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Old 5th March 2004, 08:50 PM   #46 (permalink)
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Phanaton

Converting original D&D and Mystara monsters

Phanaton
Small Monstrous Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 25 ft (5 squares), climb 25 ft, fly 40 ft (clumsy)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Bite +2 melee (1d4) or club +2 melee (1d4/x2)
Full Attack: Bite +2 melee (1d4) or club +2 melee (1d4/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, forest empathy, prehensile tail
Saves: Fort +1 Ref +5 Will +5
Abilities: Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 8
Skills: Balance +2, Climb +10, Hide +7, Knowledge (nature) +2, Listen +3, Move Silently +11, Spot +3, Survival +2, Tumble +3
Feats: Stealthy

Environment: Warm forest
Organization: Solitary, pair, band (10-20 plus one 2nd-level n'chala), clan (30-300 plus 50% noncombatants, one warchief of 3rd level and 2-12 bodyguards of 2nd level), or tribe (300-900 plus 50% noncombatants, one 2nd-level n'chala per 10 adults, one 3rd-level warchief and 2-12 2nd-level bodyguards per 30 adults, one king of 8th level, and four bodyguards of 6th level; villages may also have 1-3 dryads or treants)
Challenge Rating: ½
Treasure: None
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

This creature looks like a cross between a raccoon and a monkey, about the same size as a halfling. Its coloration is that of a raccoon, including the dark “mask” over the eyes, gray-brown fur, and a ringed tail. It has grasping primate hands, with opposable thumbs. The creature’s face is almost as expressive as a human’s, and its eyes shine brightly through the shadows.

The phanaton is a small, intelligent forest dweller with a very strong tie to nature. A phanaton spends most of its time living in trees, making it easy to hide from travelers. Its bright green, fiery red, or shiny yellow eyes might be the first thing one sees in the dark. A phanaton has a membrane of skin stretching from arm to leg that, when spread, allows the phanaton to glide from branch to branch. This membrane allows a phanaton to glide in freefall, but it cannot gain altitude this way.

Phanaton clans build their villages on platforms of wood and woven vines in the trees, connected by a network of rope bridges. They associate well with treants, druids, and wood elves, but are very friendly to most beings. Phanatons consider themselves protectors of the forest, and enjoy tending and maintaining the plant life in their home. They often run afoul of humanoids seeking to cut down trees, and will sabotage equipment and play annoying pranks to chase away woodcutters.

Phanatons consider aranea to be their traditional enemies, and usually attack them on sight. Though phanatons are mostly vegetarian, they eat spiders – probably an unconscious act against their hated enemy.

A phanaton is 3 feet tall, with a 4-foot-long prehensile tail and weighs 30-35 pounds.

A phanaton speaks Elven, Sylvan, and their own language that consists largely of hoots, chatters, and clicks.

COMBAT
A phanaton is a gentle creature, and will usually only attack creatures that wish to destroy parts of the forest. A phanaton will fanatically attack such foes to save the natural beauty of their home. Phanatons can attack with their teeth, or with simple weapons made from materials at hand, such as clubs, staves, and nets. Against larger foes, a phanaton will use the stealth that the forest setting allows it.

Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.

Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.

Skills: A phanaton has a +8 racial bonus on Move Silently checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

PHANATONS AS CHARACTERS
Most phanaton leaders are rangers or druids. A phanaton cleric has access to two of the following domains: Chaos, Good, Luck, or Nature.

Phanatons possess the following racial traits.
• –2 Strength, +4 Dexterity, –2 Constitution.
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• A phanaton's base land speed is 25 feet. A phanaton also has a climb speed of 25 feet and a fly speed of 40 feet (clumsy).
• +1 natural armor bonus.
• Darkvision out to 60 feet.
• A phanaton has a +8 racial bonus on Move Silently checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
• Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.
• Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.
• Automatic Languages: Phanaton. Bonus Languages: Elven, Sylvan.
• Favored Class: Ranger.
• Level Adjustment: +0.

Originally found in module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
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Old 6th March 2004, 09:11 PM   #47 (permalink)
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Anatotitan

Converting prehistoric animals

Dinosaur, Anatotitan (Trachodon)
Huge Animal
Hit Dice: 12d8+90 (144 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail slam +15 melee (1d6+12)
Full Attack: Tail slam +15 melee (1d6+12)
Space/Reach: 15 ft/10 ft
Special Attacks: Trample 2d10+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 26, Dex 9, Con 24, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +13
Feats: Alertness, Endurance, Run, Toughness (x2)

Environment: Temperate and cold plains
Organization: Solitary, pair or herd (6-36)
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---

This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.

Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.

The average anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite their reptilian appearance.

This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.

COMBAT
Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with their powerful tails. An anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.

Trample (Ex): An anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay).
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Old 9th March 2004, 12:38 AM   #48 (permalink)
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Shatjan

Converting Maztica and Horde monsters

Shatjan
Medium Fey (Cold)
Hit Dice: 8d6+24 (52 hp)
Initiative: +1
Speed: 25 ft (5 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+6
Attack: Gore +6 melee (1d8+2) or club +6 melee (1d6+2/x2) or shortbow +5 ranged (1d6/x3)
Full Attack: Gore +6 melee (1d8+2) or club +6 melee (1d6+2/x2) or shortbow +5 ranged (1d6/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, lower temperature
Special Qualities: Damage reduction 10/cold iron, predict weather, snow move, speak with animals
Saves: Fort +7 Ref +7 Will +8
Abilities: Str 15, Dex 12, Con 16, Int 12, Wis 14, Cha 15
Skills: Diplomacy +12, Handle Animal +16, Hide +9, Knowledge (nature) +14, Listen +9, Move Silently +8, Ride +3, Sense Motive +10, Spot +9, Survival +13 (+15 aboveground)
Feats: Great Fortitude, Skill Focus (Handle Animal), Track

Environment: Cold plains and forest
Organization: Solitary or family (1-4)
Challenge Rating: 05
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-16 (Medium)
Level Adjustment: +3

This humanoid appears to be a stocky human, but its head is that of a reindeer with a large antler rack. Its head, neck, shoulders, and forearms are covered with a coat of hair much thicker than one would expect to see on a human. The creature wears a loincloth, decorated with intricate patterns and symbols.

The shatjan serves as a powerful nature guardian of the icy regions of the far north. A shatjan spends its time in solitude, watching over the reindeer as they roam the tundra and moving with them as they migrate. They live in icy caves or camp out in leather tents.

In summer months, shatjan form small temporary camps consisting of a mated couple and their children. A female shatjan has a much smaller set of antlers than a male. The shatjan will live at the edge of the forest and tundra, building simple structures out of fir branches and birch bark for convenience and comfort.

Shatjan are neutral to humans and other humanoids that live nearby, forming neither friendships nor underserved enmity. They are willing to trade for vegetables for both the reindeer and themselves that cannot be obtained in the northern lands.

A shatjan is 5-7 feet tall and weighs from 300-350 pounds.

A shatjan speaks Sylvan and Common, and sometimes learns the languages of other creatures living nearby.

COMBAT
The shatjan is not a warrior by nature, but will fight to protect the reindeer it has charge over. A shatjan will not attack all predators, but should the predators become too aggressive a shatjan will respond forcefully. A shatjan is not hampered by ice or snow, and will lure opponents into a position that puts them at a disadvantage, such as deep snowdrifts or slippery patches of ice. A shatjan is often armed with a bone-tipped harpoon, wooden club, or short bow.

Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex DC 17 negates. The save DC is Constitution-based.

Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.

Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square mile area centered on itself. It can predict the weather up to 16 hours in advance.

Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.

Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will.

Originally found in The Horde – Barbarian Campaign Setting (1990, David “Zeb” Cook).
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Old 9th March 2004, 09:59 PM   #49 (permalink)
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Shimmering Wrath

Converting monsters from Dungeon Magazine

Shimmering Wrath
Medium Elemental (Air, Extraplanar)
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Touch +4 melee (1d6 electricity)
Full Attack: Touch +4 melee (1d6 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: electricity, shadow chill, shocking discharge
Special Qualities: cursed summons, darkvision 60 ft, ethereal jaunt, immunity to cold and electricity
Saves: Fort +1 Ref +6 Will +1
Abilities: Str 10, Dex 15, Con 11, Int ---, Wis 11, Cha 1
Skills: ---
Feats: ---

Environment: Negative Energy Plane
Organization: Solitary or by curse (see below)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This entity appears somewhat humanoid, though its irregular form is shadowy and partially transparent. It appears to be filled with simmering points of light, and its eyes appear as larger points of light.

A shimmering wrath is a being that lives to fulfill a curse perpetrated by enraged elementals. These entities are the result of combining energy from the Negative Energy plane with powerful electrical charges from the Elemental Plane of Air.

Shimmering wraths are only summoned through a specific curse uttered by an elemental against a being that has angered it. Such an elemental cannot be bound, and must be on the same plane as the being it wishes to curse. The only way to break this curse while any victim still lives is to destroy the elemental who summoned the shimmering wraths, or bind the elemental. Binding the elemental will force it to withdraw the curse, but this may not prevent the elemental from restarting the curse if it should escape the binding.

A shimmering wrath is 5-6 feet tall but weighs only 2 pounds.

A shimmering wrath does not speak, and does not appear to communicate in any significant way.

COMBAT
Shimmering wraths attack by swarming on to the victims of their curse, attacking with their electrical touch and shadow chills. A shimmering wrath will dissipate harmlessly when reduced to 0 hit points, returning to its home plane. These creatures know no other method of attack than to touch their opponents. A shimmering wrath can use its ethereal jaunt powers to escape any imprisonment or to move around physical or magical barriers.

Electricity (Ex): The touch attack of a shimmering wrath inflicts 1d6 points of electrical damage. This damage is dealt to the shimmering wrath as well.

Shadow Chill (Su): In areas of full illumination (equivalent to daylight), a shimmering wrath casts a shadow. The wrath's shadow deals 1d4 points of cold damage to any single creature within 5 feet of the wrath (wrath's choice of target).

Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, the shimmering wrath delivers 1d6 points of electricity damage to the attacker. This is true whether or not the attack is capable of affecting the shimmering wrath.

Cursed Summons (Su): When an elemental pronounces the curse of the shimmering wrath upon another being, a process begins which summons shimmering wraths to hunt those specific creatures. All shimmering wraths are able to recognize their target and will pursue it relentlessly. 24 hours after the curse is laid, a single shimmering wrath appears within 30 feet of the cursed victim and attacks. If the shimmering wrath is destroyed, it reappears the next day and every day following with more of its kind, their numbers increasing exponentially every day (2 wraths on the second day, 4 the third, 16 the fourth, 256 the fifth, etc.). The wraths continue to come every day in greater numbers until the victim is destroyed or the curse is stopped.

Ethereal Jaunt (Su): A shimmering wrath can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Originally found in Dungeon Magazine #26 (“The Curse and the Quest,” November/December 1990, Craig Barrett and Cristopher Kederich), and Monstrous Compendium Annual One (1994).
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Old 10th March 2004, 08:32 PM   #50 (permalink)
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Flame Linnorm

Converting monsters from the second edition Monstrous Compendiums

Linnorm, Flame Linnorm
Gargantuan Dragon (Fire)
Hit Dice: 20d12+140 (270 hp)
Initiative: +0
Speed: 60 ft (12 squares), fly 100 ft (good)
Armor Class: 25 (-4 size, +19 natural), touch 6, flat-footed 25
Base Attack/Grapple: +20/+44
Attack: Bite +28 melee (4d6+12)
Full Attack: Bite +28 melee (4d6+12) and 2 claws +26 melee (2d8+6) and tail slap +26 melee (2d8+6)
Space/Reach: 20 ft/15 ft (20 ft with bite)
Special Attacks: Breath weapons, crush 4d6+18, spell-like abilities, spells
Special Qualities: blindsense 60 ft, damage reduction 10/magic and cold iron, immunities, keen senses, spell resistance 34
Saves: Fort +19 Ref +12 Will +17
Abilities: Str 35, Dex 10, Con 25, Int 17, Wis 20, Cha 20
Skills: Bluff +28, Concentration +30, Diplomacy +9, Disguise +5 (+7 in character), Intimidate +30, Knowledge (arcana) +26, Listen +28, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +3 (+5 following tracks), Swim +35
Feats: Ability Focus (breath weapon), Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Snatch.

Environment: Any land
Organization: Solitary
Challenge Rating: 23
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 21-60 HD (Gargantuan)
Level Adjustment: ---

This wingless dragon has ashy, dull gray scales with just the barest hint of an orange shade. Several scaly flaps protrude from the tip of its head, casting a slight scarlet glow that causes them to resemble a plume of flame.

Flame linnorms are often considered the most beautiful and rare of linnorms. These malicious creatures take great joy in bending others to their will, and amassing treasure. Flame linnorms are loners, and lair in caverns deep within the earth, patrolling their territory zealously. They do not hate other linnorms, but isolate themselves to minimize the risk of theft. Flames keep a constant inventory of their wealth, and especially prize their beloved magic items. They have been known to charm or enslave other creatures just to help them acquire more treasure.

A flame linnorm can eat just about anything, from animals, to trees, or even the very earth they walk on. The most palatable food to a flame linnorm is anything on fire, and this creature has been known to set forest fires just to have a quick snack. A flame linnorm only attacks non-intelligent creatures for food.

A flame linnorm can speak Draconic and Abyssal.

COMBAT
A flame linnorm will prefer to attack from above, providing it with a good vantage point and an excellent chance to escape. A flame linnorm will usually attack with spells first, with a focus on defeating its foes without damaging their valuables. It only uses its breath weapons if this tactic fails. The vain flame linnorm prefers not to fight in close combat, as it has no wish to damage its beautiful scales. A flame linnorm’s favorite targets are ships, castles, and bands of adventures as these normally provide it with the best treasure.

Breath Weapon (Su): A flame linnorm has two breath weapons, a 120-foot line of flame and a 60-foot cone of hot ashes. It may use either breath weapon once every 1d4 rounds. Both attacks deal 8d8 points of fire damage, half on a successful Reflex save (DC 39). The save DC is Constitution-based.

Crush (Ex): A flying flame linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the flame linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 37) or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the flame linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Spell-Like Abilities: At will – fly; 3/day – fire trap (DC 19), fireball (DC 18), heat metal (DC 17), pyrotechnics (DC 17), produce flame; 2/day – flame strike (DC 20), wall of fire; 1/day – fire seeds (DC 21), fire storm (DC 23). Caster level 18th. The save DCs are Charisma-based.

Spells: A flame linnorm can cast arcane spells as an 18th-level sorcerer (6/8/7/7/7/7/6/6/5/3; save DC 15 + spell level). A flame linnorm typically has access to the following spells: 0 – arcane mark, dancing lights, daze, detect magic, flare, ghost sound, light, read magic, touch of fatigue; 1st – burning hands, charm person, expeditious retreat, magic missle, shield; 2nd – hypnotic pattern, pyrotechnics, resist energy, scorching ray, shatter; 3rd – dispel magic, displacement, fireball, protection from energy; 4th – charm person, confusion, fire shield, wall of fire; 5th – dominate person, feeblemind, hold monster, prying eyes; 6th – disintegrate, eyebite, true seeing; 7th – delayed blast fireball, greater teleport, prismatic spray; 8th – incendiary cloud, sunburst; 9th – meteor swarm. The save DCs are Charisma-based.

Tail Sweep (Ex): A flame linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 37 half) takes 2d6+18 points of damage. The save DC is Constitution-based.

Keen Senses (Ex): A flame linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Originally found in Dragon Magazine #183 (“The Vikings’ Dragons,” July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).
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Vapor Rat

Converting World of Greyhawk monsters

Rat, Vapor
Tiny Magical Beast (Air)
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 30 ft (6 squares), swim 20 ft, burrow 5 ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +2/-10
Attack: Bite +7 melee (1d2-4)
Full Attack: Bite +7 melee (1d2-4)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Death throes
Special Qualities: Darkvision 60 ft, low-light vision, vapor form
Saves: Fort +3 Ref +6 Will +1
Abilities: Str 2, Dex 17, Con 10, Int 6, Wis 13, Cha 11
Skills: Balance +3, Climb +11, Hide +15, Listen +4, Move Silently +11, Spot +4, Swim +19
Feats: Alertness, Weapon Finesse (B)

Environment: Any land and underground
Organization: Solitary or pack (2-16)
Challenge Rating: ½
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: ---

This is a large, gray rat. Mist seems to flow around this giant rodent inexplicably.

The vapor rat is a rodent with the ability to transform itself into harmless vapors. In that form, a vapor rat appears to be a wisp of cloudy mist that can direct its movement the same way a ship steers before the wind.

Vapor rats are quick little scavengers that can swim and burrow through loose soil to get at food. They will eat most anything, and will gladly consume garbage and carrion. Vapor rats have no concept of treasure, but may occasionally drag treasure incidentally into their lairs.

The mythical cloud islands of the cloud giants are said to contain swarms of contented vapor rats, which use their misty forms to float from cloud to cloud.

A vapor rat is about a foot long and weighs the same as a normal rat.

COMBAT
Vapor rats normally run from attackers, but if angry, cornered, or hungry enough they will scurry in to deliver their sharp bites. If wounded or seriously threatened, a vapor rat will assume its vapor form to escape. When killed, a vapor rat gives off a puff of noxious fumes, so the best tactic is to slay these beasts from a distance.

Death Throes (Ex): When a vapor rat is killed, its body creates a gaseous release of noxious fumes that affects a single 5-foot cube in any square within 10 feet of the vapor rat for one round. This affect is always aimed towards the creature that killed the rat. Any creature in that square or who enters that square while the effect is active becomes nauseated for 1d4+1 rounds (Fort DC 11 to negate). The save DC is Constitution-based.

Vapor Form (Su): Most of the time a vapor rat is solid, but at will it can assume a vapor form. It can switch forms once per round as a free action. A vapor rat in vapor form can fly at a speed of 10 feet (perfect). The ability is otherwise similar to a gaseous form spell.

Skills: Vapor rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A vapor rat can always choose to take 10 on Climb checks, even if rushed or threatened.

A vapor rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

A vapor rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
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Old 17th March 2004, 12:53 AM   #52 (permalink)
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Diakk

Converting Planescape monsters

Diakk, Varath
Medium Outsider (Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 60 ft (12 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +6/+7
Attack: Bite +7 melee (1d12+1)
Full Attack: Bite +7 melee (1d12+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Dance of weakening, spell-like abilities
Special Qualities: Spell resistance 17
Saves: Fort +11 Ref +8 Will +5
Abilities: Str 13, Dex 17, Con 16, Int 6, Wis 10, Cha 14
Skills: Balance +5, Bluff +5, Climb +4, Concentration +9, Hide +5, Intimidate +5, Jump +14, Listen +4, Move Silently +5, Perform (dance) +11, Search +2, Spot +4, Tumble +12
Feats: Dodge, Mobility, Spring Attack

Environment: Gray Waste of Hades
Organization: Solitary or flock (2-16 varath and 2-12 carcene)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: +3

This creature is tall and looks somewhat like a stork. Its face is vaguely humanoid with a long bill in the front. Instead of wings, it has a set of thin, clawed arms. Its feathers are short and of a ghastly color, and its legs, bills, and claws are a deeper, yet also hideous color.

The diakka are the most common inhabitants of the Glooms of Hades. The other residents of the Gray Waste despise these large, flightless avian creatures. These predators are more organized than most creatures found on their home plane, and cannot tolerate erratic behavior.

The diakka come in two types, the tall varath and the broad carcene. The two types comprise a single race, and any diakk flock is likely to contain a mixture of both in roughly equal numbers. Carcene, being both more powerful and more intelligent, are likely to lead any given flock, even though varath may be more numerous. Varath are known for their loon-like cries, while carcene make gobbling croaks and claws, and both of these creatures can be heard throughout the Gray Waste. Both types usually have feathers of sickening hues such as pea green with rusty red-orange, dirty yellow, or a mixture of purple, orange and pink. Their featherless parts are most commonly black, dark brown, maroon, or deep green.

Diakka in a flock are neutral towards each other, not really caring for each other’s welfare, but avoid fighting each other. Flocks likewise avoid each other, for fear of attack. Diakka do not cooperate with most other creatures, although a night hag will sometimes take a single diakk as a guard or servant.

A varath diakk is 8 feet tall and weighs 300 pounds.

A diakk speaks Abyssal and Infernal.

COMBAT
Diakka are sneaky, devious, and cowardly in combat. They size up prey before battle, and only attack those who appear to be weaker than they. Diakka will use their ghost sound power to deceive opponents into thinking there are more of them whenever possible. The largest of the diakka will use their jump power to bound in and out of melee. When there are four or more diakka present, they will make use of their dance of weakness to subdue prey and make it easier to finish their victims off and feast upon them. Diakka are cowardly and fear death, and powerful opponents may appease them with the right sort of compensation.

Dance of Weakening (Su): To use this ability, a group of at least four diakka must dance in a circle, making a hypnotic rhythm out of their screeching and croaking calls. At the end of 4 rounds of dancing, any creatures inside the circle of diakka are affected as if by a ray of enfeeblement (Caster level 10, save DC 15) for 10 rounds. Each diakk involved in the dance can attempt a Perform check to increase the save DC; every diakk that rolls a 20 or higher in Perform adds a +1 to the save DC. Spell resistance does not work against this power. Stunning, paralyzing, or slaying one of the diakka stops the dance. The save DC is Charisma-based (uses highest DC available).

Spell-Like Abilities: 2/day – jump; 1/day – ghost sound (DC 12), ray of exhaustion (DC 15). Caster level 6th. The save DCs are Charisma-based.

Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Planes of Conflict (1995).


Diakk, Carcene
Medium Outsider (Evil, Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +8/+11
Attack: Claw +12 melee (2d4+3)
Full Attack: 2 claws +12 melee (2d4+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Dance of weakening, spell-like abilities
Special Qualities: Spell resistance 17
Saves: Fort +13 Ref +5 Will +8
Abilities: Str 17, Dex 9, Con 20, Int 10, Wis 14, Cha 16
Skills: Balance +7, Bluff +9, Climb +3, Concentration +12, Diplomacy +5, Disguise +3 (+5 in character), Hide +7, Intimidate +5, Jump +16, Listen +9, Move Silently +6, Perform (dance) +14, Search +7, Spot +9, Survival +2 (+4 following tracks), Tumble +12
Feats: Great Fortitude, Power Attack, Weapon Focus (claws)

Environment: Gray Waste of Hades
Organization: Solitary or flock (2-16 varath and 2-12 carcene)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +3

This creature looks somewhat like an oversized pelican. Its face is vaguely humanoid with a short bill in the front. Instead of wings, it has a set of thin, clawed arms. Its feathers are short and of a ghastly color, and its legs, bills, and claws are a deeper, yet also hideous color.

The diakka are the most common inhabitants of the Glooms of Hades. The other residents of the Gray Waste despise these large, flightless avian creatures. These predators are more organized than most creatures found on their home plane, and cannot tolerate erratic behavior.

The diakka come in two types, the tall varath and the broad carcene. The two types comprise a single race, and any diakk flock is likely to contain a mixture of both in roughly equal numbers. Carcene, being both more powerful and more intelligent, are likely to lead any given flock, even though varath may be more numerous. Varath are known for their loon-like cries, while carcene make gobbling croaks and claws, and both of these creatures can be heard throughout the Gray Waste. Both types usually have feathers of sickening hues such as pea green with rusty red-orange, dirty yellow, or a mixture of purple, orange and pink. Their featherless parts are most commonly black, dark brown, maroon, or deep green.

Diakka in a flock are neutral towards each other, not really caring for each other’s welfare, but avoid fighting each other. Flocks likewise avoid each other, for fear of attack. Diakka do not cooperate with most other creatures, although a night hag will sometimes take a single diakk as a guard or servant.

A carcene diakk is 5 feet tall and weighs 300 pounds.

A diakk speaks Abyssal and Infernal.

COMBAT
Diakka are sneaky, devious, and cowardly in combat. They size up prey before battle, and only attack those who appear to be weaker than they. Diakka will use their ghost sound power to deceive opponents into thinking there are more of them whenever possible. The largest of the diakka will use their jump power to bound in and out of melee. When there are four or more diakka present, they will make use of their dance of weakness to subdue prey and make it easier to finish their victims off and feast upon them. Diakka are cowardly and fear death, and powerful opponents may appease them with the right sort of compensation.

Dance of Weakening (Su): To use this ability, a group of at least four diakka must dance in a circle, making a hypnotic rhythm out of their screeching and croaking calls. At the end of 4 rounds of dancing, any creatures inside the circle of diakka are affected as if by a ray of enfeeblement (Caster level 10, save DC 17) for 10 rounds. Each diakk involved in the dance can attempt a Perform check to increase the save DC; every diakk that rolls a 20 or higher in Perform adds a +1 to the save DC. Spell resistance does not work against this power. Stunning, paralyzing, or slaying one of the diakka stops the dance. The save DC is Charisma-based (uses highest DC available).

Spell-Like Abilities: 2/day – jump; 1/day – ghost sound (DC 13), ray of exhaustion (DC 16). Caster level 8th. The save DCs are Charisma-based.

Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Planes of Conflict (1995).
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Great Elder Wyrm

Converting First Edition monsters from DRAGON magazine

Wyrm, Great Elder
Gargantuan Dragon
Hit Dice: 32d12+256 (467 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 36 (-4 size, +40 natural), touch 6, flat-footed 36
Base Attack/Grapple: +32/+58
Attack: Bite +25 melee (4d10+14/19-20/x2)
Full Attack: Bite +25 melee (4d10+14/19-20/x2) and 2 claws +19 melee (4d6+7) and tail slap +19 melee (2d8+7)
Space/Reach: 20 ft/15 ft (20 ft with bite)
Special Attacks: Breath weapon, crush, frightful presence, tail sweep
Special Qualities: Blindsense 60 ft, damage reduction 15/magic, immunity to sleep and paralysis, keen senses, regeneration 5, spell resistance 32, weak spot
Saves: Fort +26, Ref +18, Will +25
Abilities: Str 39, Dex 10, Con 27, Int 20, Wis 20, Cha 24
Skills: Appraise +23, Bluff +27, Climb +23, Decipher Script +20, Diplomacy +30, Disguise +7 (in character +9), Gather Information +29, Intimidate +31, Jump +49, Knowledge (any five) +30, Listen +25, Search +25, Sense Motive +25, Spot +25, Survival +5 (+7 following tracks), Swim +23, Use Magic Device +22 (+24 scrolls)
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Snatch, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Overwhelming Critical (bite)

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 21
Treasure: Triple Standard
Alignment: Usually neutral evil
Advancement: 33-64 HD (Gargantuan); 65-96 HD (Colossal)
Level Adjustment: ---

This creature resembles a great, wingless dragon with six legs. Two large straight horns sweep back above its eyes and frilled ears. Spines run from the top of its head to the tip of its tail. Its scaly hide is gray-green, with some scales missing here and there. Greenish-yellow vapors rise from its nostrils.

The great elder wyrm is a distant relative of dragonkind, and these wyrms are known to be some of the oldest creatures to still walk the earth. The great elder wyrm is considered a dying breed, according to sages. No new wyrms have been born for centuries, and this species is probably well aware that they are headed for extinction – though the wyrms never speak of it, and eat those who enquire. Great elder wyrms are believed to pass through the same life stages as true dragons, though it seems clear that none are any younger than the “Old” category. However, the elder wyrms are believed to have three times the lifespan of true dragons, meaning most Old wyrms are between 1000-2000 years old.

Great elder wyrms enjoy their solitude, and make their lairs far from civilized areas. Their exceptional rarity, which seems to increase yearly, leads many weaker creatures to feel that encountering a wyrm must be an omen – though it is entirely subjective as to whether this luck is bad or good. The advanced age of a typical elder wyrm allows them to remember things so ancient that they predate history. Some are considered a great boon due to the knowledge they possess, and a few wyrms have made pacts with nearby kingdoms to provide them with information in exchange for protection and wealth. These creatures have an immense ego and strength of will, though they are often indirect in speech and thought. One should never be trusted for long, as these wyrms are very crafty and malign.

Great elder wyrms only voluntarily speak Draconic, but are usually able to understand just about any other language. Some great elder wyrms have gone senile or insane due to age, and may be incommunicative.

A great elder wyrm is 60 feet long and can weigh upwards of 110 tons.

COMBAT
Though a great elder wyrm lacks the magical power of most other dragons, it is a physical powerhouse that few other creatures can match. This creature will always use brute force to overcome foes, and will take advantage of every opportunity to use its breath weapon.

Every great elder wyrm has at least one vulnerable spot upon its body due to disease, combat, or the natural wear and tear that comes from great age. If struck there, a wyrm will seek to immediately retreat to find safety and recover from the wound. If a wyrm realizes that one of its weak spots has been recognized, it may sacrifice a claw attack to keep that spot covered.

Breath Weapon (Su): A great elder wyrm has one type of breath weapon, a 60-foot cone of poisonous gas. Creatures with more than 6 HD within the cone must succeed on a DC 34 Fortitude save or take 1d4 points of Constitution damage on its turn each round for the next 4 rounds. In addition, the creature is suffocating (see the Dungeon Master's Guide for details). A creature who saves successfully takes only the initial 1d4 points of Constitution damage and is sickened for 4d4 rounds. The save DC is Constitution-based.

Crush (Ex): A jumping great elder wyrm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the great elder wyrm's body. Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 4d6+21 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the great elder wyrm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): A great elder wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the wyrm attacks, charges, or leaps overhead. Creatures within a radius of 240 feet are subject to the effect if they have fewer HD than the wyrm. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to that wyrm's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Wyrms ignore the frightful presence of other draconic creatures.

Tail Sweep (Ex): A great elder wyrm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the elder within a 30-foot-radius half-circle centered on the elder's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d6+21 points of damage. The save DC is Constitution-based.

Keen Senses (Ex): A great elder wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Regeneration (Ex): A great elder wyrm takes normal damage from fire.

Weak Spot (Ex): A confirmed critical hit on a natural 20 with a slashing or piercing weapon allows a creature to take advantage of an elder wyrm’s weak spot (if it remains exposed), increasing the weapon’s damage multiplier by one step (for example, a longsword which has a multiplier of x2 would have a multiplier of x3 against a great elder wyrm’s weak spot).

Originally found in Dragon Magazine #94 (“Creature Catalog II,” February 1986, Roger Moore).
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Crius

Converting Epic Level Beings

Titan, Greater, Crius
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 49d8+833 (1,053 hp)
Initiative: +6
Speed: 60 ft (12 squares)
Armor Class: 41 (-8 size, +6 Dex, +33 natural), touch 8, flat-footed 35
Base Attack/Grapple: +49/+84
Attack: Slam +60 melee (5d8+19/19-20/x2)
Full Attack: 2 slams +60 melee (5d8+19/19-20/x2)
Space/Reach: 30 ft/30 ft
Special Attacks: Alter weight, gravity field, spell-like abilities, spells
Special Qualities: Damage reduction 20/epic, darkvision 120 ft, fast healing 3, spell resistance 36, tremorsense 120 ft
Saves: Fort +49 Ref +33 Will +45
Abilities: Str 48 Dex 23 Con 44 Int 38 Wis 37 Cha 31
Skills: Balance +43, Bluff +57, Climb +66, Concentration +64, Craft (stonemasonry) +61, Decipher Script +51, Diplomacy +41, Gather Information +57, Heal +50, Intimidate +57, Jump +72, Knowledge (arcana) +66, Knowledge (architecture and engineering) +54, Knowledge (history) +61, Knowledge (nature) +61, Knowledge (religion) +66, Knowledge (the planes) +71, Listen +60, Perform (percussion) +57, Search +61, Sense Motive +66, Spellcraft +66, Spot +61, Survival +50, Swim +61
Feats: Ability Focus (gravity field) Combat Casting, Combat Expertise, Endurance, Eschew Materials, Great Fortitude, Improved Critical (slam), Iron Will, Quicken Spell
Epic Feats: Automatic Quicken Spell (x3), Epic Endurance, Epic Fortitude, Epic Will, Fast Healing, Ignore Material Components

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 33
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This colossal humanoid seems to bear more weight on his frame than his size would suggest. His skin is dull gray, and his long gray beard seems to be pulled by invisible weights to almost touch the ground. His cloak, although dry, sags as if waterlogged.

Crius is the master of gravity, weight, and density in physical matter.

Crius is one of the original Titans born to Uranus and Gaea, and an older brother of Cronus. He took Eurybia as a lover and sired Pallas, a lesser god of wisdom. Pallas married Styx, the goddess of the River of the same name, and had four children, one of them the goddess Nike.

Crius fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Crius’ temple is on the layer Colothys of Carceri.

Crius is 100 feet tall and weighs 800,000 pounds.

Crius speaks Abyssal, Common, Celestial, Draconic, and Giant.

COMBAT
Cruis likes to toy with lesser opponents, forcing them into alternating situations of gravity. He will make the most powerful weapons being used against him too heavy to lift, and will launch hapless foes into the air. Crius also likes to use his magical abilities against his enemies rather than fighting them with his not-inconsiderable physical might.

Crius's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Alter Weight (Sp): As a standard action, Crius can change the weight of a single non-living object in his line of sight as a standard action. He can make an unattended object weightless, causing it to float upward as per the reverse gravity spell, for as long as he maintains concentration on it.

Alternatively, Crius can increase the weight of an object, making it too heavy for any creature to lift for 1d4 rounds. If Crius concentrates on the object for 1 full minute, he can make the object permanently too heavy to lift; nothing short of a wish or miracle spell can allow the object to be lifted.

Gravity Field (Sp): At will, Crius can produce an effect like that of a reverse gravity spell (caster level 25th; Reflex save DC 44), except that the range is 350 feet and it affects an area of up to ten 10-foot cubes. If necessary, Crius can simply stack the cubes to reach a ceiling or other overhang, then use any remaining area to disrupt other opponents.

Alternatively, Crius can increase the gravity in a similarly sized area. Creatures within the area are affected as if they were on a plane with heavy gravity (see Dungeon Master’s Guide, pages 147-148). Airborne creatures are pulled downward and reach the ground in 1 round. The armor check penalties of armors worn in this area are doubled. Any creature attempting a grapple check suffers a –2 circumstance penalty on the check. A freedom of movement spell negates all penalties and allows normal movement.

Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of the field’s area they pass through, in addition to the normal penalties for range and heavier gravity.

Spell-Like Abilities: At will – bestow curse (DC 24), chain lightning (DC 26), charm monster (DC 24), cure critical wounds (DC 24), deeper darkness, enlarge person, fire storm (DC 18), greater dispel magic, hold monster (DC 25), invisibility, invisibility purge, jump, levitate, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, reduce person (DC 21), slow (DC 23), unholy blight (DC 24); 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, waves of exhaustion (DC 27), word of chaos (DC 27); 1/day – Bigby’s clenched fist (DC 28), Bigby’s crushing hand (DC 29), Bigby’s grasping hand (DC 27), gate, maze, meteor swarm (DC 29), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Crius can cast divine spells as a 15th-level cleric. Crius has access to the following domains: Chaos, Evil, Magic, and Strength. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/10/9/9/8/8/6/5/4; save DC 23 + spell level): 0 – detect magic, guidance, inflict minor wounds, mending, read magic, resistance; 1st – cause fear, detect good, divine favor, doom (x2), Nystul’s magic aura*, protection from good, protection from law, sanctuary, shield of faith; 2nd – aid, bear’s endurance, bull’s strength, desecrate, eagle’s splendor, identify*, shatter, silence, sound burst; 3rd – bestow curse, blindness/deafness, inflict serious wounds, magic circle against good, magic circle against law, magic vestment*, meld into stone, prayer, protection from energy; 4th – chaos hammer*, dimensional anchor, dismissal, divine power, greater magic weapon, imbue with spell ability, spell immunity, tongues; 5th – dispel good, dispel law, greater command, mass inflict wounds, righteous might*, spell resistance, true seeing, summon monster V; 6th – animate objects, antimagic field*, create undead, forbiddance, greater dispel magic, harm; 7th – blasphemy, greater restoration, regenerate, spell turning*, word of chaos; 8th – cloak of chaos, earthquake, protection from spells*, unholy aura.
*Domain spell.

Crius can also cast arcane spells as a 15th-level sorcerer (6/9/9/8/8/8/8/5; save DC 20 + spell level). He has access to the following spells: 0 – arcane mark, dancing lights, daze, ghost sound, mage hand, message, open/close, prestidigitation, touch of fatigue; 1st – expeditious retreat, feather fall, magic missile, ray of enfeeblement, Tenser’s floating disk; 2nd – blur, misdirection, owl’s wisdom, pyrotechnics, spider climb; 3rd – gaseous form, halt undead, haste, ray of exhaustion; 4th – mass enlarge person, mass reduce person, Otiluke’s resilient sphere, stoneskin; 5th – telekinesis, transmute rock to mud, wall of force, waves of fatigue; 6th – mass bull’s strength, move earth, repulsion; 7th – reverse gravity, symbol of weakness. The save DCs are Charisma-based.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz) and Well of Worlds (1994).
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Vampiric Mist

Converting monsters from First Edition modules

Mist, Vampiric
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +8
Speed: Fly 30 ft (perfect) (6 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Tendril +3 melee touch (blood drain)
Full Attack: Tendril +3 melee touch (blood drain)
Space/Reach: 5 ft/5 ft
Special Attacks: blood drain, envelop
Special Qualities: damage reduction 10/magic, darkvision 60 ft, gaseous form, hunger, immunities, satiation, sense blood, telepathy 50 ft
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 10
Skills: Hide +6*, Listen +4, Move Silently +8, Spot +6
Feats: Improved Initiative, Stealthy

Environment: Temperate and warm marsh and underground
Organization: Solitary or pack (2-3)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: ---

An odd mist floats above the ground, seeming to move along regardless of the wind. This thick, billowing cloud of pale pink vapors is several feet in diameter. The air is thick with the reek of old blood.

The vampiric mist, or vampire mist, is a gaseous monster that feeds on the blood of living creatures. The vampiric mist was originally believed to be a lesser form of the crimson death, but is now thought to have been deliberately created by a powerful vampire wizard. The vampire mist’s shape and density varies from moment to moment. When sated, the mist’s coloration changes to crimson red and the monster becomes slower and more substantial.

A vampiric mist has no set lair, but is usually found in chilly, damp places such as bogs, swamps, and dank subterranean areas. This dread monster creeps along the ground in search of warm bodies, mixing in with fog, or stalks its prey in the absolute darkness of the underground. A vampiric mist prefers a lone victim, which is easier to defeat, but if hungry enough it will even raid a town, slaying livestock and killing the people while they sleep.

No natural creatures hunt vampiric mists. Bloodsuckers such as leeches or stirges are sometimes drawn by the smell of a vampiric mist, but the superior predator turns them into prey. A vampiric mist will live until it starves to death, is slain, or reproduces. This monster occasionally reproduces by spontaneously dividing into two whole, very hungry mists, immediately after reaching satiation.

A vampiric mist varies from about 5-8 feet in diameter, its misty form constantly shifting in weight and density.

A vampiric mist does not speak, but communicates via telepathy.

COMBAT
A vampiric mist attacks by wrapping its gaseous tendrils around any living creature, draining its blood. It can also use this attack form to defend itself when fully sated, dumping all excess blood on the ground. A hungry mist will take the shortest route to its victim, navigating by touch, and is intelligent enough to find any reasonable path through or around obstacles if one exists. After feeding, a mist will usually try to get away from any attackers for a time, returning to them when it becomes hungry again.

Blood Drain (Ex): A vampiric mist drains blood, dealing 1d3 points of Constitution damage on a successful tendril attack. The vampire mist craves blood, so it usually presses its attack until it can deal at least 8 points of Constitution damage.

On each successful attack, the vampiric mist gains 1d4 temporary hit points, which remain until lost from hunger or from taking damage. A vampire mist will reach satiation when it has its maximum hit points (usually 9 hit points per hit die, or 27 hit points for a standard, undamaged mist) and will disengage its attack. A vampiric mist’s maximum number of hit points is lowered by the number of hit points it has suffered from physical damage; such hit points can only be regained through normal healing and a vampire mist cannot regain them from draining blood.

Envelop (Ex): A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist’s space with a successful Escape Artist or grapple check. So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round.

While engulfing a victim, the vampire mist cannot attack other creatures with its tendrils or envelop another character. An engulfed victim can attack the vampire mist normally with physical attacks. If other characters use edged weapons to attack the vampire mist while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the vampire mist.

Gaseous Form (Ex): A vampire mist’s insubstantial form grants it immunity to critical hits and flanking. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.

Hunger (Ex): A vampiric mist begins to starve not long after feeding. For every 12 hours since it has last drained blood, a vampire mist will lose one hit point. When the vampire mist reaches its normal hit point total, it becomes ravenously hungry, and must search for a victim to drain. A vampire mist that reaches 0 hit points due to starvation dies immediately.

Immunities (Ex): A vampire mist is immune to physical damage from all spells and magical effects, except for force effects, electricity, and any spells intended to effect air.

Satiation (Ex): When a vampire mist has drained enough blood to become sated, it becomes more substantial and its weight makes it slower. The vampire mist’s flight speed drops to 20 feet, its Dexterity score drops to 10, and it loses its damage reduction. These limitations persist for 1d6 minutes, at which point the creature returns to normal.

Sense Blood (Ex): A vampiric mist can sense the presence of warm-blooded creatures in a 50-foot radius and can detect spilt blood at ranges of up to a mile.

Skills: *A vampire mist’s misty form makes it difficult to spot in fog. Before feeding, the creature receives a +8 bonus on Hide checks in smoky or foggy areas. When sated, the bonus drops to +4 because of its red coloration.

Originally found in module I7 – Baltron’s Beacon (1985, Philip Meyers) and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
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Plesiosaurus

Converting prehistoric animals

Dinosaur, Plesiosaurus
Huge Animal
Hit Dice: 15d8+78 (145 hp)
Initiative: +2
Speed: 20 ft (4 squares), swim 50 ft
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +11/+25
Attack: Bite +15 melee (2d6+9)
Full Attack: Bite +15 melee (2d6+9)
Space/Reach: 15 ft/10 ft (15 ft with bite)
Special Attacks: ---
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +14, Ref +11, Will +6
Abilities: Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 7
Skills: Hide +6*, Listen +6, Spot +6, Swim +14
Feats: Alertness, Combat Reflexes, Diehard, Endurance, Power Attack, Toughness

Environment: Warm aquatic
Organization: Solitary, pair or herd (3-12)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Huge), 31-45 HD (Gargantuan)
Level Adjustment: ---

This beast has a thick, ovoid body with fins instead of legs and a long, snaky neck and tail. The neck takes up about one third of the creature’s total length.

The plesiosaurus is a relative of the aquatic carnivore, elasmosaurus. The elasmosaurus is longer overall, but its neck makes up a larger percentage of its total length, compared to the plesiosaurus.

A plesiosaurus is usually around 20 feet in length from nose to tail, and much of this is neck and tail. They weigh about 3000 pounds and are more aggressive than their larger relatives. Although they eat fish almost exclusively, other large moving objects in their territory, like ships, easily disturb them.

COMBAT
Plesiosaurs attack exclusively with their powerful bites. They favor ambush tactics when hunting and many lookouts don’t know they’re in plesiosaur territory until it’s too late. These aggressive beasts are strong and fast, and likely to lunge at anything that moves.

Hold Breath (Ex): A plesiosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Skills: Plesiosaurs receive a +8 racial bonus on Hide checks made underwater.

A plesiosaurus 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 found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay).
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Tuyewera

Converting monsters from Dungeon Magazine

Tuyewera
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 20 ft (4 squares)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+7
Attack: Scimitar +7 melee (1d6+4/18-20/x2) or slam +7 melee (1d4+4 plus disease)
Full Attack: Scimitar +7 melee (1d6+4/18-20/x2) or slam +7 melee (1d4+4 plus disease)
Space/Reach: 5 ft/5 ft
Special Attacks: contagion, steal breath
Special Qualities: bond, darkvision 60 ft, immunity to cold, immunity to weapons, +3 turn resistance, undead traits
Saves: Fort +2 Ref +5 Will +6
Abilities: Str 18, Dex 16, Con ---, Int 10, Wis 12, Cha 16
Skills: Bluff +8, Escape Artist +9, Hide +20, Listen +8, Move Silently +15, Open Locks +13, Spot +8
Feats: Ability Focus (steal breath), Improved Initiative, Stealthy

Environment: Any warm land
Organization: Solitary or band (2-3)
Challenge Rating: 5
Treasure: None
Alignment: Always evil (any)
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: ---

What at first appears to be a slumped over animated corpse, with its legs severed at the knees, begins to rise. Its eyes glow with an unholy green light, and it wields a bloodstained scimitar in one filthy green hand while balancing on its other gnarled hand.

The tuyewera is an undead monster created by evil clerics in remote parts of the jungle. To create such a monstrosity, the cleric must find a humanoid slain by death magic. The cleric ritually severs the corpse’s tongue, and removes both legs below the knees. The cleric then uses secret spells to infuse the corpse with the ancestral spirit of a powerful spellcaster to animate it.

A tuyewera serves as an assassin and bodyguard for the cleric that created it.

A tuyewera is 6 feet tall and weighs 100 pounds.

A tuyewera cannot speak, but it may understand Common and other languages.

COMBAT
A tuyewera may use any one-handed weapon in melee, as it needs to use the other hand for balance and movement as it crawls around on its stumps. If unarmed, a tuyewera can strike with its diseased, gnarled fist. A special dweomer goes into the creation of a tuyewera that renders it immune to all physical weapons, though the cleric who created the tuyewera, and those who know how to stop one, always prepare the proper counterspells to negate this.

A tuyewera that encounters a sleeping, unconscious, or otherwise helpless person has the opportunity to use its most deadly attack: draining the very breath from a victim.

Contagion (Su): Any creature struck by a tuyewera’s slam attack must succeed at a Fortitude save (DC 16) or contract filth fever, which strikes immediately (no incubation period). The save DC is Charisma-based.

Steal Breath (Su): As a full-round action, a tuyewera can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a successful Fortitude saving throw (DC 18) or take 3d4 points of Constitution damage. The target dies when his or her Constitution score reaches 0. The tuyewera heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points. So long as the target remains helpless, the tuyewera continues to use this attack against that creature every round until it dies. The save DC is Charisma-based.

If a target succeeds at any saving throw, instead of continuing the Constitution damage it will fall into a deathlike coma for 1d4 days, and will be immune to a tuyewera’s steal breath ability for 24 hours. Such a victim remains alive, but is helpless. The comatose creature cannot move or act, nor can it take purely mental actions. It has effective Strength, Dexterity, Intelligence, Wisdom, and Charisma scores of 0.

Bond (Ex): A tuyewera is bound to the cleric that created it, and will always follow the commands of its creator. A tuyewera cannot be commanded by any cleric other than the creator, even if rebuked.

Immunity to Weapons (Su): A tuyewera is immune to all weapon attacks, including natural and manufactured weapons and unarmed strikes. If a dispel magic spell is cast on a tuyewera, this ability will be dispelled for 1d4 rounds.

Skills: A tuyewera has a +8 racial bonus on Hide, Move Silently, and Open Locks checks.

Originally found in Dungeon Magazine #22 (“The Leopard Men,” March/April 1990, David Howery), and Monstrous Compendium Annual One (1994).
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Coeus

Converting Epic Level Beings

Titan, Greater, Coeus
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 40d8+680 (860 hp)
Initiative: +5
Speed: 60 ft (12 squares)
Armor Class: 41 (-2 size, +5 Dex, +28 natural), touch 13, flat-footed 36
Base Attack/Grapple: +40/+66
Attack: +5 greatsword +62 melee (5d6+32/17-20/x2)
Full Attack: +5 greatsword +62 melee (5d6+32/17-20/x2)
Space/Reach: 15 ft/15 ft
Special Attacks: Draining presence, lethal fright, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 15/epic, darkvision 60 ft, immunity to fear, oversized weapon, spell resistance 36, unnatural aura
Saves: Fort +39 Ref +27 Will +33
Abilities: Str 47 Dex 20 Con 44 Int 35 Wis 32 Cha 26
Skills: Balance +29, Bluff +44, Climb +41, Concentration +58, Craft (bookbinding) +45, Decipher Script +52, Diplomacy +32, Disguise +8 (+10 in character), Gather Information +42, Heal +40, Hide +33, Intimidate +67, Jump +70, Knowledge (arcana) +55, Knowledge (history) +42, Knowledge (religion) +53, Knowledge (the planes) +58, Listen +52, Move Silently +41, Perform (act) +52, Perform (oratory) +55, Search +53, Sense Motive +52, Spellcraft +48, Spot +52, Survival +11 (+13 on other planes, +13 following tracks)
Feats: Ability Focus (draining presence), Cleave, Fear Focus (see below), Great Cleave, Greater Fear Focus (see below), Improved Critical (greatsword), Persuasive, Quicken Spell-Like Ability (phantasmal killer), Power Attack, Weapon Focus (greatsword)
Epic Feats: Epic Reputation, Epic Skill Focus (Intimidate), Devastating Critical (greatsword), Overwhelming Critical (greatsword)

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 27
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This huge humanoid is horrifying in appearance. His hair and eyes are jet-black, and his skin is dusky. A palpable aura of terror surrounds him.

Coeus is the embodiment of fear, and takes a great pleasure in frightening mortals quite literally to death. Many also consider him the patron of intelligence, though he normally shares his knowledge only at a heavy price. Coeus always travels under the cover of night, using shadows as his cover to strike fear into his enemies.

Coeus is one of the original Titans born to Uranus and Gaea, and an older brother of Cronus. Coeus’ wife is his sister Phoebe, and they had two daughters, Leto and Asteria. The mighty Zeus took Leto as a lover and she bore him the gods Apollo and Artemis.

Coeus fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Coeus’ temple is on the layer Minethys of Carceri.

Coeus is 21 feet tall and weighs 12,000 pounds.

Coeus speaks Abyssal, Common, Celestial, Draconic, Giant, Infernal, and Undercommon.

COMBAT
Coeus is small for a Titan, and prefers to avoid combat with tough opponents. Against opponents weaker than him, he prefers to let his magical powers take them out of a fight quickly. He delights in causing fear, and often cannot repress his laughter at cowering foes.

Coeus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Draining Presence (Su): Coeus can drain the life out of foes with his angry presence. This ability takes effect automatically whenever Coeus attacks or charges, and any creatures looking at Coeus must make a successful Will save (DC 30) or take 2d4 points of Constitution drain. Whether or not the save is successful, that creature cannot be affected again by Coeus’ draining presence ability for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Lethal Fright (Su): Any creature of 40 HD or less within 60 feet of Coeus must make a DC 28 Will save or die from fright. If the creature succeeds on the initial save, it must continue to make Will saves every round or become panicked for 2d8 minutes. The save DC is Charisma-based. Coeus can suppress this ability at will.

Spell-Like Abilities: At will – bane (DC 19), bestow curse (DC 22), cause fear (DC 19), chain lightning (DC 24), charm monster (DC 22), confusion (DC 22), cure critical wounds (DC 22), doom (DC 19), fear (DC 22), fire storm (DC 25), ghost sound (DC 18), greater dispel magic, hold monster (DC 23), invisibility purge, levitate, persistent image (DC 23), phantasmal killer (DC 22), protection from energy, read magic, scare (DC 20), unholy blight (DC 22); 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 25); 1/day – Bigby’s crushing hand (DC 27), gate, maze, meteor swarm (DC 27), plane shift, weird (DC 27), wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Coeus can cast arcane spells as a 15th-level sorcerer (6/8/8/8/8/7/7/5; save DC 18 + spell level). He has access to the following spells: 0 – dancing lights, daze, detect magic, mage hand, message, prestidigitation, ray of frost, resistance, touch of fatigue; 1st – expeditious retreat, protection from good, ray of enfeeblement, reduce person, ventriloquism; 2nd – darkness, invisibility, mirror image, spectral hand, summon swarm; 3rd – dispel magic, displacement, nondetection, rage; 4th – crushing despair, enervation, Evard’s black tentacles, shout; 5th – baleful polymorph, feeblemind, nightmare, prying eyes; 6th – circle of death, eyebite, symbol of fear; 7th – greater shadow conjuration, project image. The save DCs are Charisma-based.

Alternate Form (Su): Coeus can assume any form of Huge size or smaller as a standard action. This ability functions as a polymorph spell cast on himself (caster level 25th), except that Coeus does not regain hit points for changing form. Coeus always appears as an extremely ugly example of whatever creature type he assumes. Coeus can remain in his alternate form until he chooses to assume a new one or return to his natural form.

Oversized Weapon (Ex): Coeus can wield a great, two-handed weapon (big enough for Gargantuan creatures) with no penalty.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of Coeus at a distance of 120 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

NEW FEATS
Fear Focus [General]
You are especially gifted at casting spells with the fear descriptor.
Benefit: Any spells that you cast that have the fear descriptor gain a +1 bonus to their save DC. This bonus stacks with the bonus granted by Spell Focus. You also gain a +1 bonus on all saving throws made against spells with the fear descriptor.

Greater Fear Focus [General]
You ability of casting spells with the fear descriptor has grown even more formidable.
Prerequisites: Fear Focus
Benefit: Any spells that you cast that have the fear descriptor gain a +1 bonus to their save DC. This bonus stacks with the bonus granted by Fear Focus. You gain an additional +1 bonus on all saving throws made against spells with the fear descriptor.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
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Sea Snail

Converting World of Greyhawk monsters

Snail, Sea
Huge Magical Beast (Aquatic)
Hit Dice: 12d10+12 (78 hp)
Initiative: +0
Speed: 10 ft (2 squares)
Armor Class: 24 (-2 size, +16 natural), touch 8, flat-footed 24
Base Attack/Grapple: +12/+24
Attack: Tongue +14 melee (2d8+4)
Full Attack: Tongue +14 melee (2d8+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Poison
Special Qualities: darkvision 60 ft, low-light vision, wail
Saves: Fort +11 Ref +8 Will +6
Abilities: Str 19, Dex 10, Con 12, Int 1, Wis 10, Cha 10
Skills: Listen +7, Spot +8, Swim +12
Feats: Ability Focus (poison), Diehard, Endurance, Great Fortitude, Iron Will

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: ---

This is a snail of tremendous size, with a gigantic, thick shell that swirls like a conch shell.

The sea snail, truly a behemoth of the deep, is a variety of giant conch. These giant snails live in any large body of salt water, and all the seas and oceans of the world. Sometimes, these snails form a sort of symbiotic relationship with tritons.

The giant sea snail’s shell is a thing of beauty, and can range in color from bright red to flat white, with a pale interior. The sea snail is often hunted for its shell, fetching a price of 4000 gp or more, depending on the quality and condition of the shell.

A sea snail is 15 feet high and 20 feet long.

COMBAT
Sea snails are peaceful herbivores that would rather flee that fight. This creature is slow though, so a sea snail will withdraw into its shell if attacked. The snail will release its vicious neurotoxin into the surrounding water to paralyze its foes so that it can escape. If this fails and the attack continues, the snail can wail to summon tritons to defend it.

Poison (Ex): Contact (20-foot radius cloud around snail), Fortitude DC 19, initial damage paralyzed 1d6 hours, secondary damage 1d3 Dex. The save DC is Constitution-based.

Wail (Su): A sea snail can let out a high-pitched wail that can be heard for up to a mile. This cry affects tritons as a charm person spell, but has no effect on any other creatures. All tritons in range that fail their saving throw (Will DC 16) converge on the sea snail at top speed, and will defend it to the death. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Skills: A sea snail has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally found in Monstrous Compendium MC5 - Greyhawk Appendix (1990).
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Frost Linnorm

Converting monsters from the second edition Monstrous Compendiums

Linnorm, Frost Linnorm
Gargantuan Dragon (Cold)
Hit Dice: 15d12+120 (217 hp)
Initiative: +0
Speed: 30 ft (6 squares), swim 50 ft
Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +15/+38
Attack: Bite +22 melee (4d6+11)
Full Attack: Bite +22 melee (4d6+11) and tail slap +20 melee (2d8+5)
Space/Reach: 20 ft/15 ft (20 with bite)
Special Attacks: Breath weapon, crush (4d6+16), spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 60 ft, damage reduction 10/magic and cold iron, icewalking, keen senses, spell resistance 32
Saves: Fort +17 Ref +9 Will +14
Abilities: Str 32, Dex 10, Con 26, Int 18, Wis 20, Cha 19
Skills: Bluff +22, Concentration +28, Diplomacy +8, Disguise +4 (+6 in character), Hide +0*, Intimidate +22, Knowledge (arcana) +22, Listen +26, Search +24, Sense Motive +25, Spellcraft +24, Spot +26, Survival +5 (+7 following tracks), Swim +19
Feats: Ability Focus (breath weapon) Alertness, Flyby Attack, Multiattack, Power Attack, Snatch

Environment: Any cold land
Organization: Solitary or family (2-8)
Challenge Rating: 21
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-45 HD (Gargantuan)
Level Adjustment: ---

This wingless dragon has thick, pearly scales that are sharp like jagged ice and shift in hue from white to pale blue to transparent as the dragon moves. Its forelegs are small and weak, but the claws do seem to allow the dragon to manipulate objects.

Frost linnorms are the more territorial linnorms. These paranoid monsters never feel safe until all other sentient creatures within their domains are destroyed. Frost linnorms are some of the most intelligent of the linnorms, and spend much of their time plotting out strategies against settlements of other creatures. A frost linnorm will most commonly attack in the winter, to play upon its victim’s weaknesses and its own strengths.

A frost linnorm prefers to lair in frigid climes, though it will relocate south for the winter to plunder smaller humanoid settlements. A frost linnorm will shape its lair out of ice, making a strikingly beautiful home. Many of the surfaces are mirrorlike, allowing the dragon to spend time admiring itself. A frosts will bury its treasure under the ice to keep it safe from looters, though the linnorm will leave some of the more beautiful art in the open to admire it.

A frost linnorm is a gluttonous creature that considers all life forms that are not of its kind to be beneath it. The frost linnorm is surprisingly familial, valuing it’s the company and input of offspring. A frost linnorm does not eat the creatures it kills, and it is suspected that this dragon gains its nourishment from inhaling frigid winds.

A frost linnorm can speak Draconic and Abyssal.

COMBAT
A frost linnorm prefers to take an intelligent approach to combat, and will not hesitate to spend great amounts of time working out strategies before attacking. Frost linnorms do not like to fight without making such plans first, and will avoid doing so unless attacked first. Frost linnorms are not brawlers, and will use their breath weapons, magical abilities, and magic items before entering physical combat.

A frost linnorm is an opportunist, and will attack from any location that puts its foes at a disadvantage. If possible, a frost linnorm will waylay its foes on ice to keep them off balance.

Breath Weapon (Su): A frost linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 60-foot cone of ice particles. This attack deals 7d6 points of cold damage, half on a successful Reflex save (DC 27). The save DC is Constitution-based.

Crush (Ex): A flying frost linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the frost linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 25) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the frost linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Spell-Like Abilities: At will - meld into stone*, minor image (DC 16), silent image (DC 15), stone shape*; 3/day - heal (DC 20), major image (DC 17), persistent image (DC 19), programmed image (DC 20), transmute metal to wood*, transmute rock to mud* (DC 19), transport via plants*. Caster level 17th. The save DCs are Charisma-based.

*A frost linnorm is able to replace the element commonly used as the focus for these spells with ice. As such, these spells effectively become meld into ice, ice shape, transmute metal to ice, transmute rock to ice, and transport via ice when used by a frost linnorm.

Tail Sweep (Ex): A frost linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 30-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 25 half) takes 2d6+16 points of damage. The save DC is Constitution-based.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the linnorm climbs must be icy. It is always in effect.

Keen Senses (Ex): A frost linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Skills: *Frost linnorms have a +4 racial bonus on Hide checks when in cold environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.

Originally found in Dragon Magazine #182 (“The Vikings’ Dragons,” June 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).
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