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18th July 2008, 04:55 PM
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#421 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Giant, Bosk Special Conversion Thread: Finishing off giants and their kin Giant, Bosk
Huge Giant
Hit Dice: 14d8+84 (147 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–2 size, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Greatclub +16 melee (3d8+12) or slam +16 melee (1d6+8)
Full Attack: Greatclub +16/+11 melee (3d8+12) or 2 slams +16 melee (1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Swamp spit
Special Qualities: Low-light vision
Saves: Fort +15, Ref +4, Will +8
Abilities: Str 27, Dex 10, Con 23, Int 5, Wis 14, Cha 8
Skills: Hide -3*, Listen +8, Spot +8
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, pair, raiding party (3-4 giants and 1-2 juveniles), or village (7-13 plus one 5th level leader plus 7-13 infants and juveniles)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +5 This towering humanoid, nearly twenty feet tall, is muscular and handsome. Its skin is dark green, and it wears a patchwork garment of animal hides. Hair hangs from its head in grasslike clumps. It wields a fallen tree like a club.
Bosk giants are native to the jungle world of Chislev, where giants are the dominant species and humanoids are seen as little more than animals. Bosk giants prefer tropical areas with large areas of water, the more fetid the better.
Bosk giants enjoy the taste and smell of fetid water, but will settle for pure water if they must. They are strict vegetarians, preferring sodden roots and overripe fruits. Bost giants consider nuts a delicacy, and can occasionally be bribed with these foods.
Bosk giants occasionally raid humanoid settlements for sport, to take slaves, or to simply spread fear.
A bosk giant stands about 19 feet tall and weighs about 8,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, growing in clumps like grass. Bosk giants can live to be 120 years old.
A bosk giant's bag usually contains a wooden drinking bowl, dish, and spoon, a flint knife, tools made out of shells or antlers, miscellaneous food, and the occasional live animal or bound slave.
Bosk giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Bosk giants eschew ranged weapons in favor of pummeling opponents with large clubs and beefy fists. They can also belch forth a mixture of stomach juices and swamp water to injure and nauseate adversaries.
Swamp Spit (Ex): Bosk giants can spit swamp water combined with their gastric juices at enemies. This is a 30-foot line that deals 3d8 points of acid damage (Reflex DC 23 half). Additionally, a creature in the line must succeed on a DC 23 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.
A bosk giant can store enough swamp water to spit twice. After that, it may spend a full-round action to swallow enough swamp water to spit again. A swamp giant may refill its stomach after only a single use, but may never store more than two uses worth of swamp water.
Skills: *Bosk giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.
Bosk Giant Society
Bosk giants form simple villages near areas of standing water, crudely crafting huts from rotted trees. A typical village consists of 7-13 adults and an equal number of infants and juveniles. Each village is loosely ruled by the strongest giant, whose few orders are followed without question.
Juvenile bosk giants have the same statistics as hill giants, while infants can be treated as ogres. Juveniles and infants possess a lesser version of the swamp spit ability (DC 20, 2d8 damage for juveniles and DC 14, 1d8 damage for infants).
Bosk Giant Characters
The favored class of bosk giants is barbarian. Bosk giant leaders often wield Gargantuan wooden morningstars crafted by shaving large tree limbs to sharp points. They may wield these oversized weapons in two hands with no penalty.
Bosk giant clerics worship Zeboim, an evil nature deity (see page 134 of the Dragonlance Campaign Setting).
Originally appeared in SJR7 - Krynnspace (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; 5th August 2008 at 10:28 PM..
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18th July 2008, 05:15 PM
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#422 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Walking Stick, Giant Converting "Real World" Animals and Vermin Walking Stick, Giant
Large Vermin
Hit Dice: 9d8+18 (58 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+23
Attack: Kick +8 melee (1d8+3)
Full Attack: 2 kicks +8 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Defensive spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 17, Dex 12, Con 15, Int —, Wis 14, Cha 11
Skills: Climb +11, Hide +1*, Spot +6
Feats: Improved Initiative (B)
Environment: Temperate forests
Organization: Solitary or swarm (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-17 HD (Large), 18-26 HD (Huge)
Level Adjustment: - What appeared to be a fallen tree begins to move on six broad, flat legs. Long, slender antennae flick about before its long, cylindrical body.
Phasmatodea, also known as walking sticks, stick insects, or leaf insects, can be found in gigantic varieties in some fantasy worlds.
Since females walking sticks lack a well-developed ovipositor, their eggs are dropped one at a time to the ground. These eggs resemble coconut-sized seeds, and often do not hatch for over a year.
A giant walking stick is 8 feet long and weighs around 100 pounds. Coloration varies from brown to green, or even yellow.
Combat
Giant walking sticks are non-aggressive, but will defend themselves if threatened. Giant walking sticks can rapidly kick with their spined legs, or can produce a defensive spray to drive off predators.
Defensive Spray (Ex): Once every 1d4 rounds, 30-foot cone, blindness for 1d4 rounds, Reflex DC 17 negates. The save DC is Constitution-based.
Skills: A giant walking stick has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant walking stick can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when near trees (alive or dead) and a +20 when a walking stick is surrounded by foliage.
Training a Giant Walking Stick
Training a giant walking stick as a mount requires a successful Handle Animal check (DC 30). Giant walking stick eggs are worth 400 gp on the open market. Professional trainers charge 1,200 gp to tame a giant walking stick. A properly trained giant walking stick mount is worth 1,200 gp on the open market.
Riding a giant walking stick requires an exotic saddle. A giant walking stick can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a giant walking stick is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. A giant walking stick can drag 3,900 pounds.
Timemidae
A variant of stick insects, the giant timemidae, or leaf insects, mimic leaves and foliage rather than sticks and trunks. These creatures share the same statistics as the giant walking stick, but gain a fly speed of 30 feet (poor manueverability).
Originally appeared in Adventure Pack I (1987).
__________________ - 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; 31st July 2008 at 03:05 PM..
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18th July 2008, 07:28 PM
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#423 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Life-Bane Duplicate Life-bane duplicates are parasitic entities first created by the sorceress Nuala. The spells she used to create them have been lost to the ages, but may still exist in some undiscovered ruins. They occasionally arise as the result of a failed incantation, or as a side effect of using time-altering magic.
When slain, a life-bane duplicate and all of its duplicated equipment vanish in a brilliant flash of light, leaving behind not a single trace.
Life-bane duplicates speak any languages known by the base creature.
Creating A Life-Bane Duplicate
"Life-bane duplicate" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). A life-bane duplicate uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A life-bane duplicate retains all special attacks of the base creature and gains the special attacks described below.
Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.
Haste (Su): A life-bane duplicate is continuously hasted (as the spell).
Special Qualities: A life-bane duplicate retains all special qualities of the base creature and gains the special qualities described below.
Fast Healing (Su): A life-bane duplicate gains fast healing 2.
Immunities (Ex): Life-bane duplicate have immunity to mind-affecting spells and abilities.
Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.
Feats: A life-bane duplicate gains Improved Initiative as a bonus feat.
Environment: Any, usually same as base creature.
Organization: Solitary or party (3-6).
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Always evil.
Advancement: Same as the base creature.
Level Adjustment: -.
Duplicated Powers
With the exception of additional powers (see below), all of the attributes of a duplicate (including ability scores and bonuses, hit points, combat abilities, special abilities and so on) are identical to those of its victim before he or she was affected by Nuala's magic.
When the link is first established with a victim that prepares spells, the duplicate gains "copies" of the spells which the victim has memorised at the time and can cast them in the same manner. Although a duplicate's spells are used up in the normal way when it casts them, it cannot relearn spells of its own accord. Instead, the spells it has available are determined by which ones the victim memorises. Each time that its victim relearns spells or memorises new ones, the duplicate's list of available spells becomes the same as the victim's.
When the link is first established with a victim that casts spells spontaneously or manifests psionic powers, the duplicate gains "copies" of the spell slots or power points that the victim possesses at that time. Although the duplicate's spell slots or power points are used up in the usual way as it casts spells or manifests powers, the duplicate cannot regenerate spell slots or power points on its own. Instead, the duplicate regenerates spell slots or power points precisely when the victim does. The duplicate's list of spells or powers known is always identical to the victim's.
If the victim normally prepares spells but can cast some spontaneously (such as a cleric can cast cure or inflict spells spontaneously), the duplicate can do so as well. This uses one of the duplicate's spell slots as normal, which is then only restored when the victim prepares spells again.
Although the duplicate has the same list of spells and powers as its victim, the casting of a given spell or use of a spell slot or power point by the duplicate does not affect the character's ability to use it. Similarly, if the character casts a spell or uses a spell slot or power point, this does not deprive the duplicate of it.
Duplicated equipment disappears if separated from the life-bane duplicate, but it can recreate such equipment as a free action.
Sample Life-Bane Duplicate
Life-bane Duplicate, 10th-Level Gnome Ranger
Small Humanoid (Gnome)
Hit Dice: 10d8+30 (75 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 19 (+1 size, +3 Dex, +1 dodge, +4 mithral chain shirt), touch 15, flat-footed 15
Base Attack/Grapple: +10/+6
Attack: +1/+1 gnome hooked hammer +17 melee (1d6+1/x3)
Full Attack: +1/+1 gnome hooked hammer +15/+15/+10 melee (1d6+1/x3) and +1/+1 gnome hooked hammer +15/+10 melee (1d4+1/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Life drain, spells, spell-like abilities
Special Qualities: Animal companion, evasion, fast healing 2, favored enemy, gnome traits, haste, immunity to mind-affecting spells and abilities, low-light vision, perfect disguise, swift tracker, wild empathy, woodland stride
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Skills: Concentration +11, Craft (alchemy) +2, Hide +18, Jump +21, Listen +17, Move Silently +18, Spot +15, Survival +15
Feats: Endurance (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Stealthy, Track (B), -Weapon Defense, Two-Weapon Fighting (B), Weapon Focus (gnome hooked hammer)
Environment: Any
Organization: Solitary or party (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0
Favored Enemy (Ex): This life-bane duplicate has mirrored the gnome ranger's favored enemies, gaining bonuses as follows: humanoid (reptilian) +6, humanoid (goblinoid) +4, magical beast +2.
Haste (Su): A life-bane duplicate is continuously hasted (as the spell). These modifications are already included in the statistics above.
Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.
Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).
Spells: Caster level 5th.
1st—longstrider, resist energy;
2nd—bear's endurance, spike stones.
This gnome ranger had the following ability score before applying the template: Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 8.
Originally appeared in I8 – Ravager of Time (1986).
__________________ - 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; 22nd August 2008 at 07:47 PM..
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18th July 2008, 09:08 PM
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#424 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Lycanthrope, Weremouse Covered in thin white fur, this humanoid has a murine face and a short, hairless tail.
A weremouse in humanoid form tends to be thin, short, shy, and skittish. It often dresses in rather plain clothing and may have an overbite.
Creating A Weremouse
"Weremouse" is an application of the lycanthrope template, using a dire mouse (see below) as the base animal.
Weremice have the following Animal or Hybrid Form Ability Modifiers: Str -4, Dex +6.
A weremouse's preferred alignment is neutral. Dire Mouse
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 6, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +17, Jump +15, Move Silently +13, Swim +11
Feats: Stealthy, Weapon Finesse (B)
Environment: Any
Organization: Solitary or family (5–20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: -
Skills: Dire mice have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Climb, Jump, Move Silently, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Dire mice use their Dexterity modifier for Climb, Jump, and Swim checks.
Sample Weremouse
Weremouse, Halfling Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 17
Base Attack/Grapple: +1/–3
Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Full Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Alternate form, halfling traits, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +9, Climb +2, Hide +10, Jump +4, Listen +3, Move Silently +13, Swim +8
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3
Weremouse, Mouse Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–5
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +14, Hide +13, Jump +18, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3
Weremouse, Hybrid Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–7
Attack: Shortsword +7 melee (1d4-2/19–20) or claw +6 melee (1d3-2) or light crossbow +6 ranged (1d6/19–20)
Full Attack: Shortsword +7 melee (1d4-2/19–20) and bite +1 melee (1d4-2); or two claws +6 melee (1d3-2) and bite +1 melee (1d4-2); or light crossbow +6 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +6, Hide +13, Jump +8, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3
Alternate Form (Su): A weremouse can assume a bipedal hybrid form or the form of a dire mouse.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weremouse's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Mouse Empathy (Ex): Communicate with mice and dire mice, and +4 racial bonus on Charisma-based checks against mice and dire mice.
Skills: A weremouse in any form has a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Jump, Move Silently, and Swim checks. A weremouse in rat or hybrid form uses its Dexterity modifier for Climb, Jump, and Swim checks. In mouse form, it has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Feats: Weremice gain Weapon Finesse as a bonus feat.
The weremouse presented here is based on a 1st-level halfling warrior who is a natural lycanthrope, using the following base ability scores: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.
Originally appeared in Imagine Magazine #17 (1984).
__________________ - 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; 30th July 2008 at 08:47 PM..
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21st July 2008, 05:16 PM
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#425 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Tanystropheus Converting prehistoric animals Dinosaur, Tanystropheus
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+16
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, stability
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 19, Dex 14, Con 18, Int 1, Wis 11, Cha 6
Skills: Hide +8, Listen +5, Spot +5
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: - This bizarre creature looks like a snake with webbed feet on stubby legs. Its neck is almost half of its body length.
The tanystropheus is a strange semi-aquatic reptilian predator from the age of the dinosaurs.
A tanystropheus is about thirty feet long, and much of this is neck. Its hindquarters have extra mass to help balance the oversized neck. They are ambush predators, waiting in caves and underwater to grab passing prey. They feed mostly on fish, but they do grab larger prey, such as humanoids, on occasion.
COMBAT
A tanystropheus usually attacks from hiding, striking with its needle-sharp teeth and grabbing hold of its prey. It will then retreat, dragging its prey with it.
Extended Reach (Ex): The extremely long neck of a tanystropheus allows it to attack opponents up to 15 feet away. However, the small number of vertebrae make it less flexible, preventing it from attacking opponents within 5 feet.
Improved Grab (Ex): In order to use this ability, a tanystropheus must hit an opponent with a bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals bite damage each round it maintains the grapple.
Stability (Ex): Due to the added weight in its hindquarters to balance its long neck, a tanystropheus gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
Skills: A tanystropheus has a +8 racial bonus on Hide checks.
A tanystropheus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Monster Manual II (1983).
__________________ - 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; 22nd July 2008 at 08:30 PM..
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21st July 2008, 09:54 PM
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#426 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Ether Horse Converting Planescape monsters Ether Horse
Large Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d10 (16 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 13 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Tail slap +5 melee (1d6+3)
Full Attack: Tail slap +5 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 11, Int 2, Wis 12, Cha 8
Skills: Hide +4*, Listen +5, Spot +5, Swim +10
Feats: Alertness, Endurance
Environment: Ethereal Plane
Organization: Domesticated or shoal (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: - A seahorse nearly ten feet long floats through the ether.
Ages ago, giant seahorses were brought to the Etheral Plane by planar travelers seeking mounts. Since moving through the gravity-free ether resembles swimming through water, the seahorses quickly adapted to traveling in their new home. Finding a similar diet, on the other hand, took longer, and led to a large number of deaths. Eventually, some escaped and began to breed in the wild. Over time, they became truly ethereal creatures, although they can still survive underwater when brought to other planes.
An ether horse is 10 feet long and weighs about 1,000 pounds.
Combat
Wild seahorses are peaceful by nature, preferring flight to fight. However, they are often trained to serve as mounts and even roles similar to warhorses for ethereal cavalry.
Amphibious (Ex): Although originally aquatic, ether horses have adapted to their new environs and may survive indefinitely out of water.
Skills: An ether horse 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.
Carrying Capacity: A light load for an ether horse is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. An ether horse can drag 3,900 pounds.
Originally appeared in A Guide to the Ethereal Plane (1998).
__________________ - 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; 30th July 2008 at 08:00 PM..
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22nd July 2008, 08:35 PM
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#427 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Teratosaurus Converting prehistoric animals Dinosaur, Teratosaurus
Huge Animal
Hit Dice: 10d8+40 (95 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +7/+26
Attack: Bite +13 melee (2d8+10)
Full Attack: Bite +13 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9
Skills: Hide +1, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7
Feats: Alertness, Endurance, Improved Grapple (B), Track, Weapon Focus (bite)
Environment: Warm desert and plains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: - This creature resembles a massive crocodile, but it carries its legs directly beneath it and its head is shorter and taller- almost like the head of a dinosaur.
A teratosaurus is a large and carnivorous variety of rausuchian--crocodilians with erect legs like a dinosaur.
The average teratosaurus is 20 to 30 feet long, and they are the top predators in whatever territory they frequent. They are solitary and territorial; the only other teratosaur a teratosaur will tolerate is either a mate or dead. They are consummate trackers, and will pursue wounded prey for days until it expires from its wounds.
COMBAT
Teratosaurs have one attack strategy, but they utilize it well- wait until prey approaches, leap out and grab it, shake until dead. They have no concept of retreat and will fight until dead if faced with a strong opposition.
Improved Grab (Ex): In order to use this ability, a teratosaurus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.
Worry (Ex): Each round a teratosaurus maintains a grapple, it shakes its prey violently, dealing to it 4d8+14 points of damage.
Skills: A teratosaurus has a +4 racial bonus on Hide, Listen, Jump, Move Silently, Spot, and Survival checks.
Originally appeared in Monster Manual (1977).
__________________ - 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; 28th July 2008 at 10:02 PM..
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29th July 2008, 04:01 PM
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#428 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Euparkeria Converting prehistoric animals Dinosaur, Euparkeria
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/ -4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 13, Int 1, Wis 13, Cha 5
Skills: Hide +9, Listen +2, Move Silently +5, Spot +2
Feats: Run (B), Stealthy, Weapon Finesse (B)
Environment: Warm desert and plains
Organization: Solitary or flock (2-8)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: - This reptile is about the size of a small dog. It is lizard-like in shape, but it carries its legs underneath it like a crocodile and has a crocodile-like head.
A euparkeria is a primitive thecodont--a group of reptiles including dinosaurs, crocodiles and birds.
Euparkerias are about 3 feet long, stand about 1 foot off the ground, and weigh around 20 pounds. They eat meat, scavenging when they can and feeding on fish, amphibians and other smaller reptiles. When food is scarce, they join into flocks to hunt larger prey- a pack of six or eight can and will attack man-sized opponents, especially solitary ones.
COMBAT
Euparkerias prefer to attack from ambush and in numbers. They flee if their prey offers a stiff resistance, however, or if one or more of their number is slain.
Sprint (Ex): Once per hour, a euparkeria can move 6 times its normal speed (180 feet) when it makes a charge.
Originally appeared in Dragon Magazine #66 (1982).
__________________ - 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; 29th July 2008 at 07:38 PM..
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29th July 2008, 07:53 PM
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#429 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Utoyasukata Converting Al-Qadim and Oriental Adventures creatures Utoyasukata
Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-5
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venomous blood
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 17, Int 2, Wis 16, Cha 7
Skills: Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Temperate coasts
Organization: Solitary or flock (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: - A brightly-colored bird, nearly three feet long perches in a nearby tree. It spreads its wings which easily span eight feet, and takes to the air.
Utoyasukata are coastal birds whose flesh is consired a great delicacy by the aristocracy and the wealthy. The fact that they are extremely difficult to catch and even more difficult to prepare without harming the chef increases their demand. As a result, humanoids frequenlty attempt to catch or kill these beautiful birds.
Utoyasukata nests are extremely well-hidden, and as a result they lay very few eggs. The parents are very wary and will rush to defend their nest at the slightest hint of danger.
A DC 19 Profession (cook) check is needed to safely prepare the flesh of an utoyasukata. If the check fails, anyone eating the meat is exposed to the following poison: Utoyasukata Flesh: Ingested, Fort Save DC 14, primary damage 1d4 Con, secondary damage nauseated for 1d8 hours. A creature that succeeds on the save against the secondary damage is still sickened for 1d8 hours.
An utoyasukata is 3 feet long with a 8-foot wingspan. A typical specimen weighs 10 pounds.
COMBAT
Utoyasukata have keen senses and attempt to flee at the first warning of imminent danger. If trapped, the bird instinctively knows that its blood is deadly to other creatures, and will peck itself to release a few venemous drops and splash them toward the aggressors.
Venomous Blood (Ex): An utoyasukata's blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against an utoyasukata must succeed on a DC 14 Reflex save or be exposed to poison from the utoyasukata's splashing blood. The save DC is Constitution-based.
An utoyasukata may injure itself (dealing 1 point of damage) as a standard action, exposing all adjacent creatures to its venemous blood unless they succeed on a DC 14 Reflex saves.
The poison remains virulent up to an hour after the bird's death, so anyone handling the corpse risks exposure. Utoyasukata Blood: Contact, Fort Save DC 14, primary damage 1d4 Con, secondary damage 1d4 Con.
Skills: Utoyasukata have a +4 racial bonus on Listen and Spot checks.
Originally appeared in Originally appeared in OA1 - Swords of the Daimyo (1986).
__________________ - 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; 31st July 2008 at 04:14 PM..
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30th July 2008, 03:18 PM
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#430 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Botswanna Golgalarka Converting monsters from Dungeon Magazine Botswanna Golgalarka
Medium Magical Beast (Extraplanar)
Hit Dice: 8d10+24 (68 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., detect alignment, low-light vision, resistance to sonic 5, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 5, Wis 12, Cha 12
Skills: Listen +5, Spot +5, Survival +4
Feats: Improved Initiative, Iron Will, Track
Environment: Warm forests (Wilderness of the Beastlands)
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: 9-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: - This fat brown lizard is over 5 feet long. It has a long neck and tail and sports a half dozen tiny legs.
The botswanna golgalarka is a lizardlike creature from the Wilderness of the Beastlands. They dwell in dense tropical jungles, hunting small mammals.
A botswanna golgalarka is 5 feet long and weighs 120 pounds.
A botswanna golgalarka speaks no languages, but understands Common, Celestial and Infernal.
COMBAT
A botswanna golgalarka is inherently good, and attacks only when hunting food or in self-defense. It uses its breath weapon to stun prey, then follows it with a quick, merciful kill.
Breath Weapon (Su): 70-foot cone, once every 1d4 rounds (but no more than three times per day), 4d10 sonic and stunned for 1d6 rounds; Ref save DC 17 half damage and stunned 1 round. The save DC is Constitution-based.
Detect Alignment (Su): A botswanna golgalarka automatically detects the alignment of any creature that comes within 60 feet. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment (or the Use Magic Device skill, although that requires a successful emulate alignment check prior to entering range of this ability and maintaining concentration the whole time within range).
Originally appeared in Dungeon Magazine #7 (1987).
__________________ - 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; 5th August 2008 at 05:56 PM..
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30th July 2008, 05:49 PM
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#431 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Fiery Face Converting World of Greyhawk monsters Fiery Face
Small Fey (Fire, Incorporeal)
Hit Dice: 3d6 (10 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +4 melee (2d4 fire)
Full Attack: Incorporeal touch +4 melee (2d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mass charm animal, riddling curse
Special Qualities: Damage reduction 5/cold iron, hide in flames, immunity to fire, incorporeal traits, low-light vision, masquerade as fire, tongues, vulnerability to cold
Saves: Fort +1, Ref +6, Will +7
Abilities: Str -, Dex 17, Con 10, Int 15, Wis 18, Cha 17
Skills: Bluff +9, Concentration +6, Diplomacy +5, Disguise +9 (+11 acting), Gather Information +5, Hide +13, Knowledge (local) +8, Knowledge (nature) +11, Listen +10, Spot +10, Survival +4 (+6 in aboveground natural environments)
Feats: Flyby Attack, Skill Focus (Knowledge [nature])
Environment: Any forests
Organization: Solitary or conflagration (1 plus 1d8 jackals, jackalweres, gnolls, or hyenas in any combination)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-9 HD (Small)
Level Adjustment: - The flickering flames of the campfire seem to pull free from the logs, forming into a leering face.
A fiery face is a wicked fey that enjoys tormenting other creatures with riddles. It masquerades as campfires, or hides in larger fires, waiting for an opportune time to approach a group and offer up a riddle. Fiery faces are often accompanied by jackals, hyenas, gnolls, and other creatures that appear to mock others with their appearances and actions.
A fiery face is 2 feet in diameter and weightless.
Fiery faces speak Common, Sylvan, and Ignan.
COMBAT
A fiery face prefers to present its riddles rather than do battle, but if forced, it simply brushes against creatures, burning them with its essence. It is nearly always accompanied by a retinue of charmed animals, with jackals and hyenas as its preferred companions.
Hide in Flames (Ex): A fiery face becomes nearly invisible within a source of fire. If a fire of at least its size is nearby, a fiery face can use the Hide skill even while being observed. Additionally, it gains a +8 racial bonus on Hide checks made within a fire.
Masquerade as Fire (Ex): While motionless, a fiery face can appear to be a campfire or similarly-sized blaze. Anyone who examines the fiery face can detect the ruse with a successful Spot check opposed by the fiery face's Disguise check.
Mass Charm Animal (Sp): Once per day, a fiery face can charm a number of animals whose combined HD do not exceed twice its HD. This otherwise functions as mass charm person (Will DC 18 negates). Caster level 6th.
Riddling Curse (Su): As a standard actions, a fiery face may present a supernatural riddle. Those who hear the riddle may choose to answer it within 10 rounds. If answered incorrectly, the victim becomes cursed (as the bestow curse spell, no save). If a correct answer is given, the fiery face begrudgingly bestows a boon to those who answered correctly, granting the benefits of a bless spell for 24 hours.
Listeners are not compelled to answer the riddle. Those who choose to not answer the riddle are usually attacked by the fiery face and its minions.
A DM may choose to allow the characters to make a Knowledge check with a DC of 10 + fiery face's Knowledge check result to solve the riddle.
Tongues (Su): A fiery face can speak with any creature that has a language, as though using a tongues spell (caster level 6th). This ability is always active.
Originally appeared in Crypt of Lyzandred the Mad (1998).
__________________ - 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; 18th August 2008 at 04:50 PM..
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30th July 2008, 08:44 PM
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#432 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Tolwar Converting monsters from Dragon magazine (Part Two) Tolwar
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Headbutt +11 melee (1d6+6)
Full Attack: Headbutt +11 melee (1d6+6) and 2 stamps +9 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Telekinetics, trample 1d8+9
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 22, Dex 12, Con 17, Int 2, Wis 15, Cha 15
Skills: Listen +7, Spot +6
Feats: Endurance, Iron Will, Multiattack
Environment: Temperate or warm plains
Organization: Solitary or herd (5-16)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Medium), 12-17 HD (Large)
Level Adjustment: - This creature appears to be an undersized, trunkless elephant.
Tolwars are herbivorous herd animals most often found near water on open grasslands. Tolwars have a playful nature, most often using their telekinetics to to uproot grass or hurl balls of water at each other.
The gestation period for a tolwar is 18 months, always resulting in only a single infant. A young tolwar reaches maturity in four years.
Tolwars make loving, loyal mounts, although they are difficult to train.
A tolwar is 6 feet tall and weighs 800 to 1,000 pounds. Tolwars live around 20 years.
COMBAT
If threatened, wild tolwars use their telekinetics to defend themselves. Tolwars serving as mounts can be trained to use their telekinetics to assist their riders as well.
Telekinetics (Su): A tolwar can, as a full-round action, generate any two of the following effects: Catch: A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc). These objects can be caught at any time in the full round but must be within 10 ft of the tolwar when they are caught. Combat Maneuver: A tolwar can perform a single bull rush, disarm, grapple (including pin), or trip attempt on any creature within 30 ft. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity and that a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. The tolwar uses its usual base attack bonus, Str bonus, and size modifier. To maintain a grapple, a tolwar must use this option every round. Toss: A tolwar can throw a 25lb object (within a range of 10 ft) a distance of 20 ft. The tolwar can throw this object toward another creature with a ranged touch attack. If successful, the attack does 1d6 hp of damage.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based.
Training a Tolwar
Although their intelligence is similar to that of a typical horse, tolwars have a playful spirit and can be difficult to train. To be trained, a tolwar must have a friendly attitude toward the trainer. A tolwar usually has a friendly attitude toward trainers who have provided to tolwar with sustenance for at least a few days and has not attacked or mistreated the creature. A tolwar is indifferent (at best) toward most other creatures. Changing a tolwar's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the tolwar, such as access to a speak with animals spell.
Training a friendly tolwar requires a Handle Animal check. Since tolwars are magical beasts, the DC of the check increases by 5. The time require depends on the tricks or task the tolwar must learn, as noted in the Handle Animal skill description. Tolwars can be trained to use their telekinesis as part of the Attack or Defend tricks, but this raises the check DC by 2 in each case.
Tolwar young are worth 5,000 gp each on the open market. Professional trainers charge 1,500 gp to rear and train a tolwar.
Carrying Capacity: A light load for a tolwar is up to 519 pounds; a medium load, 520–1038 pounds; and a heavy load, 1039–1560 pounds. A tolwar can drag 7800 pounds.
Originally appeared in Dragon Magazine #43 (1980).
__________________ - 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; 22nd August 2008 at 09:01 PM..
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30th July 2008, 09:19 PM
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#433 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Ogre Slug Converting Monsters from D&D Official Video Games Ogre Slug
Large Aberration
Hit Dice: 8d8+32 (68 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 15 (–1 size, -1 Dex, +7 natural) touch 8, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Longspear +13 melee (2d6+7/x3) or slam +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)
Full Attack: Longspear +13/+8 melee (2d6+7/x3) or 2 slams +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)
Space/Reach: 10 ft./5 ft. (10 ft. with longspear)
Special Attacks: Acid spit
Special Qualities: Damage reduction 10/slashing or piercing, darkvision 60 ft., resistance to acid 15, slime climb
Saves: Fort +5, Ref +1, Will +6
Abilities: Str 24, Dex 8, Con 19, Int 8, Wis 10, Cha 7
Skills: Climb +12, Listen +3, Move Silently +7, Spot +3
Feats: Point Blank Shot, Power Attack, Weapon Focus (longspear)
Environment: Any land and underground
Organization: Solitary, raiding party (2-8 plus one 2nd-level leader) or tribe (8-16 males, 2-16 females, 2-8 young plus 3-4 5th-level shamans and 4-8 giant slugs)
Challenge Rating: 5
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4 This disgusting abomination appears to be an ogre from the waist up, but its lower half is that of a giant slug. Its skin is grayish-green on the ogre portion, fading to a deep, blackish green on its slug half.
Ogre slugs are to ogres as driders are to drow. The genesis of these foul aberrations is believed to have arised from some perceived slight to a vengeful dark deity.
Adult ogre slugs stand 8 feet tall and are nearly 15 feet in length, weighing around 6,000 pounds.
Ogre slugs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.
Combat
Ogre slugs relish battle, pounding adversaries with weapons or their beefy fists. They liberally use their corrosive spittle to burn the armor off their opponents.
Acid Spit (Ex): Ogre slugs can spit a ball of caustic saliva with a range of 20 feet, as a ranged touch attack. This attack deals 3d8 points of acid damage on a successful hit. Clothing and armor worn by the target of this spit dissolves and becomes useless immediately unless the item succeeds on a DC 18 Reflex save. The save DC is Constitution-based.
Slime Climb (Ex): This ability works like the spider climb spell, but only works on vertical surfaces. It is always in effect.
Skills: An ogre slug has a +8 racial bonus on Move Silently checks.
Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (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; 1st August 2008 at 09:58 PM..
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31st July 2008, 04:29 PM
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#434 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Sprite, Splanxty Converting "generic setting" second edition monsters Sprite, Splanxty
Tiny Fey (Aquatic)
Hit Dice: 2d6+2 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +1/–10
Attack: Short sword +7 melee (1d3–3/19–20) or longbow +7 ranged (1d4–3/x3)
Full Attack: Short sword +7 melee (1d3–3/19–20) or longbow +7 ranged (1d4–3/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Animate water, special arrows, sound imitation, spell-like abilities
Special Qualities: Amphibious, damage reduction 5/cold iron, hide in plain sight, low-light vision, spell resistance 11, water leap
Saves: Fort +1, Ref +7, Will +4
Abilities: Str 5, Dex 18, Con 13, Int 12, Wis 13, Cha 18
Skills: Bluff +9, Concentration +6, Diplomacy +6, Disguise +4 (+6 acting), Hide +17*, Intimidate +6, Jump +1, Listen +10, Move Silently +9, Perform +9, Search +3, Spot +10, Swim +12
Feats: Alertness, Dodge (B), Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment: Always chaotic neutral
Advancement: 3-6 HD (Tiny)
Level Adjustment: +4 This small, thin child wears a loose-fitting robe of what appears to be ever-flowing water.
Splanxties are aquatic sprites, most closely related to nixies, although it is rumored that they are also kinfolk to leprechauns. Splanxties dwell in swift-moving bodies of water, such as mountain streams and whitewater rapids).
Splanxties are intelligent but mischievous, taking great delight in childish pranks, practical jokes, and harmless traps. They have even been known to demand gems as tribute from passersby. Splanxties grow very annoyed with creatures that won't tolerate their irritating sense of humor, and may fly into a fit, jumping up and down while pouting.
A splanxty stands 1-1/2 feet tall and weighs about 1 pound.
Splanxties speak Aquan and Sylvan. Some also speak Common.
COMBAT
Like other sprites, splanxties prefer ambushes and other trickery over direct confrontation. A splanxty will not become aggressive unless it is attacked first, or if it loses its temper due to a victim's unwillingness to play along with its practical jokes.
Animate Water (Sp): At will, a splanxty can animate a 5-foot patch of water within 60 feet. The water will lash out with irritating jets and splashes against adjacent targets. These attacks use the splanxty's base attack bonus and Dexterity modifier to determine the attack modifier (+5 for a typical splanxty) and deal 1 point of damage. The water cannot be harmed in any way. The water remains animated for 1 full round and may make attacks of opportunity. This is the equivalent of a 1st-level spell.
Hide in Plain Sight (Ex): While in any sort of water, a splanxty can use the Hide skill even while being observed.
Sound Imitation (Ex): A splanxty can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 15 Will save to detect the ruse. The save DC is Charisma-based.
Special Arrows (Ex): Splanxties sometimes employ arrows that deal 1 point of Strength damage.
Spell-Like Abilities: At will—ventriloquism (DC 15); 1/day—programmed image (DC 20). Caster level 2nd. The save DCs are Charisma-based.
Water Leap (Su): Once every three rounds, a splanxty can travel between areas of flowing water as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with flowing water at least as large as the splanxty. A splanxty can leap up to 100 feet each time.
Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks. A splanxty 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. A splanxty uses its Dexterity modifier rather than its Strength modifier for Swim checks. *Splanxties have a +5 racial bonus on Hide checks when in the water.
Originally appeared in UK5 - Eye of the Serpent (1984).
__________________ - 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; 1st August 2008 at 09:47 PM..
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31st July 2008, 07:43 PM
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#435 (permalink)
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has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Lambeosaurus Converting prehistoric animals Dinosaur, Lambeosaurus
Huge Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +7/+21
Attack: Tail slam +11 melee (1d8+9)
Full Attack: Tail slam +11 melee (1d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +7, Will +5
Abilities: Str 23, Dex 11, Con 20, Int 1, Wis 12, Cha 7
Skills: Listen +12, Spot +12, Swim +9
Feats: Alertness, Endurance, Great Fortitude, Run
Environment: Temperate and warm plains and hills
Organization: Solitary, pair or herd (8-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: - This large reptilian quadruped has a stiff tail, a duck-like beak and a plow- shaped crest on the top of its head.
Lambeosaurs are a species of hardrosaur that lives in large herds.
A lambeosaur is a very large animal, smaller than its relative the anatotitan, but still averaging over 30 feet long. It still is a common prey item for many carnivorous dinosaurs, but lambeosaurs live in large herds to protect themselves from danger. Each herd has a distant relationship with other nearby herds, and their crests act as powerful amplifiers for their hooting cries. The distress calls of a lambeosaur can be heard from almost a mile away, and if a distress call is given, other herds in earshot flee as rapidly as possible.
COMBAT
Lambeosaurs shy away from combat unless they or their offspring are threatened. If so, they fight using their powerful tails.
Trample (Ex): A lambeosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d10+9 damage. The save DC is Strength-based.
Skills: Lambeosaurs have a +4 racial bonus on Listen and Spot checks.
Originally appeared in Monster Manual (1977).
__________________ - 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; 1st August 2008 at 03:25 PM..
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