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Old 11th February 2008, 08:55 PM   #256 (permalink)
has status as a spell-like ability (CL 10th)

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Gibberling, Brood

Converting monsters from the second edition Monstrous Compendiums

Gibberling, Brood
Small Monstrous Humanoid (Extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+3
Attack: Bite +8 melee (1d4+4)
Full Attack: Bite +8 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibber, gibberslug, spit gibberslug
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 17, Dex 10, Con 13, Int 12, Wis 12, Cha 15
Skills: Balance +2, Intimidate +4, Jump +5, Listen +5, Knowledge (the planes) +3, Spot +5, Tumble +7
Feats: Ability Focus (gibberslug), Iron Will
Environment: Far Realm
Organization: Solitary, slugfest (1-4), or clan (1 brood gibberling plus 20-100 gibberlings)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 5-12 HD (Small)
Level Adjustment: -

This pale, twisted humanoid has filthy black mane and eyes that flicker with malignant cunning. Its flesh undulates as if tiny creatures skitter beneath its surface, leaving a sickening trail of sloly receding protrusions.

Brood gibberlings are the progenitors of gibberlings. These deformed entities of the Far Realm occasionally slip through areas where that alien realm makes contact with the multiverse.

These beings transform humanoids into gibberlings, then mentally control tribes of these creatures, often sending them to aid or battle tribes under the control of another of their kind. They use deception or intimidation to lure gibberlings from other tribes to their own.

Brood gibberlings rarely venture far from areas tainted by the Far Realm, as it is believed that the mortal world is harmful to their alien bodies. Their true appearances are unknown, but doubtful resemble the forms they take on the Material Plane.

A brood gibberling is about 3 feet tall and weighs 30 to 35 pounds.

Brood gibberlings speak no recognizable language, but appear to be able to communicate with others of their kind via their gibbering.

COMBAT

Brood gibberlings use their gibberling minions as shields, while attempting to convert other beings into more of these pathetic creatures. They gibber, jabber, scream, howl, and chitter throughout the battle.

Gibber (Ex): A brood gibberling's continual insane muttering and shrieking can unnerve creatures with fewer than 4 HD, requiring them to make a DC 14 Will save or be shaken. Creatures with 4 or more HD do not have to make a Will save, but all Concentration checks by creatures who can hear the brood gibberling within 200 feet suffer a -2 penalty. Note that in most circumstances, a brood gibberling's gibbering prevents it from achieving surprise. The save DC is Charisma-based.

Gibberslug (Ex): On a successful bite attack, a brood gibberling may attempt to insert a gibberslug into the victim. The victim must succeed on a DC 15 Reflex save. Success indicates that the gibberslug falls off the victim and quickly perishes. If the save fails, the slug enters the wound. Each round thereafter the target takes 1d4 points of damage as the slug bores its way toward the brain (Fort DC 15 halves the damage). The save DC is Constitution-based.

A gibberslug will reach a creature's brain in 1d6+5 rounds, at which point the host automatically falls into a coma, subject to alien nightmares which ravage its mind. After 1d20+4 hours, the gibberslug completely digests the hosts brain and body from within, and a fully grown gibberling emerges from the husk. Although the gibberling slightly resembles the victim, it retains no memory of its former life and immediately attacks any non-gibberlings it finds. The newly-formed gibberling follows all mental commands of the brood gibberling that created it.

In the round following entry, fire can be applied to the gibberslug's point of entry to kill the gibberslug, but this also deals 1d4 points of fire damage to the host. Before it reaches the brain, a gibberslug can be destroyed with a remove disease, heal, or similar effect, or by ingesting a special form of mushroom called Darkscape that grows in regions tainted by the Far Realm. Once the gibberslug has reached the brain, no form of ressurection will work on the body, although a wish or a miracle spell can restore the victim to life and its original form, destroying the gibberslug.

Spit Gibberslug (Ex): Once ever 1d4 rounds, a brood gibberling can spit a gibberslug at a target. This requires a ranged attack and has a range increment of 10 feet. On a successful hit, the victim must make a saving throw as normal for the gibberslug ability (see above).

Originally appeared in Gates of Firestorm Peak (1999) and later in Monstrous Compendium Annual Volume Four (1998).
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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; 21st February 2008 at 03:28 PM..
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Old 12th February 2008, 05:25 PM   #257 (permalink)
has status as a spell-like ability (CL 10th)

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Spirit Leopard

Converting monsters from Dungeon Magazine

Spirit Leopard
Large Outsider (Evil, Extraplanar)
Hit Dice: 15d8+60 (127 hp)
Initiative: +9
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +15/+26
Attack: Bite +21 melee (2d8+7/18-20/x3)
Full Attack: Bite +21 melee (2d8+7/18-20/x3) and 2 claws +21 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, blasting roar, energy drain, improved grab, pounce, rake, spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 120 ft., low-light vision, see invisibility, spell resistance 20
Saves: Fort +13, Ref +14, Will +11
Abilities: Str 24, Dex 21, Con 19, Int 14, Wis 15, Cha 17
Skills: Balance +25, Climb +15, Concentration +22, Hide +25, Jump +43, Listen +20, Knowledge (religion) +20, Move Silently +29, Spot +20, Survival +20, Tumble +25
Feats: Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Stealthy, Track
Environment: Kazhak's Realm
Organization: Solitary
Challenge Rating: 15
Treasure: none
Alignment: Always neutral evil
Advancement: 16-24 HD (Large); 25-35 HD (Huge); 36-45 HD (Gargantuan)
Level Adjustment: -

This massive leopard is larger than a dire bear. Its fangs are those of a sabertooth tiger, and its eyes gleam with otherworldly intelligence.

Spirit leopards are servants of Kazhak, a lawful evil deity that resides on an alternate Material Plane. Kazhak's portfolio includes power, wealth, and secrecy, and his symbol is a spotted leopard. As his favored servants, spirit leopards are often send on missions to worlds where Kazhak is venerated, often to assist his faithful or punish nonbelievers.

A spirit leopard is over 12 feet long and weighs as much as 13,000 pounds.

Spirit leopards speak Infernal.

COMBAT

A spirit leopard takes advantage of its great speed and agility to pounce on foes from great distances and heights. Its intelligence allows it to make effective tactical use of its varied special attacks.

Augmented Critical (Ex): The spirit leopard's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. On a natural attack roll of 20 with its bite attack, the spirit leopard may also use its energy drain attack.

Blasting Roar (Su): Once every five rounds, a spirit leopard can unleash a targeted roar at one opponent within 120 feet. The victim must succeed on a DC 21 Will save or be stunned for three rounds. This is a sonic effect. The save DC is Constitution-based.

Energy Drain (Su): On a natural attack roll of 20 with its bite attack, the spirit leopard's bite also bestows one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spirt leopard gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, a spirit leopard 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. Additionally, it deals automatic bite damage each round it maintains the hold.

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

Rake (Ex): Attack bonus +21 melee, damage 1d6+3.

See Invisibility (Su): A spirit leopard continuously uses see invisibility as the spell (caster level 15th).

Spell-Like Abilities: At will--deeper darkness, dispel magic, fear (DC 17), suggestion (DC 16). Caster level 15th. The save DCs are Charisma-based.

Skills: Spirit leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Spirit leopards have a +8 racial bonus on Balance and Climb checks. A spirit leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dungeon Magazine #22 (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; 13th February 2008 at 09:16 PM..
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Old 12th February 2008, 08:58 PM   #258 (permalink)
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Demon Lord, Sch'theraqpasstt

Converting Epic Level Beings

Demon Lord, Sch'theraqpasstt
Gargantuan Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 25d8+275 (387 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 90 ft. (average)
Armor Class: 44 (-4 size, +1 Dex, +9 deflection, +28 natural), touch 16, flat-footed 43
Base Attack/Grapple: +25/+49
Attack: Bite +33 melee (2d8+12 plus insanity venom)
Full Attack: Bite +33 melee (2d8+12 plus insanity venom) and 2 tail slaps +31 melee (4d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, corrosive touch, endless coils, form of madness, improved grab, insane rage, insanity venom, spell-like abilities
Special Qualities: Chameleon power, damage reduction 20/cold iron, epic, and good, darkvision 60 ft., detect poison, immunity to poison and mind-affecting spells and abilities, indestructible immortality, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 37, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +19, Will +22
Abilities: Str 35, Dex 13, Con 33, Int 30, Wis 27, Cha 28
Skills: Balance +5, Bluff +37, Climb +40, Concentration +39, Diplomacy +17, Disguise +9 (+13 acting), Hide +17, Intimidate +41, Jump +16, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Listen +38, Move Silently +29, Search +38, Sense Motive +36, Spellcraft +38 (+42 scrolls), Spot +38, Survival +8 (+12 in aboveground natural environments, +12 on other planes, +12 following tracks), Swim +40, Tumble +29, Use Magic Device +37 (+41 scrolls)
Feats: Alertness (B), Blind-Fight (B), Cleave*, Combat Expertise, Dodge, Epic Reflexes, Flyby Attack, Improved Initiative, Mobility, Multiattack, Power Attack
*If you are using Fiendish Codex I, replace with Dark Speech.
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

A massive ebony serpent, over sixty feet long, flits through the sky in an erratic pattern on large, leathery wings.

Sch'theraqpasstt (schikthere-AUK-past) was a deity who created the yuan-ti race. Seeking power beyond even that of a god, Sch'theraqpasstt attempted to merge with the 111th layer of the Abyss, which he called home. The results were disastrous, shattering Sch'theraqpasstt's mind and leaving him a shadow of his former self.

Sch'theraqpasstt now randomly travels the planes, rarely staying in any one place for long. The only guarantee in his travels, Sch'theraqpasstt always visits the Material Plane during the yuan-ti unholy festival know as the Night of Venom. He is at his most lucid during the ceremony.

Sch'theraqpasstt still calls the 111th layer of the Abyss home. Known as "the Mind of Evil", this region is inhospitable even by that deadly plane's standards, for magic does not function in the whirling chaos of this layer. The only way to truly destroy Sch'theraqpasstt is to destroy the Mind of Evil.

It is said that the yuan-ti continually seek and gather magic items and arcana of various sorts in hopes of restoring their fallen deity to godhood.

Sch'theraqpasstt is 60 feet long and weighs 30,000 pounds.

Sch'theraqpasstt speaks Abyssal, Celestial, and Draconic.

COMBAT

Sch'theraqpasstt prefers to rely on his form of madness to render the opposition nearly helpless, then follows up with his natural attacks, seeking to capture as many foes in his coil as possible. Should his insane rage take effect, he simply bites, pummels, and constricts foes until all opposition is dead.

Sch'theraqpasstt's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Chameleon Power (Sp): Sch'theraqpasstt can psionically change the coloration of himself and his equipment to match his surroundings, gaining a +10 circumstance bonus on Hide checks.

Constrict (Ex): Sch'theraqpasstt deals 4d6+18 points of damage with a successful grapple check. The constricted creature must succeed on a DC 34 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Corrosive Touch (Sp): Sch'theraqpasstt has the psionic ability to exude acid from his body, dealing 10d6 points of acid damage to the next creature he touches, including a creature hit by his natural attacks. If Sch'theraqpasstt is grappling or pinning a foe when he uses this power, his grasp deals 15d6 points of acid damage. The acid becomes inert when it leaves Sch'theraqpasstt's body. Yuan-ti are immune to its effects.

Detect Poison (Sp): Sch'theraqpasstt has the psionic ability to detect poison as the spell (caster level 21st).

Endless Coils (Ex): Sch'theraqpasstt can transfer a held opponent to its coils with a successful grapple check. He may grapple up to 1 Huge, 2 Large, 4 Medium, or 6 Small or smaller creatures with no penalty, and may employ his constrict ability against all foes held in his coils.

Form of Madness (Su): Any creature within 120 feet that observes Sch'theraqpasstt must attempt a DC 31 Will save. Failure indicates that the creature is struck dumb by insanity of the obyrith lord's form. The victim's Intelligence, Wisdom, and Charisma scores are reduced to 1. This effect is permanent until removed by heal, limited wish, miracle, or wish. This is a mind-affecting ability that does not affect chaotic evil outsiders or yuan-ti. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Sch'theraqpasstt must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Indestructible Immortality (Su): If Sch'theraqpasstt dies, his psyche returns to the 111th layer of the Abyss, where it reforms after 111 days. If Sch'theraqpasstt is slain on his home plane, he is dead forever.

Insane Rage (Su): Each round in combat, there is a 10% chance that Sch'theraqpasstt gives in to his insanity. This functions as the barbarian's rage ability, except that the rage does not end until Sch'theraqpasstt or all his foes are dead or otherwise rendered unable to fight. Sch'theraqpasstt is not winded after his rage ends.

Insanity Venom (Ex): A creature hit by Sch'theraqpasstt's bite attack must succeed on a DC 33 Will save or be rendered permanently insane (as the insanity spell). This is not traditional poison, and as such immunity to poison and spells or effects that protect against poison have no effect. Only a heal, limited wish, wish, or miracle can remove this insanity, and doing so requires a DC 32 caster level check to succeed. The save DC is Constitution-based.

Spell-Like Abilities: At will—astral projection, chaos hammer (DC 23), cloak of chaos (DC 27), deeper darkness, desecrate, detect good, detect law, fear (DC 23), greater dispel magic, greater teleport, plane shift, shapechange, telekinesis (DC 24), unhallow, unholy blight (DC 23), word of chaos (DC 26); 3/day—baleful polymorph (DC 24), suggestion (DC 22), symbol of insanity (DC 27); 1/day—blasphemy (DC 26), unholy aura (DC 27). Caster level 21st. The save DCs are Charisma-based.

True Seeing (Su): Sch'theraqpasstt has a continuous true seeing ability, as the spell (caster level 21st).

Originally appeared in Dragon Magazine #151 (1989).
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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; 18th February 2008 at 10:35 PM..
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Old 12th February 2008, 10:08 PM   #259 (permalink)
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Manni

Converting Maztica and Horde monsters

Manni
Medium Humanoid (Manni)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Bite +2 melee (1d6) or spear +5 ranged (1d8/x3)
Full Attack: Bite +2 melee (1d6) and spear -3 melee (1d8/x3) or spear +5 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wing buffet
Special Qualities: Low-light vision
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 10, Dex 17, Con 11, Int 6, Wis 11, Cha 7
Skills: Hide +7, Listen +2, Move Silently +5, Spot +2
Feats: Ability Focus (wing buffet), Stealthy
Environment: Temperate forests and plains
Organization: Solitary, flight (2-6), or flock (10-30 plus 25% noncombatants)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

The creature looks like a vaguely humanoid raven. It is completely covered in black feathers. Its legs are birdlike, but its long wings end in three-fingered appendanges, within which it wields a spear.

Manni are avian humanoids that haunt bleak and wasted steppes. Their fondness for death and decay leads them to lurk near gravesites and ruins. Manni are also called kara, which means "black ones", a moniker that applies both to their dark feathers and their dark souls.

Manni are scavengers, preferring to eat the kills of other creatures rather than risking their own well-being. If fresh kills are scarce, manni will dig up graves and burial sites or even eat their own dead. Manni are usually filthy and foul-smelling due to their dietary choices.

Manni congregate in flocks, making simple domes huts of woven grass and branches to serve as their nests, situating them in a sheltered stand of woods or a hollow. They camouflage these huts with branches, grass, dead leaves, and moss. Only one-fourth of a flock includes adult males, although females are regarded equally in manni society.

Manni fear other humanoids, and have nothing but contempt for "wingless ones". These cowardly creatures are hunted by other nomadic humanoids that share their lands, and manni feathers are often used as decorations by such tribes.

A manni stands 4 to 5 feet tall with a wingspan of 5 feet. A manni weighs from 60 to 75 pounds.

Manni speak their own language, a series of clacks and whistles. Manni can learn other languages, but their beaks are unable to form the words to speak them.

Combat

Cowardly by nature, manni prefer to avoid combat. If hungry enough, manni ambush at the most advantageous opportunity, attempting to overwhelm prey with their numbers. They also build snares and traps, and prefer to attack lone prey that has wandered away from its allies.

Wing Buffet (Ex): As a standard action, a flying manni can buffet an opponent within melee reach with its wings. This attack deals 1d2 hp of damage, and the opponent must make a DC 13 Fortitude save or be dazed for one round. The save DC is Strength-based.

Originally appeared in Dragon Magazine #163 (1990).
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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; 18th February 2008 at 08:30 PM..
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Old 14th February 2008, 07:37 PM   #260 (permalink)
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Lizardfolk, Master Crocodilian

Lizardfolks in Dragon #268

Lizardfolk, Master Crocodilian
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1) or shortspear +3 melee (1d6+1) or shortspear +2 ranged(1d6+1)
Full Attack: 2 claws +3 melee (1d4+1) and bite -2 melee (1d8); or shortspear +3 melee (1d6+1) and bite -2 melee (1d8) or shortspear +2 ranged(1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Hold breath
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 13, Cha 10
Skills: Balance +5, Bluff +2, Intimidate +2, Jump +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (religion) +8, Swim +10
Feats: Iron Will, Persuasive
Environment: Temperate swamps or urban
Organization: Solitary, sect (2-7), or tribe (2-7 master crocodilians plus 7-21 brutes)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 4-9 HD (Medium) or by character class
Level Adjustment: +3

This crocodilian humanoid stands over 6 feet tall.

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier.

Master crocodilians are smaller and far more cruel than their brute cousins. They maliciously kill and eat other humanoids, taking great pleasure in the suffering.

Master crocodilians often make their lairs in secluded areas within cities of other humanoid races, such as in hidden temples or sewers. They are also found within tribes of brute crocodilians, whom they find easy to manipulate with their greater intellect and spellcasting affinity. Due to their worship of Anubis and Set, they sometimes ally with mummies, jackalweres, and spirit nagas. Master crocodilians maintain a sacrificial pit filled with normal or giant crocodiles in the depths of their lairs.

A master crocodilian is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is shorter than most lizardfolk, only 2 to 3 feet long. A master crocodilian can weigh from 200 to 250 pounds.

Master crocodilians speak Draconic. Although they are intelligent enough to learn other languages, they never learn those of other humanoid races, whose speech they consider nothing more than the bleating of sheep. They will most likely learn Abyssal or Infernal should they study another language.

Combat

In combat, master crocodilians rely on spellcasting, manipulation, and the protection of their minions.

Hold Breath: A master crocodilian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Spells: A master crocodilian can cast divine spells as a 5th-level cleric (5/4+1/2+1/1+1; save DC 11 + spell level), from the cleric list and from two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind. A typical spell list: 0--create water, detect magic, detect poison, read magic, resistance; 1st--bane, divine favor, magic fang*, obscuring mist, sanctuary; 2nd--animal trance*, death knell, hold person; 3rd--bestow curse, blacklight*.
*Domain spell. Domains: Darkness (Free Blind-Fight feat), Scalykind (rebuke or command reptilian creatures and snakes 3/day).

Skills: Because of their tails, master crocodilians have a +4 racial bonus on Balance and Jump checks. A master crocodilian 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.

Master Crocodilians As Characters
Most master crocodilians are clerics, worshiping Set or Anubis. Levels of cleric stack with a master crocodilian's innate ability to cast spells, so a 2nd-level cleric master crocodilian casts spells as a 7th-level cleric. Most high priests have at least two leves of cleric and are often advanced a few HD as well. A master crocodilian cleric has access to two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind.

Master crocodilian characters possess the following racial traits.
  • +2 Strength, +2 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium size.
  • A master crocodilian's land speed is 30 feet. It also possesses a swim speed of 30 feet.
  • Racial Hit Dice: A master crocodilian begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A master crocodilian's humanoid levels give it skill points equal to 6 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), and Swim. Master crocodilians have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed. Master crocodilians also have a +2 racial bonus on Knowledge (arcana), (history), and (religion) checks.
  • Racial Feats: A master crocodilian's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A master crocodilian is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d8).
  • Special Attacks (see above): Spells.
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Draconic. Bonus Languages: Abyssal, Aquan, Infernal.
  • Favored Class: Cleric.
  • Level adjustment +3.

Originally appeared in Dragon Magazine #268 (2000).
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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; 18th February 2008 at 07:30 PM..
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Old 14th February 2008, 08:40 PM   #261 (permalink)
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Ghazneth, Melineth the Grasping

Special Conversion Thread: The Ghazneths

Ghazneth, Melineth the Grasping
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 11d8+55 (104 hp)
Initiative: +4
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +11/+15
Attack: Claw +15 melee (1d4+4) or longsword +15 melee (1d8+4/19-20)
Full Attack: 2 claws +15 melee (1d4+4) and bite +15 melee (1d6+2) or longsword +15/+10/+5 melee (1d8+4/19-20) and bite +15 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 19, Dex 19, Con 20, Int 14, Wis 14, Cha 21
Skills: Bluff +19, Concentration +19, Diplomacy +11, Disguise +19 (+21 acting), Gather Information +7, Intimidate +21, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nobility and royalty) +16, Listen +16, Sense Motive +16, Spot +16
Feats: Hover, Improved Multiattack, Multiattack, Power Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Melineth and 1-5 other ghazneths)
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: -

This broad-chested man has hulking shoulders and long, gangly arms. Despite a flat nose and jutting brow, the man would be ruggedly handsome, were it not for the three goatlike horns curling from his head. Although his skin is flawless, a pair of black, scabrous wings sprout from his back.

Melineth the Grasping, the Scourge of Pestilence, was originally Melineth Turcasson, the father-in-law to King Duar. Melineth became a ghazneth after selling the city of Suzail for 500 sacks of gold. He spent 938 years entombed with those very sacks of gold. Now free, he seeks comfort and gold, and lives a lonesome, miserly existence. He cooperates with the other ghazneths only out of fear that they will steal his wealth if he doesn't aid them.

Melineth is 6 feet tall and weighs 250 pounds.

Melineth speaks Common and Chondathan.

COMBAT

Melineth only fights if he sees something to gain. He relies on is ghazneth powers and flight to gain advantage over his foes.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. At 938 years of age, Melineth can hold up to 938 levels.

Expend Magic (Su): Melineth may expend stored magic to utilize the following powers.

Detect Magic (Su): Melineth continuously detects all magic (as the detect magic spell) within 94 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Melineth may expend one stored magic level to gain fast healing 8 for 10 minutes.

Illness (Su): Melineth continuously causes all creatures within 94 yards (282 feet) to succeed on a DC 20 Forititude save or be sickened. The sickened effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.
This ability drains one stored magic level per hour.

Pestilience (Su): Melineth may expend one stored magic level to cause a single target within 94 yards (282 feet) to succeed on a DC 20 Forititude save or fall into a feverish torpor and become nauseated. If the save is successful, the victim suffers no further effects. 24 hours later, the victim must succeed on a DC 20 Forititude save or die. If the victim succeeds, he must make another Forititude save every 24 hours thereafter. The nauseated effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.

Wither (Su): Melineth may expend one stored magic level to wither parts of a target's body. Melienth must succeed on a melee touch attack, and victim can negate the effect with a succussful DC 20 Fortitude save. 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. Withering the target's chest, neck, or head causes the victim to begin to suffocate. The effect is permanent unless removed with a spell or effect that removes disease or by a successful DC 22 dispel check. The save DC is Charisma-based.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (hertory) check).

Originally appeared in Dragon Magazine Annual #4 (1999).
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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; 18th February 2008 at 05:15 PM..
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Old 18th February 2008, 07:58 PM   #262 (permalink)
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Star Leviathan

Converting Psionic Creatures

Star Leviathan
Gargantuan Magical Beast (Extraplanar, Psionic)
Hit Dice: 24d10+144 (276 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple: +24/+48
Attack: Tail slap +32 melee (4d6+18)
Full Attack: Tail slap +32 melee (4d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Molecular shock, psionics
Special Qualities: Blindsight 120 ft., damage reduction 20/silver, hold breath, low-light vision, telepathy 500 ft.
Saves: Fort +20, Ref +15, Will +11
Abilities: Str 35, Dex 13, Con 23, Int 19, Wis 17, Cha 18
Skills: Autohypnosis +22, Concentration +26, Diplomacy +25, Knowledge (psionics) +33, Knowledge (the planes) +31, Psicraft +31, Sense Motive +30, Survival +3 (+7 on other planes)
Feats: Delay Power, Enlarge Power, Greater Psionic Endowment, Improved Metapsionics, Maximize Power, Psionic Endowment, Quicken Power, Unconditional Power, Widen Power
Environment: Astral Plane
Organization: Solitary or pod (2-6)
Challenge Rating: 25
Treasure: None
Alignment: Usually neutral good
Advancement: 25-35 HD (Gargantuan); 36-72 HD (Colossal)
Level Adjustment: -

A massive whale swims through the astral sky, its midnight blue hide flecked with gold and silver.

Star leviathans are massive astral denizens that originated on an unknown alternate Material Plane. Their homeworld is shrouded in mystery, and no amount of flattery or coercion will get a star leviathan to reveal any more about it. They are godlike in both size and personality, playful and amused even by the most threatening of evil creatures. Only astral dreadnoughts dare attack them regularly, and battles between these two titanic creatures are truly amazing to behold.

A star leviathan attempts to communicate telepathically as soon as another creature is encountered. If it finds the creature friendly and willing to converse, the star leviathan may travel with it for awhile, even allowing smaller creatures to "hitch a ride" by hanging onto its tail or broad flippers. All the while, the star leviathan engages in endless conversation.

Though they possess mouths, star leviathans lack teeth and presumably feed on planktonlike creatures on their home world. As a result, they never make bite attacks.

A star leviathan is 70 to 100 feet long and weighs 150-200 tons.

Star leviathans speak telepathically.

COMBAT

Star leviathans only attack if threatened, or to aid other creatures in battle against powerful evil foes. In battle, a star leviathan utilizes its superior psionic abilities and strikes with its massive tail.

Molecular Shock (Ps): By expending 20 power points as a full-round action, a star leviathan can create a psionic charge on its body for four rounds (after which the charge dissipates). This psionic field grants the star leviathan DR 20/-. In addition, all creatures or objects that come in contact with the star leviathan while it is charged are affected as if by the psionic disintegrate power (manifester level 20th), with the following exceptions. Objects take 28d6 points of damage (or 5d6 points of damage with a successful DC 23 Fortitude save). Unattended nonmagical objects, including ranged weapons, do not receive a save against this power. Living creatures automatically succeed on their saving throws, taking just 5d6 points of damage. This is the equivlent of a 9th-level power. The save DC is Charisma-based.

Psionic Powers: A star leviathan manifests powers as a psion (kineticist) of 24th level. The save DCs are Charisma-based.

Typical Psion Powers Known (power points 383, save DC 14 + power level): 1st—control object, detect psionics, inertial armor*, telempathic projection; 2nd—cloud mind, control air*, detect hostile intent, energy missile*; 3rd—body adjustment*, body purification*, telekinetic force*, telekinetic thrust*, ubiquitous vision ; 4th—aura sight*, inertial control body, inertial barrier*, telekinetic maneuver*, trace teleport*; 5th—catapsi*, energy current*, fiery discorporation*, leech field*, power resistance, psionic major creation, psionic true seeing; 6th—dispelling buffer, mass cloud mind, null psionics field, retrieve*, temporal acceleration*; 7th—divert teleport, personal mind blank, psionic moment of prescience, reddopsi; 8th—bend reality, psionic mind blank, psionic telekinetic sphere, true metabolism; 9th—affinity field, apopsi, microcosm*, psionic etherealness, timeless body, tornado blast*.

*Power can be augmented.

Originally appeared in Dragon Magazine #89 (1984).
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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; 28th March 2008 at 09:01 PM..
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Old 18th February 2008, 08:27 PM   #263 (permalink)
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Ethyk

Converting Planescape monsters

Ethyk
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d10+3 (8 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2-4)
Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Induce anger
Special Qualities: Darkvision 10 ft., low-light vision, scent, uncanny dodge
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 16, Int 2, Wis 12, Cha 12
Skills: Climb +10, Jump +2, Spot +13, Survival +5
Feats: Ability Focus (induce anger), Weapon Finesse
Environment: Twin Paradises of Bytopia
Organization: Solitary or litter (2-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

The creature vaguely resembles a lemur, except for its single, bulbous eye. The eye is yellow-white, with a large black pupil.

An arboreal, omnivorous mammal native to the forests of the Twin Paradises of Bytopia, ethyks possess a unique defense mechanism that increases and redirects the hostilities of any who would harm them. Ethyks spend most of their time in treetops, hunting rodents, birds, snakes, and insects, or gathering fruits and nuts or other edible plants.

Ethyks are prized by trappers for their value in planar marketplaces. They are easily domesticated, and willfully bond with a superior creature. A bonded ethyk never directs the anger it induces in others against its master. Because of their abilities, ethyks have been outlawed in a number of cities on lawful planes.

An ethyk is 1 foot long and weighs 5 to 10 pounds. Fur coloration varies from gray to brown to tawny red.

COMBAT

A wild ethyk generally employs its ability to induce anger at the first opportunity, attempting to turn predators on one another or some other prey, while the ethyk makes its escape. If all else fails, an ethyk defends itself with its relatively weak natural weapons.

Induce Anger (Su): Six times per day, an ethyk can target a single creature within 100 feet and attempt to increase its anger and hostility. The victim must succeed on a DC 13 Will save or have its attitude changed to Unfriendly (unless already Unfriendly or Hostile) toward a random creature (other than the ethyk) within 100 feet. This ability persists for 3d4 rounds. An affected creature must attempt an additional DC 13 Will save each round the ability persists, or attempt to attack the target of its hostility. The affected creature will attack anyone who attempts to restrain it or otherwise prevent it from attacking the subject of its ire. If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Skills: An ethyk has a +4 racial bonus on Survival checks and a +8 racial bonus on Climb and Spot checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. An ethyk uses its Dexterity modifier for Climb and Jump checks.

Training an Ethyk

An ethyk can be trained with the Handle Animal skill, and the traininer does not incur the normal +5 increase to DCs for training a magical beast.

Originally appeared in Planes of Conflict (1995).
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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; 3rd March 2008 at 03:53 PM..
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Giant Viper Fish

Converting "Real World" Animals and Vermin

Giant Viper Fish
Huge Animal (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +5
Speed: Swim 50 ft. (10 squares)
Armor Class: 13 (-2 size, +1 Dex, +4 natural), touch 9, flat-footed 12
Base Attack/Grapple: +7/+24
Attack: Bite +14 melee (3d6+13)
Full Attack: Bite +14 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, seizing maw
Special Qualities: Low-light vision
Saves: Fort +11, Ref +10, Will +3
Abilities: Str 28, Dex 12, Con 19, Int 1, Wis 10, Cha 2
Skills: Listen +2, Spot +15, Swim +17
Feats: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

This fish sports a massive set of jaws stuffed with sharp teeth. Twin rows of bioluminscent spots dot its sides, and more patches of bioluminscence glow from within its mouth. Whiplike growths protrude from the fish's chin.

Among the most vicious predators of the deepest and darkest reaches of oceans, giant viper fish swim swiftly through the cold waters hunting prey. The bioluminescent spots along their sides help to attract prey, which they quickly trap in their vicious jaws.

Normally solitary hunters, viperfish pair up during a brief mating season. The females abandons her clutch as soon as the eggs are layed.

Viperfish flesh is edible, although its taste is unpleasant.

A typical giant viper fish is 20 feet long and weighs 1,000 pounds.

COMBAT

A giant viper fish attempts to bite prey and catch it in its seizing maw, digesting what remains.

Improved Grab (Ex): To use this ability, a giant viper fish must hit a Huge or smaller opponent 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 immediately traps the victim in its seizing maw.

Seizing Maw (Ex): Once the a giant viper fish has successfully grappled an opponent, it automatically holds the victim in its mouth to slowly digest it. Each round that the victim spends in the viper fish's mouth, it takes automatic bite damage and 1d8 points of acid damage. To escape the hold, the victim must succeed on either a grapple check or an Escape Artist check opposed by the viper fish's grapple check. If the victim successfully escapes, it immediately takes maximum bite damage as it tears itself free of the viper fish's backward-curving teeth. A giant viper fish can hold a creature up to one size category lareger than itself within its mouth in this manner.

Skills: A giant viper fish 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.

Variant Giant Viper Fish

Some giant viper fishes have whiplike tentacles which grow from their chins. Such giant viper fishes have the following changes to the statistics above:

Attack: Bite +14 melee (3d6+9) or tentacle +14 melee (1d8+9)
Full Attack: Bite +14 melee (3d6+9) and 2 tentacles +9 melee (1d8+4)
Space/Reach: 15 ft./10 ft. (15 ft. with tentacles)
Special Attacks: Constrict, improved grab, seizing maw
Challenge Rating: 8

Constrict (Ex): A giant viper fish deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant viper fish must hit a Huge or smaller opponent with its bite or tentacle 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 immediately traps the victim in its seizing maw (if a bite attack) or constrics (if a tentacle attack).

Originally appeared in Monstrous Compendium Annual 4.
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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; 20th February 2008 at 08:01 PM..
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Dinosaur, Anchisaurus

Converting prehistoric animals

Dinosaur, Anchisaurus
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4)
Full Attack: Slam +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 14, Cha 10
Skills: Climb +11, Listen +5, Spot +5
Feats: Alertness
Environment: Any land
Organization: Solitary, pair or herd (3-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)

This dinosaur is just over seven feet long, with a long, slender neck and tail. As you watch, it lifts its front legs, standing on its hind legs to reach some leaves high in the nearby tree. Its forearms grasp a branch, as if they had humanlike hands.

This prosauropod spends most of its time as a quadruped, but is capable of spending periods of time in a bipedal position in order to reach high leaves. Although generally herbivorous, with blunt teeth better suited for vegetation, anchisauruses have been known to eat meat.

An anchisaurus is just over 7 feet long and weighs around 60 pounds.

COMBAT

An anchisaurus only bites in retaliation, preferring to climb a nearby tree to escape predators.

Skills: An anchisaurus has 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 Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
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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; 20th February 2008 at 08:14 PM..
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Old 19th February 2008, 07:34 PM   #266 (permalink)
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Crystal Spider

Converting Monsters from Polyhedron Magazine

Crystal Spider
Medium Elemental (Earth)
Hit Dice: 4d8+2 (11 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 50 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d3 plus crystallization)
Full Attack: Bite +3 melee (1d3 plus crystallization)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crystallization, web
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 11, Dex 17, Con 19, Int 4, Wis 11, Cha 11
Skills: Climb +12, Listen +2, Spot +9
Feats: Ability Focus (crystallization), Alertness
Environment: Elemental Plane of Earth
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins; standard goods (gems only); no items
Alignment: Always neutral
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: -

This man-sized arachnid seems to be sculpted from glass or crystal. It skates swiftly across its glowing, crystalline web.

Crystal spiders are actually elementals, not true arachnids. They covet transparent gems, bundling these treasures in webbing in the center of their larger webs.

A crystal spider is 8 feet in diameter and weighs 600 pounds.

Crystal spiders speak Terran.

A crystal spider can be summoned with a summon monster VI or summon nature's ally V spell.

COMBAT

Crystal spiders feed on the crystallized remains of living creatures, so their tactics are simple: bite as many potential prey as possible, and allow their crystallization to go to work.

Crystallization (Su): On a successful bite attack, the crystal spider injects its powerful venom. The victim must succeed on a DC 18 Fortitude save or be slowed (as the spell) for five rounds. On the sixth round, the victim is paralyzed and its throat crystallizes, preventing the use of speech, verbal components, and command words. Three minutes later, the character is completely crystallized (treat as petrified). Once crystallized, a victim may only be revived by resurrection, true resurrection, miracle, wish, or greater restoration. Limited wish also revives a crystallized victim, but the victim must make a new Fortitude save each week or begin the crystallization process anew. The crystallization process can be slowed or halted before petrification by any of the spells listed above or delay poison, neutralize poison, or stone to flesh. The save DC is Constitution-based. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Web (Ex): A crystal spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 16 Escape Artist check or burst the web with a DC 20 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Crystal spiders can create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.

A crystal spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: Crystal spiders have a +8 racial bonus on Climb checks. A crystal spider can always choose to take 10 on Climb checks, even if rushed or threatened. Crystal spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Polyhedron Magazine #116 (1996).
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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"

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Thousandtooth

Converting World of Greyhawk monsters

Thousandtooth
Medium Aberration
Hit Dice: 6d8+6 (33 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6) and 8 snakebites +4 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, slow petrifying gaze
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 6, Wis 13, Cha 15
Skills: Hide +5, Move Silently +5, Spot +4
Feats: Ability Focus (poison), Multiattack, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually lawful evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

What appears to be an oversized human head sprouts about a dozen reptilian limbs from a roundish lump of flesh protruding from its backside. Each of the limbs ends in a viper's head. Its eyes are solid gray, and its mouth is filled with large, sharp teeth. It awkwardly scuttles forth on several of the limbs.

A thousandtooth is a mutated medusa. Although their origins are unknown, some speculate that aboleths were involved. Regardless of their genesis, thousandtooths are able to reproduce asexually. Once each year, a thousandtooth drops one of its reptilian limbs which goes off on its own as an independent creature (treat as a Tiny viper). This larval thousandtooth hunts like a snake, consuming as much food as possible before entering a week-long hibernation. After the hibernation, it becomes a full-grown, fully-functional thousandtooth.

Extremely solitary and territorial, a thousandtooth claims a few square miles of territory. It attacks anything it perceives as a threat, competition, or prey. Its territory is dotted with the petrified remains of past victims of its gaze.

A thousandtooth is 4 feet in diameter and weighs 200 pounds. Some thousandtooths grow a pair of spindly arms from either side of its face.

Thousandtooths speak Common.

COMBAT

A thousandtooth prefers to hide, awaiting an optimal time to ambush.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1 Con, secondary damage 1 Con. The save DC is Constitution-based.

Slow Petrifying Gaze (Su): 30 feet, Fortitude DC 15 negates. On a failed save, the victim must continue to save each round thereafter and is slowed (as the spell) and takes a cumulative 10-foot penalty to speed and a -2 penalty to Dexterity, but gains a +1 enhancement bonus to its natural armor as its skin begins to harden. A successful save after the initial save does not negate the effect, but prevents any further penalties and eventual petrification. If the target fails three consecutive saves, the victim is turned to stone permanently. The effect can be reversed by a stone to flesh effect at any time. If used before complete petrification, no saving throw is required to survive the transformation. The save DC is Charisma-based.

Originally appeared in The Scarlet Brotherhood (1999).
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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; 5th March 2008 at 03:13 PM..
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Old 20th February 2008, 07:46 PM   #268 (permalink)
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Centaur, Sea

Converting monsters from Dragon magazine (Part Two)

Centaur, Sea
Large Monstrous Humanoid (Aquatic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 60 ft. (12 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8/19–20)
Full Attack: Trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8/19–20)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +6, Will +7
Abilities: Str 16, Dex 15, Con 16, Int 13, Wis 13, Cha 11
Skills: Listen +11, Spot +11, Survival +8, Swim +12
Feats: Alertness, Iron Will
Environment: Temperate aquatic
Organization:: Solitary, family (2–3), company (1-3 plus 2–5 tritons), squad (1-3 plus 6–11 tritons), or band (1-3 plus 20–80 tritons)
Challenge Rating: 4
Treasure: No coins; standard goods (jewelry only); standard items
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

The torso, head, and arms are those of a silvery-skinned humanoid with blue-green hair. Its lower half looks like a cross between a horse and a fish, with silver-blue scales, fins instead of hooves, and a fishlike tail.

Sea centaurs appear to be a cross between a triton and a hippocampus. Sea centaurs are nomadic, living in small families or among tritons and hippocampi. They sometimes agree to serve as mounts for tritons.

Sea centaurs share the tritons' emnity towards sahuagin, and serve as cavalry in the ongoing war between those two races.

A sea centaur is 12 to 15 feet long and weighs about 2,400 pounds. Hair color ranges from deep blue to blue-green.

Sea centaurs speak Common and Aquan.

Combat

Like tritons, sea centaurs prefer to avoid combat, but will fiercely defend their families and allies.

Skills: A sea centaur 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.

Sea Centaurs As Characters

A sea centaur's favored class is druid. Sea centaur clerics worship Persana and can choose any two of the following domains: Artifice, Protection, and Water.

Sea centaur characters possess the following racial traits.
  • +6 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A nomadic centaur's base land speed is 5 feet. A sea centaur has a swim speed of 60 ft.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A sea centaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A sea centaur's monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Listen, Spot, Survival, and Swim.
  • Racial Feats: A sea centaur's monstrous humanoid levels give it two feats.
  • +6 natural armor bonus.
  • Automatic Languages: Common, Aquan. Bonus Languages: Draconic, Elven, Sahuagin.
  • Favored Class: Druid.
  • Level adjustment +2.

Originally appeared in Dragon Magazine #116 (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; 21st February 2008 at 03:24 PM..
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Old 20th February 2008, 09:55 PM   #269 (permalink)
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Demon, Siragle

Converting Epic Level Creatures

Demon, Siragle
Large Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 18d8+126 (207 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 30 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 26
Base Attack/Grapple: +18/+28
Attack: Claw +23 melee (2d6+7) or +3 unholy falchion +26 melee (2d6+13/18-20)
Full Attack: 2 claws +23 melee (2d6+7) and bite +21 melee (1d8+3) and tail stinger +21 melee (1d6+3 plus energy drain) or +3 unholy falchion +26/+21/+16/+11 melee (2d6+13/18-20) and bite +21 melee (1d8+3) and tail stinger +21 melee (1d6+3 plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, improved grab, profane fury, spell-like abilities, summon tanar'ri
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, fire 10, rejuvenation, scroll master, spell resistance 26, telepathy 60 ft., tanar'ri traits
Saves: Fort +18, Ref +15, Will +17
Abilities: Str 25, Dex 19, Con 24, Int 18, Wis 22, Cha 21
Skills: Bluff +26, Concentration +28, Diplomacy +18, Disguise +5 (+7 acting), Intimidate +26, Jump +18, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +27, Search +25, Sense Motive +18, Spellcraft +27 (+29 scrolls), Spot +27, Survival +6 (+8 on other planes, +8 following tracks), Swim +17, Use Magic Device +26 (+28 scrolls)
Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (suggestion)
Environment: Infinite Layers of the Abyss (The Steeping Isle)
Organization: Solitary
Challenge Rating: 18
Treasure: Standard coins, double goods (gems and jewelery), double items
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

An unsettling blend of reptile and humanoid, this demon stands over 8 feet tall. Its head is crocodilian, topped with vicious black antlers, with blood red eyes and a maw filled with soot-black teeth. Its blackish-green body is broad and muscular, its flesh leathery. Its hands and feet end in vicious claws, while its five foot long tail ends in a daggerlike stinger of yellowed ivory.

Siragle the Ineffable is a unique demon. Although not a true demon lord, Siragle rules the 493rd layer of the Abyss, a realm known as The Steeping Isle.

Siragle can only be permanently slain while on the The Steeping Isle. Any who slay him on other planes had best watch their backs, for Siragle is infamous for his ability to hold a grudge.

Siragle stands 8 and 1/2 feet tall and weighs 1,000 pounds.

Siragle speaks Abyssal, Celestial, and Draconic.

COMBAT

Siragle enjoys battle, attempting to grab an adversary with both claws, then bite and sting the victim until its life force is extinguished. Siragle is also accomplished with magic, possessing powerful spell-like abilities and capable of crafting and utilizing scrolls containing a variety of spells.

Siragle's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): Living creatures hit by Siragle's tail stinger attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Siragle gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, Siragle must hit a Large or smaller opponent with both claw attacks. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. Siragle automatically hits grappled opponents with his bite and tail stinger attacks.

Profane Fury (Su): Once per day, Siragle may draw upon his connection with the Steeping Isle to shroud himself in abyssal energy as a swift action. When in a profane fury, Siragle gains a +5 profane bonus to AC, a +2 bonus to his spell resistance, and damage reduction 5/epic for 8 rounds. When his profane fury expires, Siragle is fatigued for the rest of the encounter. The save DC is Charisma based.

Rejuvenation (Su): If Siragle dies, he reforms on the Steeping Isle, his home layer of the Abyss, in one year. Any equipment Siragle was wearing or carrying at the moment of his death, such as a weapon or scroll, however, is left behind. If Siragle is slain on his home plane, he is dead forever.

Scroll Master (Ex): Siragle can use use or create any scroll with no chance of failure as though the spells were on his spell list. He can also create any scroll as if he possessed the necessary feats and prerequisite spells or other requirements.

Spell-Like Abilities: At will--deeper darkness, detect good, detect magic, fly, greater dispel magic, see invisibility, unholy blight (DC 19); 3/day--greater teleport, invisibility, shout (DC 19), suggestion (DC 18), plane shift; 1/day--forcecage, mass charm (DC 23), unholy aura (DC 23), word of chaos (DC 22). Caster level 20th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day, Siragle can automatically summon 1d4+1 chasmes (or 1d4+1 vrocks if you aren't using Fiendish Codex I) with a 45% chance of success. This ability is the equivalent of a 9th-level spell.

Originally appeared in Dungeon Magazine #28 (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; 3rd March 2008 at 04:41 PM..
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Old 26th February 2008, 07:52 PM   #270 (permalink)
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Ghazneth, Luthax the Fiery

Special Conversion Thread: The Ghazneths

Ghazneth, Luthax the Fiery
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 10d8+30 (75 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d4+3) or longsword +13 melee (1d8+3/19-20)
Full Attack: 2 claws +13 melee (1d4+3) and bite +8 melee (1d6+1) or longsword +13/+8 melee (1d8+3/19-20) and bite +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +10, Ref +10, Will +9
Abilities: Str 16, Dex 17, Con 17, Int 18, Wis 14, Cha 23
Skills: Bluff +19, Concentration +20, Diplomacy +23, Disguise +6 (+8 acting), Gather Information +8, Intimidate +21, Knowledge (arcana) +17, Knowledge (local) +17, Knowledge (history) +17, Knowledge (nobility & royalty) +17, Listen +15, Search +17, Spellcraft +19, Spot +15, Survival +2 (+4 following tracks)
Feats: Combat Casting, Empower Spell, Extend Spell, Spell Penetration
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Luthax and 1-5 other ghazneths)
Challenge Rating: 13
Treasure: Standard
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

The man looks like a broad-shouldered ashen gargoyle, with powdery gray skin and wings that appear to made entirely of living smoke. Scintillating scarlet eyes peer out between bushy brows and a large crimson nose. A long beard dangles from his craggy face, but beyond that his head is hairless.

Before becoming a ghazneth several centuries ago, Luthax served as the High Castellan of the War Wizards of Cormyr. He was exiled from the kingdom when his plot to replace King Draxus with an oligarchy of mages was exposed. He has been known as the Scourge of Smoke since before the Battle of the Witch Lords in 900 DR.

Luthax is resentful of Merendil's position among the ghazneths and rarely cooperates with her.

Luthax is 6 feet tall and weighs 300 pounds.

Luthax speaks Common and Chondathan.

COMBAT

Luthax prefers spellcasting and using his ghazneth powers to his natural attacks.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. At approximately 741 years of age, Luthax can hold up to 741 levels.

Expend Magic (Su): Luthax may expend stored magic to utilize the following powers.

Detect Magic (Su): Luthax continuously detects all magic (as the detect magic spell) within 74 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Luthax may expend one stored magic level to gain fast healing 7 for 10 minutes.

Fissures (Su): Luthax continuously causes tiny fissures to open in his footsteps which emit a steady flow of sulfurous gases that causes all plants within 74 yards to die 24 hours later. Plant creatures are immune to this ability. This ability drains one stored magic level per hour.

Flame Barrier (Su): Luthax may expend one stored magic level to create a fiery barrier. This functions as the wall of fire spell, with the following exceptions. The flame barrier must originate in one of the fissures created by his footsteps, and extends 70 feet. The flame barrier lasts 7 rounds. Luthax may expend additional stored magic levels to increase the effects of the flame barrier. For each additional magic level spent, he may either increase the length by 10 ft., increase the damage by 1d4 (or 1d6 if passing directly through the barrier), or increase the duration by 1 round.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (hertory) check).

Spells: Luthax may expend stored magic levels to cast his known spells. Luthax casts spells as a sorcerer in most respects, except in addition to using spell slots, he must expend a number of stored magic levels equal to the level of the spell. For example, Luthax must expend three stored spell levels (in addition to the normal 3rd-level spell slot) to cast haste. As a side effect of his transformation into a ghazneth, Luthax has a unique number of spells per day, and does not gain bonus spells based on his Charisma modifier.

Sorcerer Spells Known (5/5/5/5/5/3/3/2/1): 0th--light; 1st--magic missile, sleep; 2nd--blindness/deafness, invisibility, knock, locate object; 3rd--blink, deeper darkness, haste, hold person, invisibility sphere, wind wall; 4th--charm monster, confusion, dimension door, solid fog, stone shape; 5th--passwall, telekinesis, teleport, transmute rock to mud; 6th--control water; 7th--mass invisibility, phase door; 8th--binding, earthquake; 9th--time stop. Caster level 18th. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine Annual #4 (1999).
__________________
- 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; 6th March 2008 at 08:57 PM..
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