Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Flawder

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-28.html

Flawder
Small Magical Beast (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
Armor Class: 14 (+1 size, -2 Dex, +5 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d3/19-20) or bite* +2 melee (1d2) or dagger +0 ranged (1d3/19-20)
Full Attack: Dagger +2 melee (1d3/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, water dependent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 6, Con 13, Int 11, Wis 10, Cha 10
Skills: Listen +2, Spot +2
Feats: Endurance
Environment: Temperate or warm aquatic
Organization: Solitary or tribe (4-80)
Challenge Rating: 1/2
Treasure: No coins, standard goods (see below), 50% items
Alignment: Usually neutral good
Advancement: By character class (favored class: wizard)
Level Adjustment: +0

This creature resembles an upright snail, although its beautiful shell does not spiral like a snail. Two eyestalks sprout from its head. A pair of tentacles extend beneath the eyestalks, above a round mouth with several rows of blunt teeth.

Flawder are peaceful herbivores who roam the floor of seas and large lakes. They live in small nomadic tribes. Each tribe has shells of a distinctive pattern and coloration; a flawder can identify another flawder's tribe with a glance.

Flawder are hermaphroditic and can breed at any time, producing 2-12 soft eggs per pair, which they hide throughout their territory. Flawder reproduce at an alarming rate, hatching in 6 weeks and reaching adulthood in 6 months. If predators are absent, a tribe of flawder will quickly grow so numerous it eats all plant matter in the area, resulting in the tribe's death by starvation.

Flawder are led by wizards. A flawder chief rules absolutely, leading the others in search of food. In rare instances, a chief leads their tribe to attack a particularly dangerous predator.

All of a tribes' leaders share one "spell book" made from inscribed flat pieces of shell. This spell book is carried by a specially chosen common flawder. Tribes may also carry 1-20 similar shell books which record histories, legends, and songs. A few flawder carry special or magical items, mostly crafted by their wizard leaders. A flawder may contain gemstones or pearls in its gullet, and their beautiful shells are valued as artistic works.

Flawder are quite tasty, and are therefore hunted by many other races. As a result, flawder are nervous around almost any other aquatic race, but will sometimes associate with tritons, mermen, or aquatic elves.

A typical flawder is 3-1/2 to 4 feet long. It weighs about 60 pounds. A flawder can live for up to 40 years.

Flawder speak a dialect of Aquan in a beautiful, musical tongue.

COMBAT

Flawder prefer to avoid combat, but will fight to defend themselves and their tribe. Only about half of the flawder encountered will be armed, and the others will flee at any sign of trouble, fighting only if cornered.

*A flawder's bite is treated as a secondary attack and adds only half the flawder's Strength bonus to the damage roll.

Water Dependent (Ex): Flawder can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules).

Flawder as Characters
Most flawder leaders are wizards. Flawder clerics can choose any two of the following domains: Good, Knowledge, Magic, and Water.

Flawder characters possess the following racial traits:
  • -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 flawder's base land speed is 10 feet.
  • Darkvision out to 60 feet and low-light vision.
  • Racial Hit Dice: A flawder begins with one level of magical beast, which provides 1d10 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +2, Ref +2, and Will +0.
  • Racial Skills: A flawder's magical beast levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Listen and Spot.
  • Racial Feats: A flawder's magical beast levels give it one feat.
  • +5 natural armor bonus.
  • Automatic Languages: Aquan. Bonus Languages: Common, Draconic, Elven.
  • Favored Class: Wizard.
  • Level Adjustment +0.
Originally appeared in Monstrous Compendium Fiend Folio Appendix (1992).
 
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Shade

Monster Junkie
Gray Mold

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-39.html

Gray Mold (CR 4)
Gray mold is a dangerous subterranean fungus which primarily grows on the floors of dungeons and caves. The mold has a fuzzy light gray to dark gray color that matches the stone background of subterranean caverns. A DC 20 Spot check or Knowledge (dungeoneering) check is required to notice gray mold in such places. If disturbed, a patch of this mold bursts forth with a cloud of disease-bearing spores. All within 10 feet of the mold must make a DC 15 Fortitude save or be exposed to the disease below.

A patch of gray mold has 5 hit points, spell resistance 16 and vulnerability to light and cold effects. The mold goes dormant for 1d8 minutes if a cold attack penetrates its spell resistance. It also goes dormant while exposed to direct sunlight. It takes 1 point of damage per minute when within a light spell or indirect sunlight, and 1 point of damage per round when within direct sunlight or continual flame.

Gray Mold Spores (Ex): disease - inhalation, Fort DC 15, incubation period 1 minute; damage 1d6 Con.

Unlike normal diseases, gray mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a remove disease spell (or similar magical effect) or a DC 15 Heal check. A patch of gray mold will grow from the corpse of a creature killed by gray mold spores.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 
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Shade

Monster Junkie
Euglena, Giant

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Euglena, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Slam -1 melee (1d2 acid plus engulf)
Full Attack: Slam -1 melee (1d2 acid plus engulf)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, engulf
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +0, Will -5
Abilities: Str 6, Dex 10, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +11
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)
Level Adjustment: —

This oblong blob has a green tint to its mass. It flails about with its single long flagellum.

Euglena are oversized single-celled organisms found in both fresh and salt water, and on damp ground.

Euglena survive primarily by photosynthesis, but supplement this diet by engulfing and digesting small creatures. Euglena are little threat to most humanoids, but halflings and gnomes are small enough to be engulfed by a hungry euglena.

Euglena is a favorite food source of larger water-dwelling creatures. Some monstrous aberrations, as well as the mysterious entity known as Protiston, raise euglena as "food animals."

A typical giant euglena is 1 to 3 feet in diameter and weighs around 100 pounds.

COMBAT

Euglena are attracted to light and exposed food. They will engulf food material up to about the size of a fist. An occasional euglena will also ingest a coin or jewel.

Acid (Ex): A euglena's acid does not harm metal or stone.

Blind (Ex): Euglena are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Engulf (Ex): Although it moves slowly, a euglena can simply mow down creatures up to its own size as a standard action. It also attempts to engulf an opponent it hits with its slam attack. The euglena merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the euglena, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 10 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the euglena moves forward. Engulfed creatures are subject to the euglena's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +2 racial bonus.

Skills: Giant euglena have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dragon Magazine #111 (1986).
 
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Shade

Monster Junkie
Opossum

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-55.html

Opossum
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 40 ft. (4 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Feign death, low-light vision, scent, venom resistant
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills: Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6
Feats: Alertness, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, pair, or family (2-8)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This small creature has thick gray fur on its body, and white fur on its head. A long, prehensile tail trails behind it.

Opossums are omnivorous marsupials that can live nearly anywhere they can find food and dry, secure places to den in. An opossum will use a number of dens within its home range, usually making dens in hollow trees and logs, brushpiles or the abandoned lairs of other animals. A nest of leaves and grass is usually made at the den site.

Opossums feed on insects, earthworms, small mammals, fruits, grains, plants, and carrion.

This entry represents the larger species of opossum, about the size of a cat. Such opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 2 and 12 pounds.

An opossum familiar grants its master a +2 bonus on saving throws against poison.

COMBAT

If threatened, an opossum will try to escape up a nearby tree or feign death. If cornered, it exhibits a threatening posture, hissing and making low growls. A desperate opossum may bite.

Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.

A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.

Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.

Skills: Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.

Originally appeared in Monstrous Compendium Volume Two (1989).
 
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Shade

Monster Junkie
Gnasher, Winged

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-65.html

Gnasher, Winged
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+7)
Full Attack: Bite +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pack overrun
Special Qualities: Darkvision 60 ft., gliding, low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 8, Wis 14, Cha 10
Skills: Hide +1, Jump +7, Listen +6, Move Silently +3*, Spot +6, Survival +4*
Feats: Alertness, Track
Environment: Temperate forests and hills
Organization: Solitary, pair, or pack (3-20)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5-12 HD (Large)
Level Adjustment: +2 (cohort) or —

This large canine closely resembles a dog with a bristly tuft of hair between its shoulders. Its eyes that practically burn with hatred and evil. Its wolfish snout has an overabundance of razor-sharp teeth. Thick membranes attached to its forelegs run the length of its body.

Winged gnashers (also known simply as “wings”) are bigger and deadlier than their landlocked cousins. Winged gnashers make their lairs in caves in the rough hills, building crude nests inside from straw and branches. There is usually very little treasure in a gnasher cave, since they have no use for it. They generally leave it on the carcasses of the creatures they kill.

Like their cousins, winged gnashers live in packs. Intrapack struggles are common, as the younger males wish to try their strength against that of their leader. Those who fail are driven from the pack to try and fend for themselves in the wild. Unfortunately for these exiles, most wilderness creatures take the opportunity to eliminate lone gnashers when they can. Griffons and hippogriffs have been known to put aside their differences in order to eliminate gnasher packs.

A typical winged gnasher is 8 to 10 feet long, stands 3 to 4 feet tall at the shoulder, and weighs 500 to 600 pounds. Coloration tends toward dark blacks, greys, and browns.

Gnashers speak their own language, using a combination of barks, growls, and body language.

COMBAT

Winged gnashers use tactics much like their land-based brethren, circling around their prey until it is surrounded, and then closing in with surprising speed. Winged gnashers fly quietly when gliding, and they often try to surprise opponents with diving attacks.

Gliding (Ex): A winged gnasher can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A winged gnasher glides at a speed of 40 feet (clumsy maneuverability). If a winged gnasher falls at least 20 ft vertically and at least 10 ft horizontally, it may make a gliding charge, gaining all the benefits and drawbacks of a charge attack.

Pack Overrun (Ex): A pack of four or more winged gnashers may use the overrun attack. The pack overrun prevents a Huge or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks.

For the overrun attempt and subsequent grapple checks, treat the gnasher pack as a single Huge creature with strength equal to that of the strongest gnasher in the pack (so that the pack cannot overrun creatures larger than Gargantuan). The gnashers' overrun and grapple checks also receive a bonus equal to the number of gnashers in the pack within reach of their target (that is, up to +4 for targets of Medium size or smaller, up to +8 for Large or Huge targets, or up to +12 for Gargantuan targets). Furthermore, any adjacent gnashers can choose to deal damage with their bite attacks during the grapple.

Skills: A winged gnasher has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A gnasher has a +4 racial bonus on Survival checks when tracking by scent. *When in flight, winged gnashers gain a +6 bonus on Move Silently checks.

Originally appeared in Dragon Mountain (1993).
 
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Shade

Monster Junkie
Gray Flatfish

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-10.html

Fish, Gray Flatfish
Diminutive Animal (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative: -1
Speed: Swim 10 ft. (2 squares)
Armor Class: 13 (+4 size, -1 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +0/-16
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, spiny defense
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 2, Dex 9, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +12*, Listen +2, Move Silently +0, Spot +2, Swim +4
Feats: Ability Focus (poison)
Environment: Temperate aquatic
Organization: Solitary or school (2-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: —

What at first appeared a granite stone reveals itself as a flat fish, as dozens of inch-long spines arise from its back.

Gray flatfish spend their time on the bottoms of shallow streams. They feed upon algae and drifting refuse.

A gray flatfish grows to about a foot in length an weighs about a pound.

COMBAT

Gray flatfish are nonaggressive, but any pressure upon their back results in the raising of their spines, which inject a venom that causes extreme, debilitating pain.

Poison (Ex): Injury (spines), Fortitude DC 12; initial damage intense pain (-2 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage intense pain for 2d4 days. The save DC is Constitution-based.

Spiny Defense (Ex): Any creature that hits a gray flatfish in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 11 Reflex save or take 1 point of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.

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

*A gray flatfish has a +8 racial bonus to Hide checks when lying on mud.

In the Realms
Gray flatfish are primarily found in the River Arkhen running through Archendale.

Originally appeared in Elminster’s Ecologies (1994).
 

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Monster Junkie
Paramecium, Giant

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Paramecium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +0
Speed: Swim 20 ft. (4 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+2
Attack: Slam -1 melee (1d2 acid plus attach)
Full Attack: Slam -1 melee (1d2 acid plus attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, attach, sticky threads
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +0, Will -5
Abilities: Str 6, Dex 10, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +11
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)?
Level Adjustment: —

This oblong blob is covered in tiny cilia.

Giant paramecium are oversized single-celled organisms found in both fresh and salt water, most commonly in lakes and ponds.

A typical giant paramecium is 1 to 3 feet in diameter and weighs around 100 pounds.

COMBAT

A giant paramecium is attracted to food particles, attempting to attach itself to organic matter and dissolve it with its acid.

Acid (Ex): A giant paramecium's acid does not harm metal or stone.

Attach (Ex): If a giant paramecium hits with a touch attack, it uses its sticky threads to latch onto the opponent’s body. An attached paramecium is effectively grappling its prey. The giant paramecium loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity.

An attached giant paramecium can be struck with a weapon or grappled itself. To remove an attached paramecium through grappling, the opponent must achieve a pin against the creature.

Blind (Ex): Giant paramecium are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Sticky Threads (Ex): The sticky threads covering a giant paramecium hold fast creatures or items that touch it. Giant paramecium have a +8 racial bonus on grapple checks (already figured into statistics above) and disarm checks due to their sticky threads.

A weapon that strikes a giant paramecium is stuck fast unless the wielder succeeds on a DC 14 Reflex save. Prying off a stuck weapon requires a DC 14 Strength check. The save DC is Constitution-based.

Oil, vinegar, wine, or other solvents dissolve the giant paramecium's sticky threads; the creature requires 10 minutes to renew its adhesive coating if doused with oil. The substance breaks down 1d4+1 hours after the creature dies.

Skills: Giant paramecium have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dragon Magazine #111 (1986).
 
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Shade

Monster Junkie
Death Mold

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-65.html

Death Mold
Medium Plant
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +6/+6
Attack: Slam +7 melee (1d6 plus 1d6 acid)
Full Attack: Slam +7 melee (1d6 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, caustic spores, engulf
Special Qualities: Blind, blindsight 60 ft., immunity to magic
Saves: Fort +10, Ref +3, Will +5
Abilities: Str 11, Dex 11, Con 19, Int 2, Wis 11, Cha 10
Skills: Hide +8, Move Silently +8
Feats: Ability Focus (engulf), Iron Will, Stealthy, Weapon Focus (slam)
Environment: Any underground
Organization: Solitary or patch (2-3)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–16 HD (Medium); 17–27 HD (Large); 28-40 HD (Huge)
Level Adjustment: —

A large patch of mold colored in swirls and spots of green, gray, and brown slowly begins to creep toward you.

Death mold is an ambulatory subterranean plant. It spends its time slowly inching its way along cavern floors and walls in search of food.

A typical death mold is 6 feet diameter and weighs 1,600 pounds.

COMBAT

Death mold slowly often lurks on ceilings, waiting to release its cloud of spores on victims below.

Acid (Ex): A death mold's acid does not harm metal or stone.

Caustic Spores (Ex): A death mold can release a cloud of caustic spores up to 6 times daily. Anyone within 30 feet of the death mold must make a DC 18 Fortitude save or take 2d6 points of Constitution damage and fall into a fit of coughing, choking, and sneezing which stuns them for 1d4 rounds. A successful saving throw halves the damage and negates the stunning. The save DC is Constitution-based.

Engulf (Ex): Although it moves slowly, a death mold can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The death mold merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the mold, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the death mold moves forward. Engulfed creatures are subject to the death mold's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Immunity to Magic (Ex): A death mold is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Cure wounds spells stun a death mold for 1d2 rounds per spell level (or slows it on a successful Fort save).

A delay poison spell dazes a death mold for 1d10 rounds (or slows it on a successful Fort save).

A neutralize poison or heal spell kills a death mold instantly on a failed Fortitude save.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 
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Monster Junkie
Wiwaxia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-13.html

Wiwaxia
Small Vermin (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: -2
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 18 (+1 size, -2 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d8)
Full Attack: Bite +2 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines
Special Qualities: Damage reduction 2/-, vermin traits
Saves: Fort +5, Ref -2, Will +0
Abilities: Str 10, Dex 6, Con 15, Int —, Wis 10, Cha 3
Skills: Climb +8
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This three-foot creature has a square-sided elliptical body covered in hard, scaly plates. Seven pairs of long, bladelike spines run down each side of its body. It oozes along like a slug.

Wiwaxia is a primitive marine vermin. It spends most of its time crawling across the muddy ocean floor looking for food.

Wiwaxia are primarily scavengers, but devour live prey if given the chance. Wiwaxia have a backwards-slanted mouth hidden beneath their body, just in front of their slug-like foot. Folded inside this mouth are two or three flexible rows of conical teeth. The wiwaxia can push these jaws out of its mouth to scrape away food.

A wiwaxia is 3 feet long and weighs 50 pounds or more.

COMBAT

Wiwaxia crawl toward anything that smells edible and then bites with powerful snaps of its tooth-rows..

Spiny Defense (Ex): Melee combat with a wiwaxia is dangerous. An opponent who attacks a wiwaxia with a melee weapon that does not have reach must succeed on a DC 13 Reflex save or be struck by a spine and take 1d10 piercing damage. The save DC is Constitution-based.

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

Originally appeared in Dragon Magazine #204 (1994).
 
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Monster Junkie
Leech, Psionic

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-49.html

Leech, Psionic
Diminutive Magical Beast (Aquatic, Psionic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Touch +5 melee (attach)
Full Attack: Touch +5 melee (attach)
Special Attacks: Attach, concussion blast, power drain
Special Qualities: Amphibious, blindsight 10 ft., detect psionics, scent
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Swim +9
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Warm marsh
Organization: Colony (2-5) or swarm (6-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This leech has a distinctive bluish tinge to its rubbery black hide.

Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams.

Psionic leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the psionic powers of the victim have been exhausted or a better source of food comes along.

A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness.

COMBAT

Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal.

If a psionic leech is attacked it defends itself with its concussive blast power.

Attach (Ex): If a psionic leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Psionic leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

The touch of a psionic leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.

An attached psionic leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Concussion Blast (Ps): A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.

Detect Psionics (Ps): Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th.

Power Drain (Ps): As a free action, a psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.

Spawn (Ex): If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool.

Skills: Psionic leeches have a +4 racial bonus on Hide checks. A psionic leech 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. Psionic leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

Psionic Leech Swarm
Diminutive Magical Beast (Aquatic, Psionic, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Swarm (1d6 plus infestation)
Full Attack: Swarm (1d6 plus infestation)
Space/Reach: 10 ft./0 ft.
Special Attacks: Concussion blast, distraction, infestation, power drain
Special Qualities: Amphibious, blindsight 10 ft., detect psionics, immune to weapon damage, scent, swarm traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Spot +4, Swim +9
Feats: Ability Focus (distraction), Great Fortitude, Iron Will
Environment: Warm marsh
Organization: Solitary or plague (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Concussion Blast (Ps): A psionic leech swarm with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.

Detect Psionics (Ps): Detect psionics is always active upon a psionic leech swarm. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech swarm can reactivate it as a free action. Manifester level 10th.

Distraction (Ex): Any living creature vulnerable to the psionic leech swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Infestation (Ex): Any living creature that takes damage from a psionic leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 psionic leeches attach themselves to the creature's body and start draining psionic power points. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the psionic leech swarm's swarm attack, distraction, power drain, or concussion blast attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.

Power Drain (Ps): A psionic leech swarm can drain psionic energy. As a free action, the swarm can drain 1d3 power points per round from all characters with a psionic power point reserve in its space. A psionic leech swarm gains a pool of power points equal to the points drained from other characters; power points remain in the swarm's pool for 8 hours (see Concussion Blast, above). A psionic leech swarm can hold an infinite number of power points in its pool. The victim is normally unaware of the power point drain, but can make a DC 14 Will save each round to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
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