October 2007, 04:12 PM   #155 (permalink)
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Gem Hylem

Converting monsters from Imagine Magazine

Gem Hylem
Diminutive Construct
Hit Dice: 8d10 (44 hp)
Initiative: +5
Speed: Fly 50 ft. (10 squares)(perfect)
Armor Class: 22 (+4 size, +5 Dex, +3 natural), touch 19, flat-footed 17
Base Attack/Grapple: +6/-
Attack: Electricity ray +16 ranged touch (3d6 electricity)
Full Attack: Electricity ray +16 ranged touch (3d6 electricity)
Space/Reach: 1 ft./0 ft.
Special Attacks: Electricity ray, spell-like abilities
Special Qualities: Construct traits, damage reduction 10/magic and bludgeoning, darkvision 60 ft., immunity to electricity, low-light vision, spell resistance 18
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 1, Con -, Dex 20, Int 4, Wis 11, Cha 15
Skills: Concentration +11, Hide +17
Feats: Dodge, Mobility, Weapon Focus (ray)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: A single gemstone worth 5,000 gp
Alignment: Always neutral
Advancement: 9-12 HD (Diminuitive)
Level Adjustment: -

A flawless gemstone spins furiously in the air.

Hylems are constructs, similar to golems, but rather than being crafted to resemble living things, they simply retain their original forms. A gem hylem resembles a perfect example of a gem of their kind.

A gem hylem is 2-6 inches long and weighs less than a pound.

COMBAT

A gem hylem follows its creator's orders as faithfully as possible. Since they have a modicum of intelligence, gem hylems can use a degree of tactics. Left to its own devices, a gem hylem peppers foes with electricity rays, flying out of reach of opposition. It employs confusion or fear on opponents that seem resistant to electricity or that can harm it.

Electricity Ray (Su): Once per round as a standard action, a gem hylem make fire an electricity ray to a range of 60 feet with no range increment.

Spell-Like Abilities: At will--confusion (DC 16), fear (DC 16), light, mirage arcana (DC 17). Caster level 10th. The save DCs are Charisma-based.

CONSTRUCTION

A gem hylem is crafted from a single gem of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 15 Craft (gemcutting) check.

CL 14th; Craft Construct, cause fear, confusion, fabricate, light, mirage arcana, caster must be at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

VARIANT GEM HYLEMS

If you are using the gem dragons from Monster Manual II in your campaign, the following variant powers are available to gem hylems based on the same gemstones as these dragons. Replace the mirage arcana spell-like ability with the following spell-like ability based on type:

Amethyst: telekinesis (DC 17)
Crystal: charm monster (DC 16)
Emerald: greater invisibility
Sapphire: wall of stone (DC 17)
Topaz: control winds (DC 17)

Construction: Variant gem hylems replace mirage arcana with their granted spell-like ability as a prerequisie spell.

Originally found in Imagine Magazine #19 (1984).
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 19th October 2007 at 04:24 PM..
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Old 8th October 2007, 07:51 PM   #156 (permalink)
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Acid Blob

Converting Monsters from D&D Official Video Games

Acid Blob
Small Ooze
Hit Dice: 3d10+9 (25 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, -1 Dex, +3 natural), touch 9, flat-footed 16
Base Attack/Grapple: +/-1
Attack: Slam +4 melee (1d4+2)
Full Attack: Slam +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Blindsight 60 ft., ooze traits, split
Saves: Fort +4, Ref +0, Will -4
Abilities: Str 14, Dex 8, Con 16, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any underground
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

A 3-foot-diameter blob of green goo bounces along the ground.

These small blobs live in dark, subterranean places, and are composed of acidic goo. They are usually green, but darker varieties have been reported. Acid blobs are scavengers, and will consume anything except stone. However, they prefer organic matter, and will pursue living targets until death or lunch. Unlike many of its ilk, acid blobs do not move on the wall or ceiling; they just hop along the ground.

These small blobs are usually found in groups, since new acid blobs are created by separating from their host and then joining together. This is a purely instinctual occurrence since the blobs have no intelligence.

Acid blobs range from 2 to 3 feet in diameter.

COMBAT

Acid blobs attack instinctually, simply slamming whatever opponent is closest.

Acid (Ex): An acid blob's acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. A metal weapon that strikes an acid blob dissolves immediately unless it succeeds on a DC 14 Reflex save. The save is Constitution-based.

An acid blob's touch deals 14 points of damage per round to metal objects, but the blob must remain in contact with the object for 1 full round to deal this damage.

Split (Ex): Slashing and piercing weapons deal no damage to an acid blob. Instead the creature splits into two identical blobs, each with half of the original’s current hit points (round down). A blob with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Originally found in Al-Qadim: The Genie's Curse, p. 47. (1994).
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 10th October 2007 at 08:38 PM..
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Old 8th October 2007, 10:26 PM   #157 (permalink)
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Mineral Mephit

http://www.enworld.org/showthread.ph...51#post3818851

Mephit, Mineral
Small Outsider (Earth, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: -2
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 15 (+1 size, –2 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/slashing or bludgeoning, darkvision 60 ft., fast healing 1, gas immunity, passwall
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 18, Dex 7, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +4, Hide +8, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +4, Spot +6, Use Rope –2 (+0 with bindings)
Feats: Power Attack, Toughness
Environment: Elemental Plane of Earth and Positive Energy Plane
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This thickly-built winged creature glitters with flecks of mica. It is completely odorless.

Mineral mephits are avaricious, considering themselves the guardians of all treasures, even that belonging to other creatures. They are as suspicious as they are greedy, and are self-righteous in their dealings with other creatures.

A mineral mephit is about 5 feet tall and weighs about 120 pounds.

Mineral mephits speak Common and Terran.

COMBAT

Like most mephits, mineral mephits use their claws, implementing their breath weapon when it is available.

Breath Weapon (Su): Once every 1d4 rounds, 10-foot cone of glitterdust (as the spell, Caster Level 3rd, Reflex DC 13 half). The save DC is Constitution-based and includes a +1 racial bonus.

Fast Healing (Ex): A mineral mephit heals 1 hp per round while it is in contact with stone or gems. Gems used in this way are slowly consumed, permanently losing 10 gp of their base value per round until the mephit is at full health or the gem is destroyed.

Gas Immunity (Ex): A mineral mephit is immune to any gas or cloud effect that deals damage. Stinking Cloud, Cloudkill, and related effects have no effect on the mephit. Obscuring Mist, Fog Cloud, and similar effects that deal no damage but limit range of sight and spotting distance have a normal effect on mineral mephits.

Passwall (Su): A mineral mephit can move through stone walls with ease. The use of this ability is limited to walls 1 ft thick or less. A mineral mephit cannot end its round inside a wall.

Summon Mephit (Sp): Once per day, a mineral mephit can attempt to summon an earth mephit or another mineral mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A mineral mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 10th October 2007 at 08:15 PM..
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Old 9th October 2007, 10:47 PM   #158 (permalink)
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Manggus

Converting Maztica and Horde monsters

Manggus (Greater Spirit)
Large Fey (Cold, Shapechanger)
Hit Dice: 8d6+24 (52 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 21 (-1 size, -1 Dex, +11 natural, +2 deflection), touch 10, flat-footed 21
Base Attack/Grapple: +4/+13
Attack: Maul +8 melee (2d8+7/x3) or bite +8 melee (2d6+7)
Full Attack: Maul +8 melee (2d8+7/x3) and bite +3 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change shape, detect thoughts, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, immunity to cold, low-light vison, unearthly grace, vulnerability to fire
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 21, Dex 8, Con 16, Int 15, Wis 10, Cha 15
Skills: Bluff +15*, Diplomacy +17, Disguise +13* (+15 acting), Hide +2, Intimidate +17, Move Silently +3, Sense Motive +11, Listen +11, Spot +11
Feats: Improved Natural Attack (Bite), Great Fortitude, Persuasive
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large)
Level Adjustment: +6

This hideous humanoid stands as tall as an ogre. Wrinkled folds of loose skin hang from its body. Two long fangs curve upward towards its eyes, while another pair juts down past its chin. Its bloodshot eyes weep drops of blood.

A manggus is a malevolent fey shapeshifter that terrorizes human settlements and feeds upon the residents. It relies on deception and disguise to infiltrate these settlements, using its powers to take a leadership position. Once in power, it demands offerings and living sacrifices. If it cannot convince the humans to offer it tribute, a manggus instead stalks the fringe of the community, picking off travelers or assaulting outlying homes. A manggus will quickly move on to a new community if its ruse is exposed or if food becomes scarce.

When a manggus takes a mate, it mates for life. Other than this union, manggi typically avoid others of their kind, as greater numbers increase their chances of being revealed to their prey.

A manggus stands 8 to 10 feet tall and weighs 450 to 550 pounds.

COMBAT

In its natural form, a manggus typically wields a great maul and bites with its oversized fangs. However, a manggus prefers to fight in the shape of a more powerful creature. Regardless of its form, a manggus fights fiercely in the first few rounds of combat as long as it retains the upper hand, but if the fight turns against it, a manggus flees or surrenders if those options are available. Otherwise, it fights to the death.

Change Shape (Su): A manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s hit dice cannot exceed twice the manggus’ hit dice. The new form must be a creature that the manggus has personally seen. In a different form, the manggus loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. A manggus can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but a manggus reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. If the manggus takes fire damage from any source, it is immediately forced back into its natural form.

Detect Thoughts (Su): A manggus can continuously use detect thoughts as the spell (caster level 8th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-like abilities: At will--comprehend languages; 3/day--cause fear (DC 13), contagion (+8 melee touch, DC 16). Caster level 8th. The save DCs are Charisma-based.

Unearthly Grace (Su): A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Skills: *When using its change shape ability, a manggus gains a +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Originally found in The Horde Campaign Setting (1990).
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 15th October 2007 at 09:31 PM..
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Old 10th October 2007, 03:18 PM   #159 (permalink)
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Sollux

http://www.enworld.org/showpost.php?...postcount=1090

Sollux, 10th-level Fighter
Medium Outsider (Native)
Hit Dice: 10d10+20 (75 hp)
Initiative: +7
Speed: 20 ft. (4 squares) in full plate armor, base speed 30 ft.
Armor Class: 27 (+1 Dex, +4 natural, +9 armor, +3 shield), touch 11, flat-footed 26
Base Attack/Grapple: +10/+14
Attack: +1 fire outsider bane longsword +16 melee (1d8+7/17-20) or composite short bow +13 ranged (1d6/x3)
Full Attack: +1 fire outsider bane longsword +16/+11 melee (1d8+7/17-20) or composite short bow +13/+8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., forged, immunity to illusions, see invisibility
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 19, Dex 17, Con 14, Int 14, Wis 15, Cha 15
Skills: Climb +17, Handle Animal +15, Knowledge (the planes) +15, Ride +18, Survival +2 (+4 on other planes)
Feats: Cleave, Combat Expertise, Dodge, Improved Critical (longsword), Improved Initiative (B), Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Environment: Any warm land or underground
Organization: Solitary, crusade/lance (2-6), or brotherhood (10-50)
Challenge Rating: 11
Treasure: Standard (see text)
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

The warrior standing before you looks like a muscular, crimson-skinned human standing over seven feet tall. His bright yellow hair hangs in braids from beneath his helm. His eyes glow with brilliant red-tinged yellow with intense blue irises. His well-polished weaponry hint at martial discipline. His red-gold plate armor bears an emblem of a blazing sun and his large steel shield sheds magical illumination.

Sollux are distant relatives of the efreet. Unlike their genie kin, sollux reside on the Material Plane in areas of great heat. They often lair in active volcanoes, heat vents, and hot deserts.

The bulk of sollux society remains in their lairs, hidden from the rest of the world and secure in their inhospitable demense. However, a number of sollux join the Brotherhood of the Sun, a knightly order dedicated to finding and eradicating efreet on the Material Plane. Known as Brothers of the Sun (regardless of gender), these knights train constantly, becoming accomplished fighters. They wear red-gold plate armor and carry magic weapons, usually longswords, spears, daggers, and a projectile weapon. Their shields are enchanted to shed light. Brothers of the Sun are nearly unanimously lawful neutral.

Sollux enjoy a good meal, but only eat food that is piping hot.

Sollux stand just over 7 feet tall and weigh 180 to 240 pounds. Males and females are almost identical in size.

The sollux presented here had the following ability scores before racial adjustments and level-based ability score increases: Str 15, Dex 10, Con 8, Int 13, Wis 10, Cha 12. This sample sun brother possesses the following equipment (factored into the statistics above): +1 full plate armor, +1 heavy steel shield with continual flame, +1 fire outsider bane longsword, cloak of resistance +1, composite shortbow with 20 arrows, and one slaying arrow (fire outsiders).

COMBAT

Sollux are generally even-tempered and have a somewhat friendly outlook toward other creatures. This does not extend to efreet, however, which they will attack on sight. Sollux have a very martial culture, and fight with great skill and tactics.

Forged (Ex): A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.

See Invisibility (Su): As the see invisibility spell, always active, caster level 10th.

Challenge Rating: Sollux with levels in NPC classes have a CR equal to their character level. Sollux with levels in PC classes have a CR equal to their character level +1.

Sollux as Characters

Sollux possess the following racial traits.
  • +4 Strength, +6 Dexterity, +6 Constitution, +4 Wisdom, +2 Charisma.
  • Medium size.
  • Sollux base land speed is 30 feet.
  • Darkvision out to to 60 feet.
  • Racial Feats: Sollux gain Improved Initiative as a bonus feat.
  • Racial Skills: Knowledge (the planes) is always a class skill for sollux.
  • +4 natural armor bonus.
  • +1 racial bonus on saving throws against spells and spell-like abilities.
  • +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks against efreet.
  • Immunity illusions.
  • Forged (Ex): A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.
  • See Invisibility (Su): As the see invisibility spell, always active, caster level equals character level.
  • Automatic Languages: Common, Ignan. Bonus Languages: Auran, Celestial, and Infernal.
  • Favored Class: Fighter.
  • Level adjustment +2.

Originally found in X2: Castle Amber and later in MC Mystara Appendix.
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 22nd October 2007 at 07:26 PM..
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Old 11th October 2007, 08:20 PM   #160 (permalink)
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Lesser Cetus

http://www.enworld.org/showthread.ph...88#post3821388

Cetus, Lesser
Gargantuan Dragon (Aquatic)
Hit Dice: 13d12+91 (175 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 20 (-4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +13/+36
Attack: Gore +24 melee (3d6+14/19-20) or tail slap +20 melee (2d8+11)
Full Attack: Gore +24 melee (3d6+14/19-20) or tail slap +20 melee (2d8+11)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, magic strike (tusks only), swallow whole
Special Qualities: Darkvision 60 ft., immunity to disease, paralysis, petrification, and sleep, low-light vision
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 32, Dex 10, Con 24, Int 6, Wis 8, Cha 8
Skills: Listen +15, Search +14, Move Silently +16, Spot +15, Survival +15, Swim +35
Feats: Blind-fight, Cleave, Improved Critical (gore), Power Attack, Weapon Focus (gore)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-26 HD (Gargantuan); 27-39 HD (Colossal)
Level Adjustment: -

This body of this massive, thick-bodied sea serpent is covered in tightly packed scales with concentric rings of blue-green and dark red. Its head has both canine and serpentine features, and a pair of ivory tusks, nearly ten feet long, jut from its lower lip, curving upward and outward. A pair of vestigial fins match the blood-red crest atop its head.

Lesser ceti are aquatic relatives of dragons. Although they are called "lesser", no greater ceti exist. Legends tell that they are somehow related to a legendary sea monster known as Cetus, but the truth to their origin is unknown.

Lesser ceti are solitary creatures, only coming together to briefly mate. A female lesser cetus buries her clutch of 1 to 4 eggs deep beneath sandy beaches. picking desolate and isolated areas when possible. She then abandons the eggs.

When the sprawl of civilization creates a shortage of suitable egg-laying locales, or when humanoids begin digging up large numbers of ceti eggs, an instinctive directive leads all the world's ceti to congregate. This congregation of ceti descends upon the fringes of civlization and launches a massive offensive to eradicate the civilization. The ceti attack from all sides, if possible, preferring to attack islands, peninsulas, or inlets.

Although they can subsist on anything like most dragons, the prefer flesh. Lesser ceti compete with aquatic dragons, sea serpents, dragon turtles, kraken, and the greatest sharks for prey and territory. They must also contend with giant crocodiles and sea turtles that dig up their eggs.

Ceti tusks are highly valuable, fetching 4,000 gp or more from interested buyers, for use in the creation of magic items involving ivory (such as the ivory goats figurines of wondrous power).

A lesser cetus is 60 feet or more in length and weighs upwards of 45,000 pounds.

Lesser ceti speak Draconic.

COMBAT

A lesser cetus is a straightforward combatant, goring with its massive tusks or lashing with its powerful tail. The tusks are a +3 magic weapon, though their power fades if removed from the cetus.

Improved Grab (Ex): To use this ability, a lesser cetus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A lesser cetus can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the lesser cetus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Additionally, the lesser cetus's interior is resilient, having damage reduction 5/adamantine. Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan lesser cetus's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A lesser cetus 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.

Originally appeared in Dragon Magazine #248 (1998).
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

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"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 16th October 2007 at 07:43 PM..
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Old 11th October 2007, 08:26 PM   #161 (permalink)
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Tin Man

http://www.enworld.org/showthread.ph...35#post3824835

Tin Man
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Full Attack: 2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., deactivation, immunity to magic, low-light vision, nigh indestructible, reflective surface, seize
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

The humanoid-shaped automaton before you appears to be covered in shiny tin. It carries a battleaxe.

A tin man is a type of golem. Once activated using the specific command word, a tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.

A tin man stands 6 feet tall and weighs 500 pounds.

COMBAT

A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.

Deactivation (Ex): A tin man is encoded with a specific command word (such as "Zihweeg") which immediately renders it inert. This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).

Immunity to Magic (Ex): A tin man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).

Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.

Reflective Surface (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.

Seize (Ex): A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost, or within the area of a sleet storm) will cause the tin man to seize up and become immobile in 1d4 rounds. A tin man in temperatures less than 32 degrees F or exposed to water equivalent to a rainstorm or greater will also render it immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.

Construction

The materials involved in the construction of a tin golem's body are inexpensive (400 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 20 Craft (armorsmithing) or a DC 20 Craft (weaponsmithing) check. The body is then infused with with magial energies and components that turn the inanimate metal into a construct.
CL 5th; Craft Construct, bull's strength, grease, misdirection, caster must be at least 5th level; Price 6,400 gp; Cost 3,400 gp + 240 XP.

Originally appeared in I11: Needle (1987).
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Save the succubus, save the Wheel.

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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 17th October 2007 at 07:36 PM..
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Old 11th October 2007, 08:51 PM   #162 (permalink)
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Forest Linnorm

http://www.enworld.org/showthread.ph...68#post3805668

Forest Linnorm
Huge Dragon
Hit Dice: 11d12+66 (137 hp)
Initiative: +0
Speed: 60 ft. (12 squares), fly 60 ft. (good), swim 30 ft.
Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25
Base Attack/Grapple: +11/+28
Attack: Bite +18 melee (2d6+13)
Full Attack: Bite +18 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, crush 2d8+13, ferocity, sound imitation, spell-like abilities, spells, sticks to snakes
Special Qualities: Blindsense 60 ft., damage reduction 10/magic, immunity to disease, paralysis, and sleep, keen senses, spell resistance 24, water breathing
Saves: Fort +13, Ref +7, Will +11
Abilities: Str 28, Dex 10, Con 23, Int 10, Wis 18, Cha 18
Skills: Bluff +18, Concentration +20, Diplomacy +8, Disguise +4 (+6 acting), Hide -8*, Intimidate +20, Listen +18, Sense Motive +18, Spot +18
Feats: Cleave, Flyby Attack, Power Attack, Snatch
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 13
Treasure: Double coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: 12-22 HD (Huge); 23-33 HD (Gargantuan)
Level Adjustment: -

This great serpent's scales is mottled green and brown. Its wide head is clearly draconic, and caustic liquid drips from its maw.

More bestial than most linnorms, the forest linnorm is nevertheless as egotistic and cruel as its more intelligent brethren. Forest linnorms are cunning tricksters, using illusions and their ability to mimic animal's voices to lure prey to their ambushes.

Forest linnorms are highly territorial, claiming an overgrown area of forest of 100 square miles as its own, only allowing another forest linnorm within it to mate. A male always enters a female's territory, leaving as soon as mating is complete. A forest linnorm hatchling resembles a large green lizard, bearing four weak legs which atrophy as it ages until they are gone. The female allows the hatchlings to remain only until their legs begin to disappear.

Although they prefer temperate climes, forest linnorms can survive in extremely warm or cold forests as well. They spend their time wrapped around the bases of trees and undergrowth, their camouflaged bodies nearly indistiguishable from roots and trunks. Their greatest natural enemies are forest-dwelling giants who hunt them for their hides.

Forest linnorms hate beauty and enjoy destroying it. Their hoards consist of the broken remains of jewelery, art objects, and fine items strewn about large piles of coins. Although ominvorous, linnorms prefer to hunt creatures they view as beautiful, such as great stags and giant eagles. Humans are the favored prey of forest linnorms, as the linnorms view them as the epitome of beauty, and therefore things that must be defiled and destroyed.

Forest linnorms speak Draconic and Abyssal.

COMBAT

A forest linnorm uses its illusions and natural stealth to set ambushes and draw prey near. It opens with its breath weapon, attempting to weaken powerful opponents, then enters melee. Forest linnorms fight witha primal ferocity, considering no adversary dangerous enough to force its retreat.

Breath Weapon (Su): 90-foot line of caustic liquid, once every 1d4 rounds; damage 12d4 acid, Reflex DC 21 half. Additionally, a creature damaged by the breath weapon must succeed on a DC 21 Fortitude save or a random limb is withered. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored to normal by a successful dispel magic or similar effect, with a dispe check DC equal to the linnorm's breath weapon DC. The save DC is Constitution-based.

Crush (Ex): A flying linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed on a DC 24 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.

Ferocity (Ex): A forest linnorm is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Sound Imitation (Ex): A forest linnorm can mimic the sound of injured animals, anytime it likes. Listeners must succeed on a DC 19 Will save to detect the ruse. The save DC is Charisma-based.

Spells: A forest linnorm can cast arcane spells as a 12th-level sorcerer, preferring spells of the illusion school.

Typical Sorcerer Spells Known:
0 (6/day) -- acid splash (+9 ranged touch), detect magic, dancing lights, flare (DC 14), ghost sound (DC 14), open/close, read magic, tough of fatigue (+18 melee touch, DC 14), ventriloquism
1st (7/day) -- animate rope, color spray (DC 15), disguise self, silent image (DC 15), ventriloquism (DC 15)
2nd (7/day) -- blur, invisibility, mirror image, misdirection (DC 16), see invisibility
3rd (7/day) -- deep slumber (DC 17), displacement, major image (DC 17), wind wall
4th (7/day) -- greater invisibility, phantasmal killer (DC 18), rainbow pattern (DC 18)
5th (5/day) -- mirage arcana (DC 19), persistent image (DC 19)
6th (3/day) -- permanent image (DC 20)

Spell-Like Abilities: At will -- fly, hide from animals (DC 15); 3/day -- plant growth, spike growth (DC 17), tree stride, warp wood (DC 16). Caster level 12th. The save DCs are Charisma-based.

Sticks to Snakes (Sp): A forest linnorm can turn up to two dead branches or other long slender pieces of wood (arrow shafts, sticks, staffs, and so on) into Huge vipers. The object is entitled to a DC 17 Will save to avoid transformation. Any snakes created by this spell do not attempt to harm the linnorm, and the linnorm can control their actions telepathically as a free action. Left to their own devices, the snakes attack whomever or whatever is near them, but while the linnorm controls them they can perform any stunt or action they are physically capable of doing. When reduced to 0 hit points or less, the snakes revert to their original, undamaged form.

Water Breathing (Ex): A forest linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: A forest linnorm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line. *They have a +4 racial bonus on Hide checks when in forest environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.

Originally appeared in Dragon #182 (1992) and MCA1.
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 25th October 2007 at 02:57 PM..
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Old 17th October 2007, 02:50 PM   #163 (permalink)
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Air Elemental, Miniature

Converting Monsters from D&D Official Video Games

Miniature Air Elemental
Tiny Elemental (Air, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +8
Speed: Fly 40 ft (perfect)(8 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Slam +6 melee (1d3-2)
Full Attack: Slam +6 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, elemental traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 6, Dex 19, Con 10, Int 1, Wis 11, Cha 11
Skills: Hide +12, Listen +2, Spot +2
Feats: Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or pack (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A two-foot-tall whirlwind flies rapidly toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature air elemental is 2 feet tall and weighs less than a pound. It understands Auran but cannot speak.

COMBAT

A miniature air elemental simply blows forth, slamming its body into enemies.

Originally found in Al-Qadim: The Genie's Curse (1994).
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 19th October 2007 at 10:53 PM..
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Old 17th October 2007, 03:08 PM   #164 (permalink)
has status as a spell-like ability (CL 10th)

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Earth Elemental, Miniature

Converting Monsters from D&D Official Video Games

Miniature Earth Elemental
Tiny Elemental (Earth, Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +8
Speed: 20 ft (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/-7
Attack: Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)
Full Attack: Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Pebbles
Special Qualities: Damage reduction 10/piercing or bludgeoning, darkvision 60 ft, earth glide, elemental traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Hide +8, Listen +2, Spot +2
Feats: Point Blank Shot (B), Toughness
Environment: Elemental Plane of Earth
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A two-foot chunk of rock tumbles toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature earth elemental is 2 feet tall and weighs 40 pounds. It understands Terran but cannot speak.

COMBAT

A miniature earth elemental attacks by simply slamming its entire body into an adversary or by hurling small pebbles broken free from its own body.

Earth Glide (Ex): A miniature earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing miniature earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Pebbles (Ex): A miniature earth elemental can launch bits of stone at its opponents. These small stones have a maximum range of 30 feet (no range increment) and deal 1d3+1 points of bludgeoning damage on a successful hit.

Originally found in Al-Qadim: The Genie's Curse (1994).
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 19th October 2007 at 10:53 PM..
Shade is online now  
Old 17th October 2007, 03:09 PM   #165 (permalink)
has status as a spell-like ability (CL 10th)

Monster Junkie
 
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Join Date: Jan 2002
Location: The Great Wheel
Posts: 20,709
Fire Elemental, Miniature

Converting Monsters from D&D Official Video Games

Miniature Fire Elemental
Tiny Elemental (Fire, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 30 ft (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Slam +4 melee (1d3-2)
Full Attack: Slam +4 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 6, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Skills: Hide +10, Listen +2, Spot +2
Feats: Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary or pack (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A small ball of fire rolls toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature fire elemental is 2 feet in diameter and weighs less than a pound. It understands Ignan but cannot speak.

COMBAT

A miniature fire elemental simply rolls its body into the opposition.

Originally found in Al-Qadim: The Genie's Curse (1994).
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 19th October 2007 at 10:53 PM..
Shade is online now  


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