D&D 3rd Edition / 3.5 Creature Catalog new 3.5 conversions (Part Two)





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  1. #1
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    Creature Catalog new 3.5 conversions (Part Two)

    Continued from original thread.

    Welcome, folks! This thread exits to showcase the new 3.5E conversions for the Creature Catalog. These monsters came from various discussion threads, and each monster will have a link posted to the appropriate thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.
    - Shade

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    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  2. #2
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    General of the Animal Kings, Tiger

    http://www.enworld.org/forum/general...atures-58.html

    Generals of the Animal King, Tiger
    Large Outsider (Extraplanar, Lawful)
    Hit Dice: 30d8+300 (435 hp)
    Initiative: +14
    Speed: 90 ft. (18 squares), fly 60 ft. (perfect)
    Armor Class: 50 (-1 size, +10 Dex, +8 natural, +9 deflection, +14 armor of the Animal Kings), touch 28, flat-footed 40
    Base Attack/Grapple: +30/+45
    Attack: +5 axiomatic ghost touch vicious vorpal longsword +47 melee (2d6+25 plus 2d6 vicious/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) or claw +40 melee (1d10+11)
    Full Attack: +5 axiomatic ghost touch vicious vorpal longsword +47/+42/+37/+32 melee (2d6+25 plus 2d6 vicious/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) and claw +40 melee (1d10+5) and bite +40 melee (2d10+5); or 2 claws +40 melee (1d10+11) and bite +40 melee (2d10+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Cloud trapeze, improved grab, pounce, rake 1d10+5, spell-like abilities, spells
    Special Qualities: Armored mage, damage reduction 15/epic, darkvision 60 ft., improved uncanny dodge, master fighter, regeneration 5, spell resistance 45
    Saves: Fort +33*, Ref +33*, Will +32*
    Abilities: Str 33, Dex 30, Con 30, Int 24, Wis 29, Cha 29
    Skills: Balance +14, Climb +31, Concentration +43, Diplomacy +17, Hide +43*, Intimidate +42, Jump +72, Knowledge (arcana) +40, Knowledge (nobility and royalty) +40, Knowledge (the planes) +40, Listen +42, Move Silently +47, Search +40, Sense Motive +42, Spellcraft +44, Spot +42, Survival +9 (+13 following tracks, +13 on other planes), Swim +24, Tumble +47
    Feats: Automatic Quicken Spell (x2), Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (longsword), Flyby Attack, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Multiattack, Overwhelming Critical (longsword), Power Attack, Quicken Spell, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack (B)
    Environment: Peaceable Kingdoms of Arcadia
    Organization: Solitary, tiger-squad (General Tiger and 5-10 tiger creatures of CR 19-20 such as 48 HD awakened legendary tigers or awakened legendary tiger 10th-level fighters) or tiger-host (General Tiger plus 10 tiger creatures of CR 19-20 plus 100 awakened elite dire tigers)
    Challenge Rating: 27
    Treasure: Triple standard (excluding combat gear, +6 cloak of epic resistance, and scarab of protection)
    Alignment: Lawful neutral
    Advancement: —
    Level Adjustment: —
    *Adjusted by magic items.

    This tigerlike humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a razor-sharp longsword that pulses with power.

    The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.

    General Tiger is most frequently dispatched by the Animal Kings to suppress rebellions or carry out orders of punishment. He is extremely proud, hot-tempered, and blood-thirsty.

    General Tiger stands 9 feet tall and weighs 1,000 pounds.

    General Tiger speaks Celestial, Common, Draconic, Infernal, and Sylvan.

    COMBAT

    Although General Tiger is an accomplished spellcaster, he far prefers to wade into battle with his amazingly potent longsword. General Tiger usually opens combat with a pounce attack, then utilizes his Whirlwind Attack and Great Cleave feats to drop as many opponents as possible.

    General Tiger's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

    Armored Mage (Ex): General Tiger does not have an arcane spell failure chance when wearing light armor.

    Change Shape (Su): General Tiger can assume the form of any tiger or tigerlike creature, of any size.

    Cloud Trapeze (Sp): Once per day, General Tiger can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk spell. Caster level 29th.

    Improved Grab (Ex): To use this ability, General Tiger must hit with a bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can rake.

    Master Fighter: General Tiger possesses all of the abilities of a 20th-level fighter, including 11 fighter bonus feats. General Tiger is treated as a 20th-level fighter for meeting prerequisites for feats and any other purposes.

    Pounce (Ex): If General Tiger charges, he can make a full attack, including two rake attacks.

    Rake (Ex): Attack bonus +40melee, damage 1d10+5.

    Regeneration (Ex): General Tiger takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.

    Spell-Like Abilities: At will—astral projection, etherealness, invisibility (self only), greater teleport (self only). Caster level 29th. The save DCs are Charisma-based.

    The following abilities are always active on General Tiger's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies (DC 23), legend lore, see invisibility, and true seeing. They can be dispelled, but General Tiger can reactivate them as a free action.

    Spells: General Tiger can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells.

    Spells/day: 6/8/8/8/8/7/7/7/7/6; save DC 19 + spell level. The save DCs are Charisma-based.

    Tongues (Su): General Tiger can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

    Skills: General Tiger has a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

    New Epic Magic Item
    Armor of the Animal Kings: This bright silver or gold +9 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence, though most owners wear it openly and with pride. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it grants the wearer a permanent freedom of movement effect (as the spell). Furthermore, the wearer is at all times surrounded by a magic circle against chaos effect (as the spell) which, if dispelled, can be created again as a free action.

    Caster Level: 26th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be lawful, magic circle against chaos, freedom of movement; Market Price: 936,300 gp; Cost to Create: 468,300 gp + 19,360 XP.

    General Tiger and Oriental Adventures
    If you are using Oriental Adventures in your campaign, General Tiger has the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.

    Originally appeared in Oriental Adventures (1985).
    Last edited by Shade; Wednesday, 29th September, 2010 at 03:02 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  3. #3
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    Razorweed

    http://www.enworld.org/forum/general...plants-20.html

    Razorweed (CR 2)
    Razorweed is a carnivorous aquatic plant that mimics normal aquatic grasses. Only a keen observer will notice the grass blades have razor-keen serrated edges. A patch of razorweed can be quite large, usually ranging from a 15 ft. by 15 ft. square to a field 60-70 feet across (a typical patch of razorweed occupies 8d20 5-foot squares). Each 5-foot square of razorweed has 25 hit points and can be cut down (AC 16, damage reduction 5/slashing). Razorweed has spell resistance 10. Aquatic razorweed always grows underwater, so is immune to fire damage. It requires a DC 20 check against Spot or Knowledge (nature) to recognize a patch of razorweed as a threat.

    Every time a creature or object moves into a 5 ft. square occupied by razorweed it suffers 1d4 points of slashing slashing damage. If the victim is bigger than a single 5 ft. square it will take 1d4 slashing damage for every square of its space that enters the razorgrass. The razor-leaves are incredibly sharp, ignoring the first 10 points of hardness. The razorweed continues to inflict damage until all creatures standing on it are dead, have moved away, or the razorweed has been cut down. Razorweed deals 1d4 points of slashing damage per round to any equipment worn or carried by creatures standing upon it, provided such equipment is within 3 feet of the ground.

    Terrestrial Razorweed: There is a variety of razorweed that grows on dry land. This uses the same mechanics as above, except it is tougher (AC 20) and is not immune to fire damage.

    Originally appeared in Dungeon #1 (1986).
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  4. #4
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    Spyder Plant

    http://www.enworld.org/forum/general...odules-64.html

    Spyder Plant
    Medium Plant
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 0 ft. (immobile)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +1/-1
    Attack: 2 tendrils +3 melee (1d4-2 plus poison)
    Full Attack: 2 tendrils +3 melee (1d4-2 plus poison)
    Space/Reach: 5 ft/0 ft. (5 ft. reach with 40 ft. long spyder-shoots)
    Special Attacks: Poison, spyder-shoots
    Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
    Saves: Fort +4, Ref +2, Will +0
    Abilities: Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
    Skills: —
    Feats:Combat Reflexes (B), Weapon Finesse (B)
    Environment: Warm forests or underground
    Organization: Solitary; patch (2-5) or web (6-16)
    Challenge Rating: 1
    Treasure: 1/10 coins; 50% goods; 50% items
    Alignment: Always neutral
    Advancement: 3-4 HD (Large); 5-8 HD (Huge); 9-16 HD (Gargantuan)
    Level Adjustment: —

    Spider-like creatures creep forth, apparently formed of leaves and fronds, with sharp thorns for fangs. They are attached to a fern-like plant by long creepers.

    Spyder plants are carnivorous plant that use their mobile, arachnoid shoots to prey on animals. These spyder-shoots may resemble individual creatures, but they are merely appendages of the main plant. Spyder plants are mindless and attack anything that appears edible.

    Spyder plants reproduce by turning their spider-like shoots into reproductive creepers known as stolons. The shoot buries itself into the soil and grows into a new plant, then the creeper attaching it to its parent withers and dies. Occasionally, a spyder plant will separate one or more of its spyder-shoots to colonize new territory, but the reproductive shoot must find suitable soil within a few hours or it will die.

    A typical spyder plant is about 4 feet in diameter, with two spyder-shoots about 2 feet across. The entire plant weighs 40 or 50 pounds.

    COMBAT

    A spyder plant simply approaches live prey with its spyder-shoots, attempting to inject enough poison to render its victims immobile.

    Poison (Ex): Injury, Fortitude DC 12, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.

    Spyder-Shoots (Ex): A spyder plant has two shoots it uses to attack, feed and defend itself. Each shoot is a vaguely spider-like mass of fronds and tendrils with hollow thorns for "fangs" which is attached to the parent plant by a long tendril. These shoots move independently of the spyder plant's body, at a speed of 20 feet per round, and have a climb speed of 20 feet per round. The shoots can reach up to 40 feet away from the plant's main body. The spyder plant can make a tendril attack with each of its shoots as a standard action.

    An opponent can attack a spyder plant's shoots with a sunder attempt as if they were weapons. Each shoot has 5 hit points. Severing one of a spyder plant's shoots does no damage to the plant. Severed tendrils regrow in 1 week.

    Advanced Spyder Plants
    A Large spyder plant has four shoots with 10 hit points that can reach up to 60 ft., a Huge spyder plant has 6 shoots with 15 hit points that can reach up to 80 ft., and a Gargantuan spyder plant has 8 shoots with 20 hit points that can reach up to 120 ft.

    Originally appeared in I13 - Adventure Pack I (1987).
    Last edited by Shade; Tuesday, 31st August, 2010 at 04:29 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  5. #5
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    Armor Boar

    http://www.enworld.org/forum/general...gazine-14.html

    Armor Boar
    Large Animal
    Hit Dice: 7d8+28 (59 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (–1 size, +12 natural), touch 9, flat-footed 21
    Base Attack/Grapple: +5/+17
    Attack: Gore +12 melee (2d8+12)
    Full Attack: Gore +12 melee (2d8+12)
    Space/Reach: 10 ft./5 ft. (10 ft. w/gore)
    Special Attacks: Ferocity, spined defense
    Special Qualities: Damage reduction 5/–, dire, fortification, low-light vision, scent
    Saves: Fort +9, Ref +5, Will +8
    Abilities: Str 27, Dex 10, Con 19, Int 2, Wis 13, Cha 8
    Skills: Listen +8, Spot +8
    Feats: Alertness, Endurance, Iron Will
    Environment: Any cold or temperate land
    Organization: Solitary, mated pair, or family (3–12)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 8–16 HD (Large); 17–21 HD (Huge)
    Level Adjustment: —

    The hair of this large, shaggy boar sticks out in all directions, forming a spiny shell. Its elephantine tusks nearly touch the ground.

    An offshoot of the dire boar, armor boars are so-named due to the protective carapace formed by the thick, stiff hairs that cover their bodies. Armor boars range in any cold or temperate terrain, lairing most frequently in caves or densely overgrown wooded areas.

    Armor boars live in small family groups, usually including a mated pair and up to ten young. A boar mates only once every two years, and it is more prolific than other giant boars, producing up to 10 offspring per litter. Adult boars are very protective of their young and will fight to the death to defend them.

    Armor boars are voracious omnivores, eating anything within reach. Armor boars prefer plump rodents to other prey. Armor boars tend to consume more vegetable matter than other boars, and easily destroy gardens and even entire fields. Farming communities therefore consider armor boars a great nuisance.

    Armor boars are prized for their rich, sweet meat and tough carapace, which is made into shields and breastplates. Hide armor created from armor boar hide is treated as possessing armor spikes without any additional cost. Craftsmen value the tusks and lard of armor boar, which they make into art objects and soap, respectively.

    Armor boars grow up to 12 feet long and 6 feet tall at the shoulder, they weigh as much as 3,000 pounds.

    COMBAT

    Ill-tempered and highly aggressive, an armor boar recklessly charges any creatures it perceives as a threat or competition, or that wander through its territory. Armor boars are extremely tenacious, generally fighting to the death.

    Dire (Ex): Armor boars are considered to be dire animals for the purposes of saving throws.

    Ferocity (Ex): An armor boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    Fortification (Ex): An armor boar's rigid spines protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime an armor boar is hit by a critical hit or a sneak attack, it has a 50% chance to resist the extra damage. (Huge armor boars have a 75% chance to resist the extra damage.)

    Spined Defense (Ex): Any creature grappling an armor boar or striking it with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the boar's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

    Originally appeared in Polyhedron #67 (1992).
    Last edited by Shade; Thursday, 26th August, 2010 at 02:11 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  6. #6
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    Fish, Subterranean, Lemon Fish

    http://www.enworld.org/forum/general...ndiums-48.html

    Fish, Subterranean, Lemon Fish
    Small Magical Beast (Aquatic)
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +2
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +4/+2
    Attack: Bite +8 melee (1d8+2) or tail +7 melee (1d2+3 plus spines)
    Full Attack: Bite +8 melee (1d8+2) and tail +2 melee (1d2+3 plus spines)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spines, stun cloud
    Special Qualities: Darkvision 60 ft., spell resistance CR+9, superior low-light vision
    Saves: Fort +6, Ref +6, Will +2
    Abilities: Str 14, Dex 15, Con 14, Int 4, Wis 12, Cha 2
    Skills: Listen +8, Spot +9, Swim +10
    Feats: Blind-Fight, Weapon Focus (bite)
    Environment: Any underground aquatic
    Organization: Solitary or pack (2-3)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 5 HD (Small); 6-8 HD (Medium); 9-16 HD (Large)
    Level Adjustment: —

    A black-tipped dorsal fin breaks the surface of the water, followed by a tail covered in yellow and black barbs, terminating in a long spike. The rest of the fish is covered in bright yellow scales that gleam like gold. Its eyes resemble black saucers.

    A lemon fish is a carnivorous, subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. It gets its name from its bright yellow scales. Observing a lemon fish through water is reminiscent of a living gold piece.

    While not as bloodthirsty as piranha, these fish are vicious predators who enjoy the taste of flesh. A hungry lemon fish will attack prey ranging from as small as a rat to even larger than themselves. These fish are docile and nearly harmless if they have fed recently, but they must eat a large amount to provide a good meal. The strongest fish feed more often, and therefore grow to become stronger still and vastly more dangerous. Lemon fish are mostly solitary. Large lemon fish always hunt alone, but the smaller ones sometimes hunt in packs, although never more than three are found together.

    Although lemon fish flesh is tough and generally inedible, its organs are a prized delicacy among duergar and drow. Lemon fish spawn up to four times a year, yielding 100-600 eggs each time. Only ten out of 100 young survive to reach adulthood. The eggs of the lemon fish are edible and command up to 400 gp per pound (roughly 600 eggs).

    A typical lemon fish is 4 to 5 feet long and weighs between 30 and 60 pounds, but these fish can reach 16 feet in length and a ton in weight. Lemon fish are approximately a foot long for each Hit Die they possess.

    COMBAT

    Lemon fish strike with their jaws and spine-covered tails. If injured, a lemon fish may release a cloud of stunning toxins into the surrounding water.

    Spines (Ex): A lemon fish's tail is covered in spines. An opponent hit by a lemon fish's tail attack must succeed on a DC 14 Reflex save or have a spine break off in his or her flesh. Additionally, any creature grappling a lemon fish also must make a Reflex save to avoid being impaled by a spine. Lodged spines impose a –1 penalty on attacks, saves, and checks per spine (maximum penalty -4). If a victim exerts itself physically (by taking any action other than a purely mental action), they suffer 1d6 points of piercing damage. The save DC is Dexterity-based.

    A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage.

    Stun Cloud (Ex): Once per day, an injured lemon fish can release a cloud of chemicals in a 5-foot spread (10-foot for a Medium lemon fish and 15-foot for a Large fish). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be stunned for 1d4 rounds. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. A delay poison or neutralize poison spell removes the effect from a stunned creature. The save DC is Constitution-based.

    Superior Low-Light Vision (Ex): A lemon fish can see five times as far as a human can in dim light.

    Skills: A lemon fish has a +4 racial bonus on Listen and Spot checks. A lemon fish 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.

    In the Realms
    Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.

    Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
    Last edited by Shade; Wednesday, 1st September, 2010 at 09:06 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  7. #7
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    Hgaun

    http://www.enworld.org/forum/general...nsters-31.html

    Hgaun
    Small Magical Beast (Extraplanar)
    Hit Dice: 2d10+4 (15 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), fly 40 ft. (average)
    Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +2/-1
    Attack: Bite +4 melee (1d4+1)
    Full Attack: Bite +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Darkvision 60 ft., immune to visual effects, low-light vision
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Spot +10
    Feats: Fleet Of Foot (B), Improved Initiative, Run (B)
    Environment: Elemental Plane of Air
    Organization: Solitary or pack (2-16)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: 3 HD (Small), 4-6 HD (Medium)
    Level Adjustment: —

    This creature blends the body of a dog with a birdlike head and wings. Multifaceted eyes peer above its hooked beak.

    Hgaun, or "dog-griffons" as they are occasionally dubbed, are domesticated creatures used for hunting on the Elemental Plane of Air. Hgaun were first created through magical experimentation, but they now breed true and can be found in wild packs.

    A hgaun is 4 feet long, stands 2-1/2 feet tall at the shoulder, and weighs 100 pounds.

    Hgaun cannot speak, but can "bark" high-pitched squawks.

    COMBAT

    Domesticated hgaun are not usually aggressive, unless their masters command them to attack. Wild hgaun are a bit more territorial, but generally only attack creatures smaller than themselves.

    Trip (Ex): A hgaun that hits with a bite attack can attempt to trip its opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hgaun.

    Skills: A hgaun has a +4 racial bonus on Spot checks.

    Training A Hgaun
    A hgaun requires training before it will fight or hunt on command. Training a hgaun requires six weeks of work and a DC 25 Handle Animal check.

    Hgaun eggs are worth 500 gp apiece on the open market, while young are worth 1,000 gp each. Professional trainers charge 500 gp to rear or train a hgaun.

    Originally appeared in Tales from the Infinite Staircase (1998).
    Last edited by Shade; Monday, 30th August, 2010 at 08:43 PM.
    - Shade

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    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  8. #8
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    Fish, Subterranean, Iridescent Plecos

    http://www.enworld.org/forum/general...ndiums-50.html

    Fish, Subterranean, Iridescent Plecos
    Tiny Animal (Aquatic)
    Hit Dice: 1d8 (4 hp)
    Initiative: +1
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +0/-11
    Attack: Bite +4 melee (1d3-3 plus disease)
    Full Attack: Bite +4 melee (1d3-3 plus disease)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Disease
    Special Qualities: Scent, superior low-light vision
    Saves: Fort +2, Ref +3, Will +1
    Abilities: Str 4, Dex 13, Con 10, Int 1, Wis 12, Cha 7
    Skills: Listen +5, Spot +5, Swim +9
    Feats: Alertness, Weapon Finesse (B)
    Environment: Any underground aquatic
    Organization: Solitary, outbreak (2-20), or school (10-100)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment: —

    This beautiful fish has a long, tapered body covered with shimmering scales. Its graceful motion is reminiscent of a stream of sparkling diamonds.

    Iridescent plecos are omnivorous subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These fish scavenge rotting flesh and plants and objects thrown into the water. Although they have few natural predators, humanoids occasionally hunt them for their gemlike scales. Such hunts are futile, as the lustre leaves their malodorous skins upon death.

    Adult iridescent plecos can be as little as 6 inches long, but most range from 1 to 2 feet long and weigh between 1 and 4 pounds.

    COMBAT

    Iridescent plecos are non-aggressive, usually attacking only in self-defense. Although the bony ridges of their mouths cause little harm, their barbels transmit a dangerous disease.

    Disease (Ex): Iridescent fever—bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Str and 1d3 Con. The save DC is Constitution-based and includes a +2 racial bonus.

    Superior Low-Light Vision (Ex): An iridescent plecos can see five times as far as a human can in dim light.

    Skills: An iridescent plecos can use its Strength modifier or its Dexterity modifier for Swim checks. A plecos 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.

    In the Realms
    Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.

    Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
    Last edited by Shade; Wednesday, 8th September, 2010 at 05:42 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

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    Topiary Plant

    http://www.enworld.org/forum/general...odules-66.html

    Topiary Plant
    Medium Plant (Shapechanger)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+3 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+3
    Attack: Bite +3 melee (1d4+1 plus poison)
    Full Attack: Bite +3 melee (1d4+1 plus poison)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Poison, resemble shape
    Special Qualities: Low-light vision, plant traits, scent
    Saves: Fort +5, Ref +1, Will +2
    Abilities: Str 13, Dex 10, Con 14, Int 6, Wis 12, Cha 5
    Skills: Listen +5, Move Silently +2, Spot +5
    Feats: Alertness, Weapon Focus (bite)
    Environment: Any land
    Organization: Solitary or hedge (2-8)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: 4-5 HD (Medium), 6-11 HD (Large); 12-18 HD (Huge)
    Level Adjustment: —

    A nearby bush seems trimmed into the shape of an animal. It seems odd to find a well-manicured topiary this far in the wilderness...

    Topiary plants are plants that mimic the shapes of animals they consume. Topiary plants are scavengers, preferring dead prey to living.

    A typical topiary plant usually resembles an animal between 5 and 8 feet long, although its basic form is a thorny bush about 4 feet across. The plant weighs 100 pounds.

    COMBAT

    Topiary plants are normally non-aggressive, but if food is scarce, they may attack. A topiary plant "bites" with its thorn-covered branches, injecting a weak toxin into its victim.

    Poison (Ex): Injury, Fortitude DC 13, initial damage 1d3 Con, secondary damage 1d3 Con. The save DC is Constitution-based and includes a -2 racial penalty.

    Resemble Shape (Su): A topiary plant can imitate the appearance of any creature it has eaten. The topiary plant need not have killed the creature itself, but if the creature has been dead for more than two weeks it is too decayed for the plant to mimic its living appearance. This works like the disguise self spell, except the topiary plant retains its original size and can resemble any living creature. The topiary plant's appearance retains vegetative features (vine-like fingers, thorny hair, a greenish complexion, et cetera), so it only gains a +4 bonus to Disguise checks when using this ability to disguise itself.

    Advanced Topiary Plants
    An advanced topiary plant can use resemble shape to give itself an additional secondary attack for every 2 hit dice it has advanced (e.g. 1 secondary attack at 5-6 HD, 2 at 7-8 HD and 3 at 9 HD). These attacks can be any natural weapon possessed by a creature the topiary plant has eaten, but the attack always does 1d4 damage, or 1d6 for a Large topiary plant.

    Originally appeared in I13 - Adventure Pack I (1987).
    Last edited by Shade; Thursday, 16th September, 2010 at 02:36 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

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    Hacamuli

    http://www.enworld.org/forum/general...undead-41.html

    Demon, Hacamuli
    Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
    Hit Dice: 24d8+216 (324 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 39 (-1 size, +1 Dex, +29 natural), touch 10, flat-footed 38
    Base Attack/Grapple: +24/+40
    Attack: Right hoof +36 melee (1d10+12/19-20 plus curse of decrepitude) or left hoof +36 melee (1d10+12/19-20 plus disease)
    Full Attack: Right hoof +36 melee (1d10+12/19-20 plus curse of decrepitude) and left hoof +36 melee (1d10+12/19-20 plus disease)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Curse of decrepitude, disease, rebuke undead (+11, 2d6+27, 20th), spell-like abilities, summon undead, thanatist gaze
    Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 35, telepathy 60 ft., tomb-tainted
    Saves: Fort +23, Ref +15, Will +20
    Abilities: Str 35, Dex 13, Con 29, Int 14, Wis 22, Cha 25
    Skills: Bluff +34, Concentration +36, Diplomacy +42, Disguise +7 (+11 acting), Intimidate +38, Knowledge (religion) +29, Knowledge (the planes) +29, Listen +33, Sense Motive +33, Spot +33, Survival +6 (+10 on other planes), Use Magic Device +34
    Feats: Dire Charge, Extra Turning, Improved Critical (hoof), Improved Initiative, Negative Energy Burst, Quicken Spell-Like Ability (greater teleport), Weapon Focus (hoof)
    Environment: Infinite Layers of the Abyss
    Organization: Solitary
    Challenge Rating: 21
    Treasure: No coins, double goods (mostly gems and jewelery), double items
    Alignment: Chaotic evil
    Advancement: —
    Level Adjustment: —

    Flies crawl over the mangy, sore-infested body of this pale, gaunt horse. Its hazy black eyes seem as deep as the darkest pits of the Abyss.

    Hacamuli is one of the favored messengers of Orcus. The Prince of the Undead generally employs Hacamuli only on missions of great importance, or to better strike fear into the hearts of his enemies.

    Hacamuli is 8 feet long and weighs 900 pounds.

    Hacamuli speaks Abyssal, Celestial, Draconic, and Infernal.

    COMBAT

    In battle, Hacamuli rears up on his hind legs and strikes with both his front hooves. Each hoof has its own special disastrous effect in addition to any damage dealt.

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

    Curse of Decrepitude (Su): Every time Hamaculi hits with its right hoof, its opponent must succeed on a DC 31 Fortitude save or prematurely age. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. The penalty is not cumulative. Should the victim's Con drop to 0 they will die. This effect is permanent, but can be removed by a wish, miracle or break enchantment spell, or by drinking an elixir of youth or similar potion (the elixir removes the curse but does not reduce the drinker's age as it normally would). A spellcaster must succeed on a DC 30 level check to use break enchantment to remove the curse.

    Additionally, the opponent must succeed on a DC 31 Reflex save or its armor and clothing rots away or dissolves into rust. Hamaculi can also use its right hoof attack to destroy unattended objects up to a 10-foot-cube in size. Unattended magical items are allowed a DC 31 Fortitude save to avoid dissolution. The save DCs are Constitution-based.

    Disease (Ex): Greater demon fever—left hoof, Fortitude DC 31, incubation period 1d3 days, damage 2d6 Con. A victim must succeed at another saving throw or 2 points of temporary damage is permanent drain instead. The save DC is Constitution-based.

    Rebuke Undead (Su): Hacamuli can rebuke and command undead as a 20th-level cleric. Hacamuli can make up to fourteen rebuke attempts per day.

    Spell-Like Abilities: At will—deeper darkness, greater teleport (self only); 3/day—quickened greater teleport (self only). Caster level 22nd. The save DCs are Charisma-based.

    Summon Undead (Sp): Once per day, Hacamuli can summon 2d6 shadows with a 60% chance of success or 1d4 vampires with a 50% chance of success. This ability is the equivalent of a 9th-level spell (CL 22nd).

    Thanatist Gaze (Su): 30 feet, Fort DC 29 negates, bestows 3 negative levels. Any creature drained to 0 levels by Hacamuli's gaze dies and is immediately transformed into a bodak under Hacamuli's permanent command. The save DC is Charisma-based.

    Tomb-Tainted (Ex): Although an outsider, Hacamuli is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). Hacamuli may be turned as if it were an undead creature with +6 turn resistance.

    Originally appeared in Dragon Magazine #42 (1980).
    Last edited by Shade; Monday, 13th September, 2010 at 02:31 PM. Reason: Demon, Hacamuli
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

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