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Old 27th November 2007, 04:13 PM   #196 (permalink)
has status as a spell-like ability (CL 10th)

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Wraithworm

Converting Planescape monsters

Wraithworm
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (-1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Bite +5 melee (1d8+4 plus energy drain plus venom)
Full Attack: Bite +5 melee (1d8+4 plus energy drain plus venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, paralyzing gaze, spiked defense, venom, wraithform
Special Qualities: Darkvision 60 ft., low-light vision, negative energy affinity, resistance to cold 20, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 17, Dex 9, Con 13, Int 1, Wis 12, Cha 14
Skills: Balance +7, Climb +11, Hide +9, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Improved Initiative, Stealthy (B)
Environment: Any desert
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

Nearly ten feet long, this large serpent's scales are black as coal with a diamond-shaped pattern of purple bands running down its back. Bony spines jut from its spine, and three-inch fangs protrude from a large mouth beneath glowing green eyes.

Found throughout the planes in deserts and other wastelands, wraithworms are serpents with unusual ties to negative energy. Solitary hunters, wraithworms roam their territory looking for prey, which often consists of small birds and mammals. Although they don't actively hunt humanoids, wraithworms will attack any creature that ventures too close.

Wraithworms are lethargic and less speedy than most snakes, but make up for it in stealth and their powers related to negative energy.

Although their origins are unknown, sages speculate that a mighty fiend or evil deity created the wraithworm for its own amusement. Others hypothesize that wraithworms were simply normal serpents that evolved after long-term exposure to regions of negative energy.

A wraithworm is 10 feet long and weighs up to 300 pounds.

COMBAT

Wraithworms rely on stealth to stalk their prey, waiting for an opportune moment to strike. A wraithworm uses its wraithform ability to slip through unpassable terrain to setup an ambush, or to flee if the prey proves too challenging.

Energy Drain (Su): Living creatures hit by a wraithworm’s bite attack gain 1d2 negative levels. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wraithworm gains 5 temporary hit points.

Negative Energy Affinity (Su): Due to their connection to negative energy, wraithworms can be turned or rebuked (but not destroyed or commanded) as undead for up to 3 consecutive rounds in any 1 hour period. In addition, conjuration (healing) spells do not heal a wraithworm; instead, the wraithworm takes 1/2 the damage normally healed by the spell. In the same way, negative energy spells (such as the inflict wounds spells) heal a wraithworm of 1/2 the hit points they would otherwise cause.

Paralyzing Gaze (Su): Paralyzed for 2d4 rounds, 15 feet, Fortitude DC 14 negates. The save DC is Charisma-based. The wraithworm may not use this ability while in wraithform.

Spiked Defense (Su): Any creature striking a wraithworm with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the wraithworm's spikes. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Venom (Su): A creature hit by a wraithworm's bite attack must succeed on a DC 15 Fortitude save or take 1d2 points of Constitution damage and suffer a -4 penalty on attack rolls, skill checks, ability checks, and saving throws, as well as a -4 penalty to Armor Class. Unless negated (via neutralize poison or a similar effect), this venom persists for 1d6 hours. Each hour the victim must make another DC 15 Fortitude save or suffer an additional 1d2 points of Constitution damage and continue to suffer the -4 penalty on attack rolls, skill checks, ability checks, saving throws, and Armor Class. A successful save avoids Constitution damage and negates the penalty for that hour, but the venom remains present and the victim must save again on the next hour unless the venom is negated or the venom's duration lapses. A creature immune to poison is immune to the wraithworm's venom. The save DC is Constitution-based and includes a +2 racial bonus.

Wraithform (Su): A wraithworm may become incorporeal for up to 10 minutes per hour. It may not use its natural attacks or paralyzing gaze while incorporeal.

Skills: A wraithworm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wraithworm can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Planescape Monstrous Compendium Appendix II (?).
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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; 28th November 2007 at 07:43 PM..
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Old 27th November 2007, 04:25 PM   #197 (permalink)
has status as a spell-like ability (CL 10th)

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Neotropical Toad

Special Conversion Thread: Frogs n' Toads

Neotropical Toad
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 5 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: -
Full Attack: -
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Amphibious, low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 3, Dex 10, Con 11, Int 1, Wis 14, Cha 4
Skills: Climb +8, Hide +16, Jump +0, Listen +4, Spot +4
Feats: Ability Focus (poison), Alertness (B)
Environment: Temperate and warm forests
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: -

A six inch toad stares at you with horizontal pupils.

Neotropical toads, known also as aga toads, live in temperate deserts and jungles where insects are plentiful. Because they consume large amounts of insects, neotropical toads are often considered a boon to farmers, but their poisonous nature makes them a bane to everyone else.

Normally solitary, neotropical toads compete fiercely for mates, with up to a dozen suitors vying for a single female.

Most neotropical toads are 6 to 8 inches long and weigh up to a pound. A marine variant (2 HD) grows up to 9 inches long and weighs up to 5 pounds.

COMBAT

Neotropical toads hunt only insects, and attempt to escape from any creature that attempts to harm them.

Poison (Ex): A neotropical toad’s poison functions as a contact, ingested, and injury poison.

Contact: Fort DC 14, initial damage stinging, burning, numbness in area touched for 1d6 hours. Poisoned legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Poisoned arms or hands make it impossible for the subject to use objects or cast spells with somatic components. Venom touching the tongue make it impossible for the subject to use magic items requiring command words or cast spells with verbal components, and makes verbal communication impossible. Secondary damage -.

Ingested/Injury: Fort DC 14, initial damage nauseated for 1d6 hours, secondary damage death.

The save DCs are Constitution-based and include a +2 racial bonus.

Skills: A neotropical toad’s coloration gives it a +4 racial bonus on Hide checks. It has a +8 racial bonus on Climb checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Climb, Jump, and Swim checks. A neotropical toad can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally found in Dragon Magazine #237 (1997).
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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; 30th November 2007 at 07:31 PM..
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Old 27th November 2007, 08:18 PM   #198 (permalink)
has status as a spell-like ability (CL 10th)

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Carcavulp

http://www.enworld.org/showthread.ph...45#post3907345

Carcavulp
Medium Magical Beast
Hit Dice: 6d10+5 (32 hp)
Initiative: +4
Speed: 40 ft. (8 squares), burrow 10 ft., climb 10 ft
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4) and bite +8 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful bite
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 19, Dex 19, Con 19, Int 6, Wis 12, Cha 10
Skills: Climb +12, Listen +7, Spot +7
Feats: Alertness, Multiattack, Power Attack, Track (B)
Environment: Cold forests and plains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This creature resembles a fox, but is larger, stockier, and more muscular than any fox. Its claws are forearms could easily be those of a wolverine, if not for the fox's coloration.

A carcavulp combines the best attributes of foxes and wolverines. Rumored to have been created via magical crossbreeding, these creatures now breed true. They are incredibly loyal to any master they choose to follow.

A carcavulp is 6 feet long and stands 4 feet tall at the shoulder, and weighs 700 pounds.

COMBAT

Like wolverines, carcavulps are fierce combatants. Although they lack the wolverine's rage, they are every bit as strong and sturdy in a fight.

Powerful Bite (Ex): A carcavulp's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.

Skills: Carcavulps have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in AD&D 2nd Edition Trading Cards #606 (1991).
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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; 30th November 2007 at 04:17 PM..
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Old 28th November 2007, 10:02 PM   #199 (permalink)
has status as a spell-like ability (CL 10th)

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Shadow Golem

Converting Monsters from Polyhedron Magazine

Shadow Golem
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +12/+25
Attack: Slam +20 melee (2d10+9 plus 1d6 Strength damage)
Full Attack: 2 slams +20 melee (2d10+9 plus 1d6 Strength damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create spawn, Strength damage
Special Qualities: Construct traits, damage reduction 10/adamantine and magic, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 29, Dex 15, Con —, Int —, Wis 11, Cha 1
Skills: Hide -2*, Listen +2, Search +4, Spot +2
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Towering over fifteen feet tall, this humanoid appears to be composed of dull black shadows. Its eyes glow with a wicked red illumination.

Shadow golems are obsidian constructs crafted with the essence of shadow magic. Although mindless, the shadow magic that powers them causes them to behave somewhat malevolently. While they follow instructions like any other golem, they occasionally twist their meaning. The simpler the command, the more likely it will be followed correctly.

A shadow golem is 16 feet tall and weighs around 18,000 pounds.

COMBAT

Shadow golems pound the opposition with their obsidian fists, while sapping the opponents' strength. If their orders allow it, shadow golems seek to destroy any creature using magical light effects.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow under the control of its killer within 1d4 rounds.

Immunity to Magic (Ex): A shadow golem 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.

A magical effect that has the light descriptor (such as daylight) deals 1d6 points of damage per level of the spell to the shadow golem.

If a shadow golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed of 1d6 points of damage per level of the spell.

Strength Damage (Su): The touch of a shadow golem deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies. This is a negative energy effect.

Vulnerable to Sunlight (Ex): A shadow golem exposed to natural sunlight can take only a single move action or attack action in the first two rounds, and is destroyed utterly in the third round if it cannot escape.

Skills: Shadows golems have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow golem gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

CONSTRUCTION

A shadow golem’s body is chiseled from a single block of obsidian, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (stonemasonry) check.

CL 14th; Craft Construct, deeper darkness, greater shadow conjuration, limited wish, caster must be at least 14th level; Price 60,000 gp; Cost 32,500 gp + 2,400 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
__________________
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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; 4th December 2007 at 03:22 PM..
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Old 30th November 2007, 08:13 PM   #200 (permalink)
has status as a spell-like ability (CL 10th)

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Ventriloquist Puppet

http://www.enworld.org/showthread.ph...35#post3914735

Ventriloquist Puppet
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d6)
Full Attack: 2 slams +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drumming, spell-like abilities
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, spell resistance 7
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 10, Dex 12, Con -, Int 16, Wis 13, Cha 16
Skills: Concentration +12, Hide +5, Jump +4, Knowledge (arcana) +11, Listen +9, Perform (percussion) +11, Spellcraft +13
Feats: Combat Casting, Iron Will (B), Quicken Spell-Like Ability (ventriloquism)
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 6-10 HD (Small)
Level Adjustment: -

This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. It begins to move on its own, beating on a tiny drum with two metal-tipped wooden rods.

A ventriloquist puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. Through dark arts it is granted possession of a spellcaster's mind and possesses his intelligence and some of his spells.

A ventriloquist puppet stands just over 2 feet tall and weighs 20 pounds.

COMBAT

Unless it goes berserk, a ventriloquist puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will battle its creator's adversaries, but is intelligent enough to flee in self-preservation.

Berserk (Ex): When a ventriloquist puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%

Drumming (Su): As a full-round action, a ventriloquist puppet can beat a rhythm on any solid surface. After three consecutive rounds of drumming, any creature that can hear the drumming must succeed on a Will save or be confused (as the spell) for as long as the puppet continues to drum and for 1d4+1 rounds thereafter. The save DC is equal to the puppet's Perform check.

Spell-Like Abilities: 6/day--ventriloquism (DC 14); 1/day--command (DC 14), greater invisibility, hypnotism (DC 14), suggestion (DC 16). Caster level 10th. The save DCs are Charisma-based.

Construction

The secrets to creating a ventriloquist puppet are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.

The materials involved in the construction of a ventriloquist puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. Additionally, the brain of an arcane spellcaster must be aquired to provide sentience and magical ability to the puppet. A dark ritual is performed that transforms the lifeless doll into a construct.

CL 14th; Craft Construct, animate objects, command, greater invisibility, hypnotism, suggestion, ventriloquism, caster must be at least 14th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.

*Note: Casting limited wish as an additional prerequisite eliminates the berserk ability from the ventriloquist puppet.

Originally appeared in Dungeon #14 (1988).
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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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"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; 4th December 2007 at 03:42 PM..
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Old 3rd December 2007, 03:50 PM   #201 (permalink)
has status as a spell-like ability (CL 10th)

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Rag Golem

Converting monsters from Imagine Magazine

Rag Golem
Diminutive Construct
Hit Dice: 1d10 (5 hp)
Initiative: +7
Speed: 10 ft. (2 squares)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: +0/-15
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, damage reduction 10/-, darkvision 60 ft., immunity to acid, cold, electricity, fire, and sonic, immunity to magic, low-light vision, telepathic link, walking spellbook
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 4, Dex 25, Con -, Int 19, Wis 15, Cha 19
Skills: Bluff +8, Concentration +4, Knowledge (arcana) +8, Sense Motive +6, Sleight of Hand +10, Spellcraft +10, Use Magic Device +7
Feats: Magical Aptitude
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Standing only half a foot in height, this vaguely man-shaped bundle of rags moves with surprising grace.

Although relatively inexpensive, a rag golem is among the most treasure of the golems by arcane spellcasters. This tiny construct has an incredible memory, and is able to store its master's spells as if it were a spellbook.

As a side effect of its sentience, a rag golem will often develop a unique personality, one that tends toward mischief. If may even mimic its master's idiosyncrasies and exaggerate them to humorous effect. Despite its mischievous personality, a rag golem always remains fully loyal to its master.

Should its master perish, a rag golem wanders the world free-willed. If approached by another spellcaster, it may be persuaded to work with the spellcaster and share its stored knowledge, provided it finds the terms to its own best interests. However, the rag golem will only agree to an equal partnership with the new "master".

A rag golem is 6 inches tall and weighs around 1 pound.

COMBAT

A rag golem avoids combat unless ordered to enter battle by its master. In combat, it uses its cantrips to both hinder foes and aid its master and his allies.

Immunity to Magic (Ex): A rag golem 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.

A spell cast by the rag golem's creator affects it normally.

A spell with the force descriptor affects it normally.

Spell-Like Abilities: At will--greater teleport, tongues, read magic. Caster level 13th.

Additionally, a rag golem may use any cantrips its master has stored within it as spell-like abilities. These abilities may be used at will, and have a save DC of 14. Caster level 13th.

Telepathic Link (Su): A rag golem can communicate telepathically with its master to a range of 30 feet.

Walking Spellbook (Su): A spellcaster can scribe any spell he knows into his rag golem's memory, as if scribing to his spellbook. As long as the rag golem is within 30 feet, the spellcaster can prepare spells as if the rag golem were his spellbook. Should the rag golem's master dies, another spellcaster may attempt to obtain the rag golem's stored spells. This follows all the normal rules for mastering another spellcaster's spellbook.

CONSTRUCTION

A rag golem’s body is constructed from 1 pound of rags, soaked with rare admixtures costing at least 1,000 gp. Assembling the body requires a DC 15 Craft (sewing) check or a DC 15 Profession (seamstress) check.

CL 13th; Craft Construct, antimagic field, fabricate, geas, greater teleport, limited wish, tongues, caster must be at least 13th level; Price 2,000 gp; Cost 1,500 gp + 80 XP.

Originally appeared 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; 11th December 2007 at 05:53 PM..
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Old 3rd December 2007, 10:51 PM   #202 (permalink)
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Gruaghlothor

http://www.enworld.org/showthread.ph...03#post3919503

Gruaghlothor, the Supreme Dragon
Colossal Dragon (Fire)
Hit Dice: 48d12+576 (888 hp)
Initiative: +8
Speed: 40 ft. (8 squares), burrow 40 ft., fly 200 ft. (clumsy)
Armor Class: 52 (-8 size, +50 natural), touch 2, flat-footed 52
Base Attack/Grapple: +48/+84
Attack: Bite +60 melee (4d8+20/19-20)
Full Attack: Bite +60 melee (4d8+20/19-20) and 2 claws +60 melee (4d6+10) and 2 wings +60 melee (2d8+10) and tail slap +60 melee (4d6+30)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapons, crush 4d8+30, frightful presence, spells, spell-like abilities, tail sweep 2d8+30
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 15/chaotic and epic, darkvision 1,600 ft., immunity to fire, paralysis, and sleep, keen senses, metalsense, see invisibility, spell resistance 30, telepathy 120 ft., vulnerabilitiy to cold
Saves: Fort +38, Ref +26, Will +37
Abilities: Str 51, Dex 10, Con 35, Int 32, Wis 33, Cha 32
Skills: Appraise +62, Bluff +62, Concentration +40, Diplomacy +62, Disguise +45 (+51 acting), Gather Information +62, Intimidate +64, Jump +58, Knowledge (arcana) +62, Knowledge (geography) +62, Knowledge (history) +62, Knowledge (the planes) +62, Listen +64, Search +62, Sense Motive +62, Spellcraft +68 (+74 scrolls), Spot +64, Survival +31 (+37 on other planes, +37 to avoid getting lost, +37 following tracks), Use Magic Device +62
Feats: Alertness, Awesome Blow, Blind-Fight, Combat Casting, Combat Expertise, Fly-By Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-like Ability (wall of iron), Snatch, Wingover
Environment: Underground
Organization: Solitary or troupe (Gruaghlothor and one sovereign ferrous dragon of each type: chromium, cobalt, iron, nickel, and tungsten)
Challenge Rating: 25
Treasure: When traveling, Gruaghlothor carries his magic items and 3d4+1 gems of various sizes. Gruaghlothor's lair contains 2d4 level 20 treasures
Alignment: Always lawful neutral
Advancement: -
Level Adjustment: -

The dragon’s head is almost shovel-shaped, with a pointed snout. Its scales are metallic black with flashes of silver. Large plates which look like shark fins run down its neck and back.

Gruaghlothor is the supreme ruler of the ferrous dragons. His power was once equal to that of Bahamut and Tiamat, before they achieved godhood. According to ferrous dragon legends, Gruaghlothor was the first of the ferrous dragons, and was responsible for creating the hierarchy that all ferrous dragons strictly follow. Several powerful red dragons banded together and destroyed Gruaghlothor, but he swore a dying curse to return for vengeance and not rest until all red dragons are destroyed. As a result of this curse, Gruaghlothor was indeed reborn, but not as the same creature. Should the current Gruaghlothor perish, the great wyrm iron dragons meet to choose one from among their ranks to become the new Gruaghlothor. Through a secret ritual that lasts exactly one year, the new Gruaghlothor emerges to lead the ferrous dragons and plot the extermination of red dragons.

Gruaghlothor possesses a constant telepathic link with all ferrous dragons, and thus even the most evil of the species will not defy his will, for he will know instantly.

COMBAT

Gruaghlothor prefers to use his spells and supernatural abilities in preference to melee combat. Against his hated rivals, the red dragons, he fights with immeasurable dedication and fury.

Alternate Form (Su): Gruaghlothor can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. Gruaghlothor can remain in his animal or humanoid form until he chooses to assume a new one or return to his natural form.

Breath Weapon (Su): Gruaghlothor has three types of breath weapon, a cone of superheated sparks (dealing 12d12 electricity and 12d12 fire damage, Reflex DC 46 half), a line of solid stone (dealing 12d12 bludgeoning damage, Reflex DC 46 half), and a cone of sleep gas. Creatures within a cone of sleep gas must succeed on a DC 46 Will save or fall asleep, regardless of HD, for 13d6 rounds.

Flesh to Iron (Sp): Gruaghlothor can use this ability twice per day. It is similar to a flesh to stone spell, except that the victim is turned into an iron statue rather than stone. As an iron object, it is vulnerable to rust attacks, such as that of a rust monster or a rusting grasp spell. The condition can be reversed by stone to flesh and similar effects. A DC 28 Fortitude save negates the effect. This is the equivalent of a 7th-level spell.

Frightful Presence (Ex): Gruaghlothor can unsettle foes with his mere presence. The power takes effect automatically whenever Gruaghlothor attacks, charges, or flies overhead. Creatures within a radius of 480 feet are subject to the effect if they have 47 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 45). A successful saving throw makes a creature immune to Gruaghlothor's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Ferrous dragons (and other dragon rulers, such as Bahamut and Tiamat) ignore the effects of Gruaghlothor's frightful presence.

Keen Senses (Ex): Gruaghlothor sees four times as well as a human in low light conditions and twice as well in normal light. He also has darkvision to a range of 1,600 feet.

Metalsense (Ex): All ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 360 feet. This makes it nearly impossible to sneak up on a ferrous dragon when wearing armor or wielding weapons made from iron or other nonprecious metals. Like blindsense, opponents the dragon can’t actually see still have total concealment against the dragon.

See Invisibility (Ex): Gruaghlothor has the extraordinary ability to see invisible creatures. This works like the see invisibility spell with a range of 1,600 feet. This ability is always active.

Spell-Like Abilities: At will—heat metal (DC 23); 3/day—detect thoughts (DC 23), passwall, stone shape, transmute rock to mud (DC 26), wall of iron (DC 27). Caster level 22nd. The save DCs are Charisma-based.

Spells: Gruaghlothor casts spells as a 20th-level sorcerer. In his natural form, Gruaghlothor can cast spells with but a word.

Telepathy (Su): Gruaghlothor can speak with any creature within 120 feet that has a language. In addition, Gruaghlothor possesses a special telepathic bond with each of the the sovereign ferrous dragons, who in turn have bonds with each of their clan leaders. This functions as a detect thoughts spell (Will DC 45 negates), except it works regardless of distance and only affects ferrous dragons. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #170 (1991).
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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 December 2007 at 04:30 PM..
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Old 4th December 2007, 03:41 PM   #203 (permalink)
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Hammer Golem

Converting First Edition monsters from DRAGON magazine

Hammer Golem
Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 33 (–1 size, –1 Dex, +18 natural, +7 armor), touch 8, flat-footed 33
Base Attack/Grapple: +10/+23
Attack: Hammer +18 melee (2d8+9/x3) or pick +18 melee (2d6+9/x4) or axe +18 melee (3d6+9/x3)
Full Attack: Hammer +18 melee (2d8+9/x3) and pick +18 melee (2d6+9/x4) or hammer +18 melee (2d8+9/x3) and axe +18 melee (3d6+9/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounding force
Special Qualities: Construct traits, damage reduction 3/- or 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, tunneling
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 15–21 HD (Large); 22–42 (Huge)
Level Adjustment: -

A stone dwarf, towering over 9 feet tall, stands at the ready. Its right arm ends in a large hammer, while the left terminates with a great pick. A dull black suit of adamantine half-plate stands in sharp contrast to its stone body.

Rare constructs of the dwarves, hammer golems are created to serve as guards, miners, or deadly troops against their adversaries.

A typical hammer golem has a hammer affixed to its right hand and a pick affixed to its left. Hammer golems geared for war possess an axe instead of a pick in their right hand, while those fitted for mining possess picks in both hands.

A hammer golem is 9 feet tall and weighs around 2,200 pounds.

COMBAT

Like most golems, a hammer golem attempts to carry out the commands of its master to the letter. However, all hammer golems are given a latent order that allows them to attack any orc or goblinoid it encounters, which they will execute until either the golems or these foes are destroyed. Although they cannot speak, hammer golems release an audible roar if orcs or goblinoids are present.

Immunity to Magic (Ex): A hammer golem 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.

A wish spell affects the golem normally, even if duplicating a spell to which the golem would otherwise be immune.

A stone to flesh spell repairs all of the golem's lost hit points.

Pounding Force (Su): A hammer golem can employ pounding force once per minute. The pounding force inflicts 4d6 points of damage and pushes away all creatures within 60 feet of the hammer golem. Treat this as a bull rush with a +15 bonus on the Strength check (+9 for Strength 29, +4 for being Large, and +2 for charging bonus, which it always gets). The force always moves with the creature to push it back the full distance allowed, and it has no speed limit.

Tunneling (Ex): A hammer golem can burrow through solid stone at a speed of 5 feet, leaving behind an intact tunnel. A hammer golem designed for mining (with picks for both hands) can tunnel at its burrow speed.

CONSTRUCTION

A hammer golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Additionally, a suit of adamantine half-plate and a pair of weapons sized for a Large creature are needed (totalling 12,000 gp). Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field, geas/quest, repulsion, stone shape, caster must be a dwarf and at least 14th level; Price 90,000 gp; Cost 53,500 gp + 3,600 XP.

Originally appeared in Dragon Magazine #182 (1992) and MCA1.
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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; 14th December 2007 at 07:05 PM..
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Old 5th December 2007, 09:25 PM   #204 (permalink)
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Slime Golem

Converting monsters from First Edition modules

Slime Golem
Medium Construct (Aquatic)
Hit Dice: 10d10+20 (75 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Slam +9 melee (2d4+2 plus paralysis)
Full Attack: 2 slams +9 melee (2d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Construct traits, damage reduction 5/bludgeoning and magic, darkvision 60 ft., immunity to acid, cold, and fire, low-light vision, malleability, transparent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 14, Con -, Int 6, Wis 10, Cha 10
Skills: Swim +22
Feats: Ability Focus (paralysis), Great Fortitude, Iron Will, Weapon Focus (slam)
Environment: Any aquatic
Organization: Solitary or wave (2-8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A vaguely man-shaped puddle of nearly transparent ooze shambles forth. Its squat, flaccid body seems nearly amorphous.

A slime golem is created from a crystal ooze, and retains some of that creature's natural abilities. Equally effective on land and underwater, these constructs are popular among amphibious races and those dwelling near swamps and shorelines.

A slime golem is 6 feet tall and weighs around 200 pounds.

COMBAT

A slime golem is not mindless like many golems, so it is capable of simple tactics and acts of self-preservation. However, it will follow its masters orders to the best of its ability, including suicide missions.

Malleability (Ex): Because of a slime golem's unusual body structure, it can compress its body enough to squeeze through a 1-inch-wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the slime golem at all.

Paralysis (Ex): A slime golem secretes a paralytic slime. A target hit by a slime golem's slam attack must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Transparent (Ex): When submerged, a slime golem is difficult to see. It takes a successful DC 20 Spot check to notice one. Creatures who fail to notice a slime golem and walk (or swim) into it are automatically hit with a melee attack for slam damage and are subjected to the golem's paralysis.

Skills: A slime golem has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A slime golem can use the run action when swimming, provided it swims in a straight line.

CONSTRUCTION

A single crystal ooze (living or dead) is required for the construction of a slime golem. Special admixtures worth 500 gp are also required. Assembling the body requires a DC 13 Craft (sculpting) check or a DC 13 Heal check.

CL 8th; Craft Construct, fox's cunning, hold monster, invisibility, resist energy, polymorph, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Originally appeared in I8: Ravager of Time (1986).
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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; 12th December 2007 at 09:05 PM..
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Old 5th December 2007, 10:16 PM   #205 (permalink)
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Spottle Toad

Special Conversion Thread: Frogs n' Toads

Spottle Toad
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)
Full Attack: Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue)
Special Attacks: Improved grab, reflexive tongue, swallow whole
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 14, Int 2, Wis 11, Cha 5
Skills: Hide +7, Jump +3, Spot +12, Swim +11
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

This dog-sized toad is short and squat, with thin legs and a pair of bulging eyes which rotate independently of one another. Its green skin is covered with white freckles.

Spottle toads are bred for use in a dice game known as spottle. They are rarely found outside of spottle parlors, although they do breed true and can survive in the wild.

A spottle toad is 3-4 feet long and weighs 20 to 30 pounds.

COMBAT

Spottle toads feed on small insects and scraps of food provided by spottle masters. They simply sit still, waiting for something small to come within range, then strike with their tongues at lightning-quick speed.

Improved Grab (Ex): To use this ability, a spottle toad must hit with its bite or tongue 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 in the following round.

Reflexive Tongue (Ex): As an immediate action, a spottle toad may attack a Fine or Diminutive creature or object up to 10 feet away with its tongue. It gains a +20 insight bonus on this roll. If it hits, it deals no damage but immediately makes a grapple check (see Improved Grab, above). A spottle toad is not considered to be grappling a foe if it uses its tongue to grapple. Once it grapples a foe, the spottle toad can drag the victim into its square if the creature isn't too heavy (a standard spottle toad can pull up to 1 pound in this manner) whereupon it immediately makes a free bite attack against the foe, gaining a +2 circumstance bonus on its attack roll. Objects are automatically swallowed with no grapple checks necessary.

A spottle toad's tongue has AC 10, and can be severed if it takes 5 points of slashing damage. The tongue regrows in one day.

Swallow Whole (Ex): A spottle toad can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 1d2 points of bludgeoning damage plus 1d4 points of acid damage per round from the toad's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 2 points of damage to the frog's digestive tract (AC 10). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Small spottle toad's gut can hold 1 Tiny, 2 Diminutive, or 8 Fine opponents.

Skills: A spottle toad has a +8 racial bonus on Spot and Swim checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump and Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A spottle toad can use the run action when swimming, provided it swims in a straight line.

Originally appeared in Dungeon Magazine #12 (1988).
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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; 12th December 2007 at 05:22 PM..
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Old 6th December 2007, 05:14 PM   #206 (permalink)
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Kryst

http://www.enworld.org/showthread.ph...50#post3898650

Elemental of Law, Kryst
Medium Elemental (Earth, Extraplanar, Lawful)
Hit Dice: 9d8+20 (76 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Spike +10 melee (1d8+5)
Full Attack: 3 spikes +10 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to earth effects, minor spell invulnerability, see invisibility, vulnerability to air effects
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 20, Dex 8, Con 18, Int 10, Wis 11, Cha 13
Skills: Diplomacy +11, Knowledge (the planes) +8, Listen +2, Sense Motive +8, Spot +6, Survival +0 (+2 on other planes)
Feats: Alertness, Improved Initiative, Negotiator, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary or clump (2-6)
Challenge Rating: 6
Treasure: 50% gems
Alignment: Always lawful, usually good
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

A cluster of golden, quartzlike spikes tumbles toward you.

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.

Krysts are native to the Elemental Plane of Earth, where they live in complex societies spread wide throughout the plane. They coexist peacefully with most earth elementals, and enjoy assisting them in any way they can. Visitors are welcomed openly to their realms, and they love exchanging knowledge with travelers.

The krysts have long waged a never-ending war against the hordes, insectile elemental creatures that spread without regard for the other inhabitants of the Elemental Plane of Earth. They also count the hydrax among enemies, although the two elementals rarely encounter each other.

A typical kryst is 6 feet in diameter and weighs around 1,000 pounds.

Krysts understand Terran (but cannot speak) and can communicate telepathically. If others seem uncomfortable with its telepathic communication, a kryst will scratch out etchings in Terran.

COMBAT

A kryst only enters combat if all other options have been exhausted. If battle is its only alternative, a kryst fights fiercely, ramming adversaries with its long spikes while employing its spell-like abilities.

Minor Spell Invulnerability (Ex): An elemental of law is immune to all spell effects of 2nd level or lower.

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: 3/day—detect magic, dispel magic, haste, transmute rock to mud (DC 16), wall of stone (DC 16); 1/day--stone tell. Caster level 9th. The save DCs are Charisma-based.

Vulnerability to Air Effects (Ex): A kryst takes half again as much (+50%) damage as normal from effects with the air descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Originally appeared in D&D Companion Set and later in Mystara Monstrous Compendium 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; 25th June 2008 at 05:32 PM..
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Old 6th December 2007, 07:32 PM   #207 (permalink)
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Copper Golem

Converting Monsters from Polyhedron Magazine

Copper Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d8+5 plus 1d6 fire)
Full Attack: 2 slams +11 melee (2d8+5 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fiery aura
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision, vulnerability to water
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 20, Dex 11, Con —, Int 5, Wis 16, Cha 9
Skills: Listen +11, Spot +11
Feats: Alertness, Cleave, Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This metallic automaton resembles an armored human nearly 8 feet tall. It appears to be formed of smoldering copper, with flickering flames in place of its hair, beard, and brow.

When it is fashioned, a copper golem is keyed to a particular magical talisman. Henceforth, it regards the bearer of that talisman to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so). The talisman must be openly displayed to the golem when issuing commands.

A copper golem obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The bearer of the talisman can call the copper golem from any distance, and it will come as long as it is on the same plane.

A copper golem stands nearly 8 feet tall and weighs around 1,750 pounds.

COMBAT

A copper golem pummels opponents with its fiery fists, utilizing Power Attack to its fullest until it begins to miss frequently.

Fiery Aura (Su): Copper golems are very hot, so all creatures within 10 ft must make a DC 14 Fort save each round or take 1d4 pionts of fire damage. The save DC is Constitution-based.

Immunity to Magic (Su): Copper golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:

A magical attack that deals cold damage slows a copper golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A copper golem gets no saving throw against fire effects.

A magical attack with the water descriptor deals 1d6 points of damage per spell level to a copper golem.

Vulnerability to Water (Ex): If a copper golem is immersed in water, it loses one fifth of its current hit points each round and is destroyed completely on the fifth round.

CONSTRUCTION

A copper golem’s body is sculpted from 5,000 pounds of pure copper, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (armorsmithing) check or a DC 14 Craft (weaponsmithing) check.

CL 14th; Craft Construct, animate objects, bless or curse, commune, flame strike, resist energy, caster must be nongood and at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
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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; 10th December 2007 at 09:27 PM..
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Old 7th December 2007, 03:24 PM   #208 (permalink)
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Kamatlan

http://www.enworld.org/showthread.ph...38#post3927138

Kamatlan
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Claw +7 melee (1d6+4) or snakes +7 melee (1d4 plus poison) or bite +7 melee (1d8+2)
Full Attack: 2 claws +7 melee (1d6+4) and 6 snakes +2 melee (1d4 plus poison) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft. with snakes)
Special Attacks: Improved grab, poison, pounce, rake 1d3+2
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
Skills: Balance +10, Climb +12, Hide +4*, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Dodge
Environment: Warm forests, deserts, or mountains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

A large, yellow-furred jaguar leaps from the treetops. A pair of snakes, sandy hued with a darker diamond pattern, extend about three feet from each of its shoulders. Its tail ends in a rattlesnake's rattle.

Believed to be related to kamadans and, more distantly, displacer beasts, kamatlans stalk tropical jungles, mountains, and deserts. Fiercely territorial, these solitary hunters come together only to mate. The female lays a clutch of 1-4 leathery eggs in a shallow hole, which hatch in two months. Kamatlan cubs mature in about six months.

Rumors suggest that kamatlans were created by the Maztican deity Zaltec.

A kamatalan is 6 to 7 feet long and weighs 350 to 400 pounds. Its fur is a medium shade of yellow, with dark spots.

COMBAT

Kamatlans prefer to stalk their prey from treetops, sometimes for hours, waiting for an opportune moment to strike.

Improved Grab (Ex): To use this ability, a kamatlan 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 rake.

Poison (Ex): Snakes, Fortitude save DC 14; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Pounce (Ex): If a kamatlan charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +7 melee, damage 1d3+2.

Snakes (Ex): Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamatlan’s Strength bonus to damage.

Skills: Kamatlans have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A kamatlan can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or undergrowth, the Hide bonus improves to +8.

Originally appeared in Maztica Campaign Setting (1991).
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"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; 11th December 2007 at 05:04 PM..
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Old 10th December 2007, 05:15 PM   #209 (permalink)
has status as a spell-like ability (CL 10th)

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Drake, Greater, Vandalraug

Special Conversion Project: Greater drakes

Vandalraug (Battle Drake)
Large Dragon
Hit Dice: 14d12+42 (133 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +14/+22
Attack: Bite +17 melee (2d6+4) and 2 claws +15 melee (1d10+2) and 2 wing slashes +15 melee (1d8+2)
Full Attack: Bite +17 melee (2d6+4) and 2 claws +15 melee (1d10+2) and 2 wing slashes +15 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to fear, paralysis, and sleep, low-light vision
Saves: Fort +14, Ref +9, Will +11
Abilities: Str 19, Dex 11, Con 17, Int 4, Wis 14, Cha 12
Skills: Listen +17, Move Silently +13, Spot +17, Survival +10
Feats: Great Fortitude, Hover, Improved Initiative, Multiattack, Power Attack
Environment: Any land
Organization: Solitary or family (2-6)
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: 15-21 HD (Large), 22-28 HD (Huge)
Level Adjustment: -

Clearly some sort of dragon, this creature is fifteen feet long from snout to tail. Its orange eyes are black-slitted, and a pair of horns sweep backward from its skull. Swordlike spines extend from its batlike wings.

The vandalraug, or battle drake, is the “heavy war horse” of the greater drakes, easily domesticated into service as a flying battle mount and able to carry a heavily armored warrior without sacrificing maneuverability or speed. It is one of the largest of the greater drakes and one of the most common. Vandalraugs are often domesticated by orcs.

Scale coloration covers a broader range than in most greater drake species. The most common scale colors are green (ranging from olive to a dark forest green), brown (from a tan to a dark coffee color), dark gray or black, and the occasional reddish-orange. Each specimen has scales of a single color, with wings of a slightly lighter shade. Since their scales are often the color of chromatic dragons, vandalraugs are easily mistaken for dragon hatchlings. Regardless of scale coloration, all vandalraugs have orange eyes with black, slitted pupils in the manner of many reptiles.

Vandalraugs sport a pair of backward-curving horns, similar to those of a wyvern. While the horns are not used in combat, the males often butt heads like rams in the springtime as part of their elaborate mating rituals. The “clack” from two sets of the hollow horns clashing travels quite a distance. Vandalraugs also inflate their throat bladders prior to releasing their mating calls, which can be heard for miles. Both sexes exhibit this behavior, though the females’ call is somewhat higher in pitch than those of the males.

Vandalraugs cannot speak, but if properly trained can be taught to obey commands in a spoken language.

A vandalraug's body is 15 feet long, half of which is its tail. Its wingspan is about 20 feet. A vandalraug weighs about one ton.

COMBAT

Vandalraugs fight with teeth and claws. If on the ground, the vandalraug can also slash an opponent with the sharp, swordlike spines extending from the tips of each “finger” of its batlike wings. The creature can target only a single opponent with each wing. The wing-slash victim must be on one side of the vandalraug; the drake cannot use its wings to attack creatures directly in front of it, nor can it employ its wing-blades as weapons while in flight.

Originally appeared in Dragon Magazine #260 (1999).
__________________
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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; 14th December 2007 at 04:41 PM..
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Old 10th December 2007, 11:17 PM   #210 (permalink)
has status as a spell-like ability (CL 10th)

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Crystal Golem

Converting monsters from Dungeon Magazine

Crystal Golem
Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Hand +8 melee (2d10+2 [half-bludgeoning/half-piercing])
Full Attack: 2 hands +8 melee (2d10+2 [half-bludgeoning/half-piercing])
Space/Reach: 5 ft./5 ft.
Special Attacks: Color ray
Special Qualities: Construct traits, damage reduction 10/bludgeoning and magic, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or cluster (2-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

The sound of tinkling glass accompanies the movement of a dazzling clear crystal statue. Tall and slender, this construct looks like a stylized humanoid with sharp features.

Like all golems, a crystal golem is mindless, and follows its creator's instructions explicitly and without emotion.

A crystal golem stands 7 feet tall and weighs 400 pounds.

COMBAT

A crystal golem's sharp, heavy hands deal both bludgeoning and piercing damage. Divide the damage in half and round down to determine the amount of each type of damage.

Color Ray (Su): Once every 2 rounds, as a swift action, a crystal golem may make a ranged touch attack against a single opponent within 20 feet (no range increment). If the attack hits, the target suffers the effects of a color spray spell (Will DC 14 negates). The save DC is Constitution-based.

Immunity to Magic (Su): Crystal golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:

A shatter spell deals damage as normal to a crystalline creature.

A mending spell heals 1d6 points of damage to the golem, while a make whole spell heals all of its lost hit points.

CONSTRUCTION

A crystal golem’s body is constructed from 400 pounds of crystal worth 2,000 gp. Assembling the body requires a DC 14 Craft (sculpting) check or a DC 14 Craft (stonemasonry) check.

CL 11th; Craft Construct, color spray, geas/quest, keen edge, caster must be at least 11th level; Price 20,000 gp; Cost 11,000 gp + 800 XP.

Originally appeared in Dungeon Magazine #42 (1993).
__________________
- 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; 12th December 2007 at 08:41 PM..
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