Dragon #141 - Dragon's Bestiary - "Nonhuman creatures -- with human form"

BOZ

Creature Cataloguer
ok, just to show that i do take requests (on occasion). ;) this will be six creatures with humanoid forms, though not all of them would have ever been considered a true humanoid type. two, for example, are extraplanar trolls, and another is a humanoid from the negative energy plane. :) well, without further ado, let me start my (breif) interlude from the forgotten realms...
 

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BOZ

Creature Cataloguer
BLACK TROLL

BLACK TROLL
Large Outsider (Chaotic, Evil)
Hit Dice: 7d8+49 (80 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 19 (-1 size, +2 Dex, +8 natural)
Attacks: 2 claws +12 melee, bite +7 melee
Damage: Claw 1d8+6, bite 2d6+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Rock throwing, chain lightning, spell-like abilities, summon monsters
Special Qualities: Damage reduction 10/+1, regeneration 5, SR 23, cold and poison resistance 10, immune to electricity, scent, darkvision 90 ft
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 23, Dex 14, Con 25, Int 10, Wis 13, Cha 10
Skills: Climb +13, Hide +12, Jump +13, Listen +14, Search +10, Spot +14
Feats: Alertness, Iron Will

Climate/Terrain: Any land and underground
Organization: Solitary or gang (1-8)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)

Black trolls live on the many layers of the Abyss, being fiendish descendants of trolls. These trolls, also known as demon trolls, are among the largest of their kind, most over 13 feet tall. These creatures look like oversized trolls with smooth black skin, sparse hair, green eyes with an evil gleam, and red horns jutting out from their forehead. Despite this, black trolls have an oddly humanlike physique.
Black trolls speak Giant and Abyssal.

COMBAT
Black trolls fight in the same manner as normal trolls, but have a much wider array of abilities, and a notably higher intelligence, which they use to their utmost advantage. They like to use their chain lightning in the middle of a melee, as their immunity to electricity protects them well.
Black trolls are considered as giant-type monsters when attacked by dwarves, gnomes, and rangers.
Rock Throwing (Ex): Black trolls have learned to throw rocks in the same manner as giants, receiving a +1 racial bonus to attack rolls when throwing rocks. Black trolls can hurl rocks weighing 40 to 50 pounds each (Small objects) up to a range of 5 increments.
Chain Lightning (Su): Three times per day, a black troll can unleash a chain lightning attack. This ability is as the spell cast by a 6th-level sorcerer (save DC 16).
Spell-Like Abilities: At will – darkness, dispel magic, pyrotechnics, telekinesis (5,000 pound weight limit), and teleport without error. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level).
Summon Monsters (Sp): Once per day a black troll can attempt to summon 1d2 normal trolls, 1d4 dretch demons, or another 1d2 black trolls with a 50% chance of success.
Regeneration (Ex): Fire, acid, and holy and blessed weapons of at least +2 enchantment deal normal damage to a black troll.

The black troll first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Michael J. Szarmach).
 
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BOZ

Creature Cataloguer
CAIVEH

CAIVEH
Medium-Size Humanoid (Caiveh)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 50 ft
AC: 14 (+2 Dex, +2 natural)
Attacks: 2 claws +2 melee; or falchion +2 melee
Damage: Claw 1d4+1; or falchion 2d4+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Rage
Special Qualities: Scent
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 13, Dex 15, Con 12, Int 11, Wis 10, Cha 9
Skills*: Climb +8, Hide +4, Listen +7, Move Silently +4, Spot +7
Feats: Alertness

Climate/Terrain: Warm forest or mountains
Organization: Solitary, family (5-9), or pride (8-32)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class

Caiveh are leonine humanoids that live in tropical regions. They resemble humans with strongly feline features, and are known as lion men by other cultures. Their bodies are nearly covered in long fur half an inch in length, and males will have a thick mane.
Caiveh society is egalitarian, though family life is strongly skewed in favor of the males. A male will typically dominate his family, and often has three or more mates and several cubs. Caiveh often hire themselves out as mercenaries to local human armies. In a military unit, the caiveh will use appropriate human weapons and equipment.

COMBAT
Caiveh are stealthy and well-disciplined fighters that know how to use their natural environment to their advantage. They work well within a group, even if they are cooperating with other races. Caivehs are typically armed with a falchion, handaxe, broad sword, or trident. About 1 in 10 caivehs have learned to go berserk in a similar manner to the barbarian’s rage ability. Such a gifted caiveh is likely to go uncontrollably berserk when cornered by hostile foes, assaulted by psionics, or captured and taunted, though he can suppress this tendency with effort.
Rage (Ex): This ability functions for the caiveh as the barbarian rage ability, as if the caiveh were a barbarian 5 levels higher than his current level. If the caiveh is an actual barbarian, his Strength and Constitution bonuses increase by +4. A raging caiveh will disregard his weapons, using only his claws to attack.
Skills: Caiveh receive a +6 racial bonus to Climb checks, and a +4 racial bonus to Listen and Spot checks. * in warm forest or mountain regions, they receive a +10 racial bonus to Hide and Move Silently checks, and their bonuses for Climb and Listen checks improve to +8.

CAIVEH CHARACTERS
A caiveh’s favored class is barbarian, and caiveh leaders tend to be barbarians or barbarian/rangers. Caiveh clerics can choose two of the following domains: Animal, Good, and Strength.

The caiveh first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Gregg Sharp).
 

BOZ

Creature Cataloguer
CYNAMOLGUS

CYNAMOLGUS
Medium-Size Humanoid (Cynamolgus)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Longsword +2 melee; or glaive +2 melee
Damage: Longsword 1d8+2; or glaive 1d10+2
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Resistance to fear, scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 10, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness

Climate/Terrain: Any forest
Organization: Gang (3-6), squad (11-20 plus 1 2nd-level leader), band (20-200 plus 2-6 war dogs, 2-8 2nd-level guardsmen, and 1 3rd-level subchief), or clan (30-300 plus 2-5 wolves and 1 4th-level chief)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class

The cynamolgus is a warlike canine humanoid that lives in the wild. The cynamolgus’ form is very similar to the human norm, although their heads can look like that of any breed of dog, and their bodies are covered in the fur of the same dog breed. They tend to wear nothing more than their own poorly cured animal hides. They have short lifespans, very few living past the age of 30.
Cynamolgi form loose tribal bands in their woodland home, often encamping along riverbanks. Occasionally, cynamolgi will form clans that settle in abandoned villages or huge caves, led by a chief with his own wolf companion. A cynamolgus leader has usually braved many battles, and collected a magical item or two. Cynamolgi are hardy warriors and bands of them often war against other bands of cynamogli, as well as against tribes of orcs, goblins, and sometimes even elves.

COMBAT
A cynamolgus makes for a ferocious warrior, never backing down in fear and never losing morale. A cynamolgus may use any weapon it can get its hands on, though it prefers weapons such as swords, maces, and polearms.
Resistance to Fear (Ex): A cynamolgus is especially resistant to fear, and gains a +6 racial bonus to saves against magical fear.
Skills: Cynamolgi receive a +4 racial bonus to Listen and Spot checks.

CYNAMOLGUS CHARACTERS
A cynamolgus’ favored class is barbarian, and cynamolgus leaders tend to be barbarians or barbarian/druids. Cynamolgus clerics can choose two of the following domains: Chaos, Luck, and War.

The cynamolgus first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Ronald C. Morgan II).
 

BOZ

Creature Cataloguer
DIURGE

DIURGE
Medium-Size Outsider (Evil, Negative Energy)
Hit Dice: 6d8+12 (39 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +9 melee; or bastard sword +10 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Energy drain, psionics
Special Qualities: Damage reduction 15/+1, fast healing 2, immunities, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 17, Dex 14, Con 15, Int 15, Wis 14, Cha 14
Skills: Bluff +10, Hide +11, Intimidate +10, Knowledge (the planes) +7, Listen +10, Move Silently +9, Search +9, Spot +10
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)

Climate/Terrain: Any land and underground
Organization: Troop (4-40 plus 1 commander per 10 common diurges)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

DIURGE COMMANDERS
Hit Dice: 9d8+27 (67 hp)
Initiative: +6 (Dex, Improved Initiative)
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +12 melee; or bastard sword +13 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Special Attacks: Energy drain, psionics, spells
Special Qualities: Damage reduction 20/+1, fast healing 2, immunities, SR 20, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16
Skills: Bluff +10, Concentration +14, Hide +11, Intimidate +11, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +15, Move Silently +10, Search +11, Spellcraft +12, Spot +15
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)
Challenge Rating: 11
Alignment: Always lawful evil

Diurges are terrible humanoid creatures from a nightmare realm in the Negative Energy plane. Diurges live to serve the evil lords of a pocket dimension called Darkrealm, but they are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.
Diurges are similar to humans in appearance, but have dark gray skin, and either white or metallic-red hair. Their eyes have no irises, but glow a solid red, and are able to see in most spectrums of light.

COMBAT
Diurges often carry weapons, but prefer to attack living creatures with their energy draining touch. Common diurges have all the same abilities of a 6th-level fighter, while commander diurges have all the abilities of a 6th-level fighter as well as a 9th-level wizard.
Energy Drain (Su): Living creatures hit by a diurge’s touch attack suffer one negative level. <Every life level drained by a diurge restores 10 psionic points to its total.>
Psionics (Sp): Common diurges will have one or two of the following abilities, as the powers manifested by a 6th level psion. At will – body equilibrium, detect thoughts, <detection of magic>, domination, levitate, and matter agitation. Commander diurges will have two to four psionic abilities, as the powers manifested by a 9th-level psion, chosen from those listed above as well as from the following abilities. At will – aura alteration, matter manipulation, probability travel, and telekinesis.
Attack/Defense Modes (Sp): At will – All/All.
Spells: Commander diurges cast arcane spells as 9th-level wizards.
Immunities (Ex): Diurges are immune to mind-influencing effects, poison, sleep, paralysis, energy drain, polymorphing, or hold spells and effects.
Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.
Vulnerable to Positive Energy (Ex): Diurges are particularly vulnerable to spells and abilities that use positive energy, and take triple damage from all such effects.

The diurge first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Scott Bennie and Steve Sloane).
 

pyrobob

First Post
BOZ, these conversions are awesome! I think I like the diurge the best: im goin to use it vs my planar-surfin party! thanx, and keep up the good work!:D
 

BOZ

Creature Cataloguer
JOR

JOR
Medium-Size Humanoid (Orc)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft (scale mail); base 30 ft
AC: 15 (+4 scale mail, +1 small shield)
Attacks: Scimitar +4 melee; or crossbow +1 ranged
Damage: Scimitar 1d6+3 and sleep; or crossbow 1d8 and sleep
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sleep, assassin abilities
Special Qualities: Darkvision 60 ft, light sensitivity
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9
Skills: Hide +2, Listen +5, Spot +5
Feats: Alertness

Climate/Terrain: Any marsh
Organization: Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1d4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4d4 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1d6 4th-level master jors and 1 4th-level chief)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained for assassination, and share some of the abilities of assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Jors look very similar to orcs, but have a greenish blue tinge to their skin. Rumors suggest that jors have formed their own assassin’s guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for the territory of the swamp, with a mutual hatred that often causes them to attack each other on sight.

COMBAT
Jors are capable of fighting as well as any orc, but use their assassin skills whenever possible. Their preferred weapons are the scimitar and crossbow coated in a special sleep poison, but they also commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors have sunlight and only come out of their lairs after sunset.
Sleep (Ex): Jors coat their weapons in a poison that causes the victim to fall asleep for 2d6 rounds if they fail a Fortitude save (DC 14). This poison only works once per application, and must be applied to the weapon again to be reused.
Assassin Abilities (Ex): Jors are trained as assassins (see DMG), and have the abilities of sneak attack, death attack, poison use, and saving throw bonus vs. poison (though not uncanny dodge) as if they were 2nd-level assassins. Jor sergeants, leaders, and subcheifs have these abilities as if they were 4th-level assassins, and master jors and chiefs have these abilities as 6th-level assassins.
Light Sensitivity (Ex): Jors suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Skills: Jors receive a +2 racial bonus to Hide, Listen, and Spot checks. *In any marsh, a jor’s Hide bonus increases to +6. Master jors and chiefs also receive an additional +4 to Hide in any natural terrain.

The jor first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Michael J. Szarmach).
 

BOZ

Creature Cataloguer
ROCK TROLL

ROCK TROLL
Large Outsider (Earth, Chaotic, Evil)
Hit Dice: 9d8+54 (94 hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 claws +14 melee, bite +9 melee
Damage: Claw 1d8+7, bite 3d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab
Special Qualities: Regeneration 5, missile deflection, camouflage, scent darkvision 50 ft, earth magic vulnerability
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 24, Dex 13, Con 23, Int 6, Wis 9, Cha 8
Skills*: Climb +16, Hide +9, Jump +16, Listen +10, Search +8, Spot +10
Feats: Alertness, Iron Will, Great Fortitude

Climate/Terrain: Any mountains and underground
Organization: Solitary or gang (1-12)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)

Rock trolls are natives of the elemental plane of Earth that sometimes find their way to the Material plane. These trolls usually build their filthy lairs in dungeons, caves, and remote mountains. Rock trolls are similar in appearance to normal trolls, though slightly larger at 11 feet tall. Their skin is able to change in coloration to match with nearby rock types.
Rock trolls speak Giant and Terran.

COMBAT
Rock trolls are as ferocious as normal trolls and even more deadly, attacking with claws and trying to grab and bite. Rock trolls are considered as giant-type monsters when attacked by dwarves, gnomes, and rangers.
Improved Grab (Ex): To use this ability, the rock troll must hit an opponent of Medium-size or smaller with both claw attacks. If it gets a hold, its bite attack automatically hits. In the second round of a hold, the victim may attempt to break free, but if he is unsuccessful the troll will bite him twice in that round. The troll will drop its victim if hit by an attack that deals 8 or more hit points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a rock troll.
Missile Deflection (Ex): By using one of its claw attacks, a rock troll can deflect ranged attacks made against it. Small missiles such as arrows, crossbow bolts, sling bullets, darts and the like are considered AC 30 for this attack; thrown weapons such as javelins, spears, throwing axes, daggers, clubs, hammers, and shuriken are considered AC 33. Boulders thrown by giants or falling from above must be caught with both hands and are considered AC 32. Missiles hurled by large machines, such as catapults or ballistae, cannot be deflected, and will automatically hit a rock troll that tries to deflect one.
Camouflage (Ex): The skin of a rock troll can change its coloration to various shades of brown and gray, providing the troll with a +8 racial bonus to Hide checks in rocky terrain.
Earth Magic Vulnerability (Ex): Rock trolls are destroyed instantly by a transmute rock to mud or passwall spell if they are in the area of effect, if they fail a Fortitude save (DC 20).

The rock troll first appeared in Dragon Magazine #141 (1989, “The Dragon’s Bestiary”, Linda Hankins).
 


TheFlamingRheo

First Post
Damn, I agree with Pyrobob the Diurge rock. Anything that uses a bastard sword has to put into everyone's game. Thanks, I will be telling my DM to apply these into are serious Spelljammer campaign (oxymoron).
 

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