Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Elemaster, Air

http://www.enworld.org/forum/general-monster-talk/298543-converting-epic-level-creatures.html

Elemaster, Air
Colossal Elemental (Air, Extraplanar)
Hit Dice: 86d8+1,118 (1,505 hp)
Initiative: +27
Speed: Fly 100 ft. (perfect)(20 squares)
Armor Class: 84 (-8 size, +19 Dex, +48 natural, +2 divine, +13 deflection) touch 36, flat-footed 65
Base Attack/Grapple: +64/+93
Attack: Slam +76 melee (4d8+13/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Full Attack: 4 slams +76 melee (4d8+13/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Space/Reach: 30 ft./30 ft.
Special Attacks: Air mastery, elemental aura, elemental transubstantiation, master elemental, master of air magic, salient divine abilities, size change, summon elementals, whirlwind
Special Qualities: Block sensing, create magic items, damage reduction 15/epic (10/-), darkvision 60 ft., divine aura, divine rank 2, elemental traits, portfolio sense, remote sensing, resistance to fire 7, spell resistance 34
Saves: Fort +45, Ref +65, Will +47
Abilities: Str 36, Dex 49, Con 36, Int 36, Wis 36, Cha 36
Skills: Balance +118, Concentration +102, Diplomacy +112, Gather Information +102, Intimidate +102, Jump +23, Knowledge (nature) +102, Knowledge (religion) +102, Knowledge (the planes) +112, Listen +104, Move Silently +108, Tumble +108, Sense Motive +102, Spellcraft +102 (+112 scrolls), Spot +104, Survival +13 (+23 in aboveground natural environments, +23 on other planes), Use Magic Device +102 (+112 scrolls)
Feats: Alertness, Blind-Fight, Blinding Speed (x2), Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dire Charge, Divine Might, Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Knowledge [the planes]), Epic Will, Flyby Attack, Great Cleave, Improved Combat Reflexes, Improved Critical (slam), Improved Initiative (B), Improved Whirlwind Attack, Iron Will, Mobility, Overwhelming Critical (slam), Power Attack, Sidestep Charge, Spring Attack, Superior Expertise, Superior Initiative, Weapon Finesse (B), Weapon Focus (slam), Whirlwind Attack
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 42
Treasure: None
Alignment: Usually neutral
Advancement: 85+ HD (Colossal)
Level Adjustment: —

This titanic creature resembles an amorphous cloud ringed by powerful currents of air. Distortions in the vapor and wind seem to suggest two eyes and a ragged mouth.

The elemasters are high-ranking aides who directly serve the elemental deities. Their business is primarily administrative, as their realms are vast. They spend much of this time visiting and examining their subjects, often shrinking their forms and masquerading as lesser elementals. Elemasters do not directly rule elementals, and tend to stay out of the affairs of the archomentals on their planes. They also tend to leave the ancient primal elementals to their own devices.

Elemasters are often vain and self-centered, but extremely powerful and superb at their tasks.

In its true form, an air elemaster stands 300 feet tall and weighs 32 pounds, but can use its change size ability to assume any height (with weight of a typical air elemental of a given size).

Air elemasters speak Auran. Their voices crescendo like thunder.

COMBAT

An air elemental rarely needs to enter battle, but when it does, it is a fearsome adversary. In addition to its wide array of magical abilities, an air elemaster can land punishing blows while exercising true aerial superiority.

Air Mastery (Ex): Airborne creatures take a -4 penalty to attack and damage rolls against an air elemaster.

Divine Rank 2: A field of divine energy encompasses a deity's body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).

A deity gets its divine rank as a divine bonus on all attack rolls. Deities of rank 1 or higher do not automatically fail on a natural attack roll of 1. A deity gets its divine rank as a divine bonus on all saving throws. Deities of rank 1 or higher do not automatically fail on a natural saving throw roll of 1. A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks. Lesser deities (rank 6-10) may take 10 on any check, provided they need to make a check at all.

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself. A deity is not subject to energy drain, ability drain, or ability damage. A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher divine rank. Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration. A deity has fire resistance of 5 + its divine rank. A deity has spell resistance of 32 + its divine rank. All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

Domain Power (Su): 16/day, turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Effective cleric level 2nd.

Elemental Aura (Su): A 100-foot-radius spread aura surrounds an elemaster. All creatures of the same elemental subtype as the elemaster (including the elemaster) are treated as if having turn resistance +6 (where appropriate) and fast healing 10. Creatures without immunity to air effects take 2d10 points of electricity damage each round they remain within the aura. The elemaster can exclude creatures from its aura's effects in any number or combination as a free action.

Elemental Transubstantiation (Su): Once per day an elemaster can transubstantiate all material objects and corporeal creatures in an area of up to 100 5-ft. squares that is within a range of 1000 ft. The affected area can be any shape. The elemaster can affect an area of any shape it wishes and exclude creatures within the affected area from the transubstantiation effect. All affected targets must succeed on a DC 69 Fort save or be transformed into elemental substances. The effects depend on the elemaster's intentions. Creatures that have the same elemental type as the elemaster are not affected by its transubstantiation; targets with no material substance are also unaffected, such as incorporeal creatures or objects of force such as an unseen servant.

If the elemaster wishes destruction, the target instantly evaporates. The transformed residue of creatures destroyed by elemental transubstantiation are not the remains of a living creature and cannot be used for raise dead or resurrection spells. A miracle, true resurrection or wish spell is necessary to bring back to life a creature destroyed by this transformation.

Alternatively, the elemaster can transform material objects or creatures instead of destroying them, as described below. Transformed creatures and objects can be returned to their former state by a polymorph any object, wish, or miracle spell, although only a single creature or object will be affected per spell, or only part of a structure (up to a 40 ft. cube) if the transformed object is particularly large.

Transformed creatures become beings of elemental substance. Their type changes to elemental (if their intelligence is 2 or less) or outsider (if their intelligence is 3 or higher) and they gain the same subtype as the elemaster. They also gain a fly speed equal to their fastest speed, with perfect maneuverability. Note that these transformed creatures are now susceptible to the elemasters' master elemental power (see below).

Transformed objects in the area can be used to form a structure of any shape the elemaster desires, the structure resembles a permanent solid fog surrounded by a permanent wind wall, and has 450 hp per 5-ft. square. Treat this structure as a permanent magic item; it is not affected by dispel magic or break enchantment and is immune to effects of the elemaster's type. It takes a mage's disjunction spell or more powerful abjuration to destroy the structure (which is CL 84 and has a +28 on all its saves). The solid air structure is damaged by extremely powerful winds; 1d6 damage per minute for hurricane force winds, 1d6 damage per round for tornado force winds.

Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (earth for an air elemaster) as a cleric turns undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil cleric rebukes undead (unlike mortal clerics, an elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. An elemaster can use master elemental as many times as it wishes. An elemaster is treated as a 20th-level cleric for these purposes.

Master of Air Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of 24th. An air elemaster cannot cast spells that have the Earth descriptor spell or are opposed in alignment. At will, an air elemaster may use any spell that either has the Air descriptor, is a core divine spell from the cleric spell list or is in the Creation, Air or Weather domains (its Creation domain has whispering wind as the 1st level spell instead of create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is 23 + spell level. Air elemasters tend to favor spells such as elemental swarm (air), control weather and whirlwind.

Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal.

Summon Elementals (Sp): An air elemaster can summon elementals with the Air subtype as a standard action. It can summon up to 420 Hit Dice of elementals a day in any number and variety it wishes, but the elemaster cannot summon an elemental with more than 64 HD. This is the equivalent of an epic-level spell.

Whirlwind (Su): An air elemaster can transform itself into a whirlwind. In this form, the elemaster can move through the air or along a surface at its fly speed. It can remain in whirlwind form for as long as it likes.

The whirlwind is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the whirlwind must be at least 5 feet wide and 10 feet tall.

Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 66 Reflex save when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed on a second DC 66 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a DC 66 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

The elemaster can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemaster always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a DC 66 Concentration check to cast a spell.

The Concentration check and save DCs are Strength-based.

Originally appeared in Immortal Rules (1986).
 
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Shade

Monster Junkie
Elemaster, Earth

http://www.enworld.org/forum/general-monster-talk/298543-converting-epic-level-creatures.html

Elemaster, Earth
Colossal Elemental (Earth, Extraplanar)
Hit Dice: 86d8+1,290 (1,677 hp)
Initiative: +17
Speed: 30 ft. (6 squares)
Armor Class: 81 (-8 size, +13 Dex, +55 natural, +2 divine, +13 deflection) touch 33, flat-footed 65
Base Attack/Grapple: +64/+95
Attack: Slam +76 melee (4d8+18/19-20 plus 1d6 on a successful critical hit and DC 72 Fort save or die)
Full Attack: 4 slams +76 melee (4d8+18/19-20 plus 1d6 on a successful critical hit and DC 72 Fort save or die)
Space/Reach: 30 ft./30 ft.
Special Attacks: Earth mastery, elemental aura, elemental transubstantiation, master elemental, master of earth magic, push, salient divine abilities, size change, summon elementals
Special Qualities: Block sensing, create magic items, damage reduction 15/epic (10/-), darkvision 60 ft., divine aura, divine rank 2, earth glide, elemental traits, portfolio sense, remote sensing, resistance to fire 7, spell resistance 34
Saves: Fort +51, Ref +51, Will +51
Abilities: Str 47, Dex 36, Con 40, Int 36, Wis 36, Cha 36
Skills: Appraise +102, Balance +102, Bluff +102, Concentration +104, Diplomacy +118, Disguise +13 (+21 acting), Gather Information +102, Intimidate +110, Knowledge (nature) +102, Knowledge (religion) +102, Knowledge (the planes) +102, Listen +104, Sense Motive +102, Spellcraft +102 (+110 scrolls), Spot +104, Survival +13 (+21 in aboveground natural environments, +21 on other planes), Use Magic Device +102 (+110 scrolls)
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dire Charge, Divine Might, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Knowledge [the planes]), Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Legendary Leaper, Knock-Down, Overwhelming Critical (slam), Power Attack, Spellcasting Harrier, Stand Still, Weapon Focus (slam)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 42
Treasure: None
Alignment: Usually neutral
Advancement: 85+ HD (Colossal)
Level Adjustment: —

This titanic creature resembles a walking mountain. Two pairs of jagged, clublike arms hang at its side.

The elemasters are high-ranking aides who directly serve the elemental deities. Their business is primarily administrative, as their realms are vast. They spend much of this time visiting and examining their subjects, often shrinking their forms and masquerading as lesser elementals. Elemasters do not directly rule elementals, and tend to stay out of the affairs of the archomentals on their planes. They also tend to leave the ancient primal elementals to their own devices.

Elemasters are often vain and self-centered, but extremely powerful and superb at their tasks.

In its true form, an earth elemaster stands 300 feet tall and weighs 20,000 tons, but can use its change size ability to assume any height (with weight of a typical air elemental of a given size).

Earth elementals speak Terran in a voice that sounds like the rumbling of an earthquake.

COMBAT

An earth elemaster rarely needs to enter battle, but when it does, it is a fearsome adversary. In addition to its wide array of magical abilities, an earth elemaster can land punishing blows, particularly when both it and its opponent are on the ground.

Divine Rank 2: A field of divine energy encompasses a deity’s body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).

A deity gets its divine rank as a divine bonus on all attack rolls. Deities of rank 1 or higher do not automatically fail on a natural attack roll of 1. A deity gets its divine rank as a divine bonus on all saving throws. Deities of rank 1 or higher do not automatically fail on a natural saving throw roll of 1. A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks. Lesser deities (rank 6-10) may take 10 on any check, provided they need to make a check at all.

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself. A deity is not subject to energy drain, ability drain, or ability damage. A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher divine rank. Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration. A deity has fire resistance of 5 + its divine rank. A deity has spell resistance of 32 + its divine rank. All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

Domain Power (Su): 16/day, turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Effective cleric level 2nd.

Earth Glide (Ex): An earth elemaster can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemaster flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): An earth elemaster gains a +4 bonus on attack rolls and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemaster takes a –4 penalty on attack rolls and damage rolls. (These modifiers are not included in the statistics block.)

Elemental Aura (Su): A 100-foot-radius spread aura surrounds an elemaster. All creatures of the same elemental subtype as the elemaster (including the elemaster) are treated as if having turn resistance +6 (where appropriate) and fast healing 10. Creatures without immunity to earth effects take 2d10 points of bludgeoning damage each round they remain within the aura. The elemaster can exclude creatures from its aura's effects in any number or combination as a free action.

Elemental Transubstantiation (Su): Once per day an elemaster can transubstantiate all material objects and corporeal creatures in an area of up to 100 5-ft. squares that is within a range of 1000 ft. The affected area can be any shape. The elemaster can affect an area of any shape it wishes and exclude creatures within the affected area from the transubstantiation effect. All affected targets must succeed on a DC 69 Fort save or be transformed into elemental substances. The effects depend on the elemaster's intentions. Creatures that have the same elemental type as the elemaster are not affected by its transubstantiation; targets with no material substance are also unaffected, such as incorporeal creatures or objects of force such as an unseen servant.

If the elemaster wishes destruction, the target instantly crumbles into gravel. The transformed residue of creatures destroyed by elemental transubstantiation are not the remains of a living creature and cannot be used for raise dead or resurrection spells. A miracle, true resurrection or wish spell is necessary to bring back to life a creature destroyed by this transformation.

Alternatively, the elemaster can transform material objects or creatures instead of destroying them, as described below. Transformed creatures and objects can be returned to their former state by a polymorph any object, wish, or miracle spell, although only a single creature or object will be affected per spell, or only part of a structure (up to a 40 ft. cube) if the transformed object is particularly large.

Transformed creatures become beings of elemental substance. Their type changes to elemental (if their intelligence is 2 or less) or outsider (if their intelligence is 3 or higher) and they gain the same subtype as the elemaster. They also gain a burrow speed equal to their fastest speed. Note that these transformed creatures are now susceptible to the elemasters' master elemental power (see below).

Transformed objects in the area can be used to form a structure of any shape the elemaster desires, the structure resembles a permanent wall of iron or wall of stone, regardless of appearance it has hardness 20 and 900 hp per 5-ft. square. Treat this structure as a permanent magic item; it is not affected by dispel magic or break enchantment and is immune to effects of the elemaster's type. It takes a mage's disjunction spell or more powerful abjuration to destroy the structure (which is CL 84 and has a +28 on all its saves).

Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (air for an earth elemaster) as a cleric turns undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil cleric rebukes undead (unlike mortal clerics, an elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. An elemaster can use master elemental as many times as it wishes. An elemaster is treated as a 20th-level cleric for these purposes.

Master of Earth Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of 24th. An earth elemaster cannot cast spells that have the Air descriptor spell or are opposed in alignment. At will, an earth elemaster may use any spell that either has the Earth description, is a core divine spell from the cleric spell list or is in the Creation, Earth or Strength domains (its Creation domain has magic stone as the 1st level spell instead of create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is 23 + spell level. Earth elemasters tend to favor spells such as elemental swarm (earth), transmute rock to mud and earthquake.

Push (Ex): An earth elemaster can start a bull rush without provoking attacks of opportunity. The combat modifiers given in Earth Mastery also apply to the elemaster's opposed Strength checks.

Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal.

Summon Elementals (Sp): An earth elemaster can summon elementals with the Earth subtype as a standard action. It can summon up to 420 Hit Dice of elementals a day in any number and variety it wishes, but the elemaster cannot summon an elemental with more than 64 HD. This is the equivalent of an epic-level spell.

Originally appeared in Immortal Rules (1986).
 
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Shade

Monster Junkie
Elemaster, Fire

http://www.enworld.org/forum/general-monster-talk/298543-converting-epic-level-creatures.html

Elemaster, Fire
Colossal Elemental (Extraplanar, Fire)
Hit Dice: 86d8+1,118 (1,505 hp)
Initiative: +25
Speed: 60 ft. (12 squares)
Armor Class: 82 (-8 size, +17 Dex, +48 natural, +2 divine, +13 deflection) touch 34, flat-footed 65
Base Attack/Grapple: +64/+93
Attack: Slam +75 melee (4d8+13 plus 6d6 fire/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Full Attack: 4 slams +75 melee (4d8+13 plus 6d6 fire/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Space/Reach: 30 ft./30 ft.
Special Attacks: Burn, elemental aura, elemental transubstantiation, master elemental, master of fire magic, salient divine abilities, size change, summon elementals, whirlwind
Special Qualities: Block sensing, create magic items, damage reduction 15/epic (10/-), darkvision 60 ft., divine aura, divine rank 2, elemental traits, immunity to fire, portfolio sense, remote sensing, spell resistance 34, vulnerability to cold
Saves: Fort +45, Ref +63, Will +47
Abilities: Str 36, Dex 45, Con 36, Int 36, Wis 36, Cha 36
Skills: Balance +116, Concentration +102, Diplomacy +112, Escape Artist +106, Gather Information +102, Intimidate +102, Jump +35, Knowledge (nature) +102, Knowledge (religion) +102, Knowledge (the planes) +112, Listen +104, Sense Motive +102, Spellcraft +102 (+112 scrolls), Spot +104, Survival +13 (+23 on other planes, +23 in aboveground natural environments), Tumble +106, Use Magic Device +102 (+112 scrolls), Use Rope +17 (+27 bindings)
Feats: Alertness, Blind-Fight, Blinding Speed (x2), Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dire Charge, Divine Might, Dodge, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Knowledge [the planes]), Epic Will, Great Cleave, Hold the Line, Improved Combat Reflexes, Improved Critical (slam), Improved Initiative (B), Improved Whirlwind Attack, Iron Will, Mobility, Overwhelming Critical (slam), Power Attack, Sidestep Charge, Spring Attack, Superior Initiative, Weapon Finesse (B), Weapon Focus (slam), Whirlwind Attack
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 42
Treasure: None
Alignment: Usually neutral
Advancement: 85+ HD (Colossal)
Level Adjustment: —

This titanic creature resembles a massive inferno of ambulatory flame.

The elemasters are high-ranking aides who directly serve the elemental deities. Their business is primarily administrative, as their realms are vast. They spend much of this time visiting and examining their subjects, often shrinking their forms and masquerading as lesser elementals. Elemasters do not directly rule elementals, and tend to stay out of the affairs of the archomentals on their planes. They also tend to leave the ancient primal elementals to their own devices.

Elemasters are often vain and self-centered, but extremely powerful and superb at their tasks.

In its true form, a fire elemaster stands 300 feet tall and weighs 80 pounds, but can use its change size ability to assume any height (with weight of a typical air elemental of a given size).

Fire elemasters speak Ignan. Their voices crackle like a burning city.

COMBAT

Fire elemasters combine great physical power with incredible quickness and the ability to set their foes ablaze. Like other fire elementals, fire elemasters cannot enter water or any other nonflammable liquid and so cannot cross water unless they can step or jump over it.

Burn (Ex): A fire elemaster's slam attack deals bludgeoning damage plus fire damage because of the creature's flaming body. Anyone hit by a fire elemaster's slam attack must succeed on a DC 69 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the fire elemaster, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.

Creatures hitting a fire elemaster with natural weapons or unarmed attacks take fire damage as though hit by the elemaster's attack, and also catch on fire unless they succeed on a DC 69 Reflex save.

Divine Rank 2: A field of divine energy encompasses a deity's body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).

A deity gets its divine rank as a divine bonus on all attack rolls. Deities of rank 1 or higher do not automatically fail on a natural attack roll of 1. A deity gets its divine rank as a divine bonus on all saving throws. Deities of rank 1 or higher do not automatically fail on a natural saving throw roll of 1. A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks. Lesser deities (rank 6-10) may take 10 on any check, provided they need to make a check at all.

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself. A deity is not subject to energy drain, ability drain, or ability damage. A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher divine rank. Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration. A deity has fire resistance of 5 + its divine rank. A deity has spell resistance of 32 + its divine rank. All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

Domain Power (Su): 16/day, turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Effective cleric level 2nd.

Elemental Aura (Su): A 100-foot-radius spread aura surrounds an elemaster. All creatures of the same elemental subtype as the elemaster (including the elemaster) are treated as if having turn resistance +6 (where appropriate) and fast healing 10. Creatures without immunity to fire effects take 2d10 points of fire damage each round they remain within the aura. The elemaster can exclude creatures from its aura's effects in any number or combination as a free action.

Elemental Transubstantiation (Su): Once per day an elemaster can transubstantiate all material objects and corporeal creatures in an area of up to 100 5-ft. squares that is within a range of 1000 ft. The affected area can be any shape. The elemaster can affect an area of any shape it wishes and exclude creatures within the affected area from the transubstantiation effect. All affected targets must succeed on a DC 69 Fort save or be transformed into elemental substances. The effects depend on the elemaster's intentions. Creatures that have the same elemental type as the elemaster are not affected by its transubstantiation; targets with no material substance are also unaffected, such as incorporeal creatures or objects of force such as an unseen servant.

If the elemaster wishes destruction, the target instantly burns to ashes. The transformed residue of creatures destroyed by elemental transubstantiation are not the remains of a living creature and cannot be used for raise dead or resurrection spells. A miracle, true resurrection or wish spell is necessary to bring back to life a creature destroyed by this transformation.

Alternatively, the elemaster can transform material objects or creatures instead of destroying them, as described below. Transformed creatures and objects can be returned to their former state by a polymorph any object, wish, or miracle spell, although only a single creature or object will be affected per spell, or only part of a structure (up to a 40 ft. cube) if the transformed object is particularly large.

Transformed creatures become beings of elemental substance. Their type changes to elemental (if their intelligence is 2 or less) or outsider (if their intelligence is 3 or higher) and they gain the same subtype as the elemaster. They also gain a fly speed equal to their fastest speed, with perfect maneuverability. Note that these transformed creatures are now susceptible to the elemasters' master elemental power (see below).

Transformed objects in the area can be used to form a structure of any shape the elemaster desires, the structure resembles a permanent solid fog surrounded by a permanent wall of fire, and has 450 hp per 5-ft. square. The wall deals 2d6+20 points of fire damage within 20 ft., and 4d6+40 points of fire damage within 10 ft. Treat this structure as a permanent magic item; it is not affected by dispel magic or break enchantment and is immune to effects of the elemaster's type. It takes a mage's disjunction spell or more powerful abjuration to destroy the structure (which is CL 84 and has a +28 on all its saves). The solid fire structure is damaged by extremely powerful winds; 1d6 damage per minute for hurricane force winds, 1d6 damage per round for tornado force winds.

Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (water for a fire elemaster) as a cleric turns undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil cleric rebukes undead (unlike mortal clerics, an elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. An elemaster can use master elemental as many times as it wishes. An elemaster is treated as a 20th-level cleric for these purposes.

Master of Fire Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of 24th. A fire elemaster cannot cast spells that have the Water descriptor spell or are opposed in alignment. At will, a fire elemaster may use any spell that either has the Fire description, is a core divine spell from the cleric spell list or is in the Creation, Fire or Sun domains (its Creation domain has flare as the 1st-level spell instead of create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is 23 + spell level. Fire elemasters tend to favor spells such as elemental swarm (fire), firestorm and meteor swarm.

Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal.

Summon Elementals (Sp): A fire elemaster can summon elementals with the Fire subtype as a standard action. It can summon up to 420 Hit Dice of elementals a day in any number and variety it wishes, but the elemaster cannot summon an elemental with more than 64 HD. This is the equivalent of an epic-level spell.

Originally appeared in Immortal Rules (1986).
 
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Shade

Monster Junkie
Elemaster, Water

http://www.enworld.org/forum/general-monster-talk/298543-converting-epic-level-creatures.html

Elemaster, Water
Colossal Elemental (Extraplanar, Water)
Hit Dice: 86d8+1,376 (1,763 hp)
Initiative: +23
Speed: 30 ft. (6 squares), swim 120 ft.
Armor Class: 82 (-8 size, +15 Dex, +50 natural, +2 divine, +13 deflection) touch 32, flat-footed 67
Base Attack/Grapple: +64/+96
Attack: Slam +75 melee (4d8+16/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Full Attack: 4 slams +75 melee (4d8+16/19-20 plus 1d6 on a successful critical hit and DC 69 Fort save or die)
Space/Reach: 30 ft./30 ft.
Special Attacks: Drench, elemental aura, elemental transubstantiation, master elemental, master of water magic, salient divine abilities, size change, summon elementals, vortex, water mastery
Special Qualities: Block sensing, create magic items, damage reduction 15/epic (10/-), darkvision 60 ft., divine aura, divine rank 2, elemental traits, portfolio sense, remote sensing, spell resistance 34
Saves: Fort +63, Ref +49, Will +47
Abilities: Str 42, Dex 40, Con 43, Int 36, Wis 36, Cha 36
Skills: Balance +104, Bluff +102, Concentration +105, Diplomacy +122, Disguise +13 (+23 acting), Escape Artist +104, Gather Information +102, Intimidate +112, Knowledge (nature) +102, Knowledge (religion) +102, Knowledge (the planes) +112, Listen +104, Sense Motive +102, Spellcraft +102 (+112 scrolls), Spot +104, Survival +13 (+23 in aboveground natural environments, +23 on other planes), Use Magic Device +102 (+112 scrolls), Use Rope +15 (+25 bindings)
Feats: Alertness, Awesome Blow, Blind-Fight, Blinding Speed, Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dire Charge, Divine Might, Dodge, Epic Fortitude, Epic Prowess (x2), Epic Reflexes, Epic Skill Focus (Knowledge [the planes]), Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Superior Expertise, Superior Initiative, Weapon Focus (slam)
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 42
Treasure: None
Alignment: Usually neutral
Advancement: 85+ HD (Colossal)
Level Adjustment: —

This titanic creature resembles a a towering wave with smaller waves for arms. Two orbs of deep green peer out from the front of the wave, serving as eyes.

The elemasters are high-ranking aides who directly serve the elemental deities. Their business is primarily administrative, as their realms are vast. They spend much of this time visiting and examining their subjects, often shrinking their forms and masquerading as lesser elementals. Elemasters do not directly rule elementals, and tend to stay out of the affairs of the archomentals on their planes. They also tend to leave the ancient primal elementals to their own devices.

Elemasters are often vain and self-centered, but extremely powerful and superb at their tasks.

In its true form, a water elemaster stands 300 feet tall and weighs 575 tons, but can use its change size ability to assume any height (with weight of a typical air elemental of a given size).

Water elemasters speak Aquan. Their voices sound like a tsunami hitting shore.

COMBAT

Water elemasters are almost as strong as earth elemasters, but they are quicker and more agile. They prefer to fight in water, where they can disappear beneath the waves and outmaneuver their foes.

Drench (Ex): A water elemaster's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if they are of Huge size or smaller. The creature can dispel magical fire it touches, as if using greater dispel magic (caster level 20th).

Divine Rank 2: A field of divine energy encompasses a deity's body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).

A deity gets its divine rank as a divine bonus on all attack rolls. Deities of rank 1 or higher do not automatically fail on a natural attack roll of 1. A deity gets its divine rank as a divine bonus on all saving throws. Deities of rank 1 or higher do not automatically fail on a natural saving throw roll of 1. A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks. Lesser deities (rank 6-10) may take 10 on any check, provided they need to make a check at all.

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself. A deity is not subject to energy drain, ability drain, or ability damage. A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher divine rank. Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration. A deity has fire resistance of 5 + its divine rank. A deity has spell resistance of 32 + its divine rank. All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

Domain Power (Su): 16/day, turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Effective cleric level 2nd.

Elemental Aura (Su): A 100-foot-radius spread aura surrounds an elemaster. All creatures of the same elemental subtype as the elemaster (including the elemaster) are treated as if having turn resistance +6 (where appropriate) and fast healing 10. Creatures without immunity to to acid or water effects take 2d10 points of acid damage each round they remain within the aura. The elemaster can exclude creatures from its aura's effects in any number or combination as a free action.

Elemental Transubstantiation (Su): Once per day an elemaster can transubstantiate all material objects and corporeal creatures in an area of up to 100 5-ft. squares that is within a range of 1,000 ft. The affected area can be any shape. The elemaster can affect an area of any shape it wishes and exclude creatures within the affected area from the transubstantiation effect. All affected targets must succeed on a DC 69 Fort save or be transformed into elemental substances. The effects depend on the elemaster's intentions. Creatures that have the same elemental type as the elemaster are not affected by its transubstantiation; targets with no material substance are also unaffected, such as incorporeal creatures or objects of force such as an unseen servant.

If the elemaster wishes destruction, the target instantly liquifies into a puddle. The transformed residue of creatures destroyed by elemental transubstantiation are not the remains of a living creature and cannot be used for raise dead or resurrection spells. A miracle, true resurrection or wish spell is necessary to bring back to life a creature destroyed by this transformation.

Alternatively, the elemaster can transform material objects or creatures instead of destroying them, as described below. Transformed creatures and objects can be returned to their former state by a polymorph any object, wish, or miracle spell, although only a single creature or object will be affected per spell, or only part of a structure (up to a 40 ft. cube) if the transformed object is particularly large.

Transformed creatures become beings of elemental substance. Their type changes to elemental (if their intelligence is 2 or less) or outsider (if their intelligence is 3 or higher) and they gain the same subtype as the elemaster. They also gain a swim speed equal to their fastest speed. Note that these transformed creatures are now susceptible to the elemasters' master elemental power (see below).

Transformed objects in the area can be used to form a structure of any shape the elemaster desires, the structure resembles a double strength and double damage permanent wall of ice, and has 450 hp per 5-ft. square. Treat this structure as a permanent magic item; it is not affected by dispel magic or break enchantment and is immune to effects of the elemaster's type. It takes a mage's disjunction spell or more powerful abjuration to destroy the structure (which is CL 84 and has a +28 on all its saves).

Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (fire for a water elemaster) as a cleric turns undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil cleric rebukes undead (unlike mortal clerics, an elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. An elemaster can use master elemental as many times as it wishes. An elemaster is treated as a 20th-level cleric for these purposes.

Master of Water Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of 24th. A water elemaster cannot cast spells that have the Fire descriptor spell or are opposed in alignment. At will, a water elemaster may use any spell that either has the Water description, is a core divine spell from the cleric spell list or is in the Creation, Water or Weather domains. An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is 23 + spell level. Water elemasters tend to favor spells such as elemental swarm (water), control weather and fog cloud.

Size Change (Su): An elemaster can become any size, from Fine to its natural size of Colossal.

Summon Elementals (Sp): A water elemaster can summon elementals with the Water subtype as a standard action. It can summon up to 420 Hit Dice of elementals a day in any number and variety it wishes, but the elemaster cannot summon an elemental with more than 64 HD. This is the equivalent of an epic-level spell.

Vortex (Su): A water elemaster can transform itself into a whirlpool as a standard action, provided it is underwater. It can remain in that form for as long as it likes. In vortex form, a water elemaster can move through the water or along the bottom at its swim speed.

The vortex is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the vortex must be at least 5 feet wide and 10 feet tall.

A water elemaster's movement while in vortex form does not provoke attacks of opportunity, even if the elemaster enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemaster moves into or through the creature's space.

Gargantuan or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC 69 Reflex save when it comes into contact with a vortex or take 4d8 points of damage. It must also succeed on a second DC 69 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.

A creature trapped in a vortex cannot move except to go where the water elemaster carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. A water elemaster can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

A water elemaster can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemaster and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

A water elemaster in vortex form cannot make slam attacks and does not threaten the area around it.

The Concentration check and save DCs are Strength-based.

Water Mastery (Ex): A water elemaster gains a +4 bonus on attack rolls and damage rolls if both it and its opponent are touching water. If the opponent or the elemaster is touching the ground, the elemaster takes a -4 penalty on attack rolls and damage rolls. (These modifiers are not included in the statistics block.)

A water elemaster can easily affect the movement of ships in any squares it threatens as a full-round action, overturning any craft up to 180 feet long, or halting and holding motionless a ship as long as 360 feet. Larger ships can be reduced to half speed for as long as they remained threatened by the monolith.

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

Originally appeared in Immortal Rules (1986).
 
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Shade

Monster Junkie
Genie, Tasked, Oathbinder

http://www.enworld.org/forum/genera...pecial-conversion-thread-tasked-genies-8.html

Genie, Tasked, Oathbinder
Large Outsider (Extraplanar, Fire)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +12/+22
Attack: Slam +17 melee (1d8+6 plus 2d6 fire)
Full Attack: 2 slams +17 melee (1d8+6 plus 2d6 fire)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Burn the foresworn, grab soul, heat, oathbinding, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, resist oathmaker, spell resistance 20, telepathy 100 ft., vulnerability to cold
Saves: Fort +10, Ref +11, Will +11
Abilities: Str 23, Dex 17, Con 14, Int 10, Wis 17, Cha 18
Skills: Concentration +17, Diplomacy +23, Gather Information +6, Knowledge (local) +15, Knowledge (the planes) +9, Intimidate +19, Listen +18, Sense Motive +20, Spellcraft +6, Spot +18
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator, Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful neutral
Advancement: 13–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —

This being resembles a mighty giant with skin as black and glossy as obsidian. A perpetual nimbus of white fire surrounds it, while its eyes shine with purple fire.

Former efreet, oathbinder genies are now devoted to maintaining solemn oaths sworn between their masters and any consenting sentient being. When vows are broken, they mete out punishment according to the terms of the vow.

All oathbinder genies are members of an order that governs their conduct. They are experts on all aspects of contracts, oaths, vows, and matters of obligation. They greatly enjoy debate.

Genies never break the word they give an oathbinder genie, although they may bend, twist, and wriggle to talk their way out. Oathbinder genies demand more for their services when the conditions of the oaths they oversee are more strict or exacting. Oaths of fealty sworn for a lifetime are more demanding to enforce, and cost a minimum of 1,000 gp to establish (and may cost tenfold or hundrefold as much). Oathbinders refuse to serve the marid, whose word can rarely be counted on.

An oathbinder genie stands 9 feet tall and weighs about 900 pounds.

Oathbinder genies speak Auran, Common, Ignan, and Infernal.

COMBAT

Oathbinder genies prefer to strike with their white-hot quickened scorching rays while utilizing their other spell-like abilities and slam attacks.

Burn The Foresworn (Su): Any fire damage inflicted by an oathbinder genie's slam attacks or spells is increased by 50% against creatures that have broken a genie's oath (e.g. their slams add 3d6 fire damage instead of 2d6 fire damage). Furthermore, the genie's fire attacks becomes untyped against oath-breakers, allowing the oathbinder's fire damage to "burn" oath-breakers who have resistance or immunity to fire.

Grab Soul (Su): An oathbinder genie captures the soul of any oath-breaker it kills. The oathbreaker may not be raised from the dead or contacted in any way, such as by a speak with dead spell for a period of 1 year after they are killed. Victims of this ability may be resurrected or reincarnated, but the caster must succeed on a caster level check (DC equals 10 + oathbinder's HD), or the spell is wasted.

Heat (Ex): An oathbinder genie's red-hot body deals 2d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Oathbinding (Su): Oathbinder genies may perform a ceremony binding other creatures to a particular oath. If the bound creature violates the oath, they are designated as an oath-breaker for the purposes of the genie's other abilities. Furthermore, the genie instantly knows when a bound oath is broken, the location of the oath-breaker (even on other planes), and can transport itself to the oath-breakers location at will as if through plane shift and greater teleport.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Resist Oathmaker (Su): An oathbinder genie is highly resistant to the attacks of a creature whose oath it oversees. It gains damage reduction 10/— and an additional 10 points of spell resistance and energy resistance against all such attacks. These points stack with any resistances or damage reduction the genie has from other sources.

Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 16), scorching ray (2 rays); 3/day—bestow curse (DC 18), command (DC 15), eyebite (DC 20), hold person (DC 17), resilient sphere, wall of force. Caster level 16th. The save DCs are Charisma-based.

Originally appeared in ALQ2 - Assassin Mountain (1993).
 
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Shade

Monster Junkie
Brain Spider

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-44.html

Brain Spider
Medium Aberration (Psionic)
Hit Dice: 8d8+24 (78 hp)
Initiative: +8
Speed: 20 ft. (4 squares), climb 40 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d4+3 plus poison)
Full Attack: Bite +9 melee (1d4+3 plus poison) and 4 claws +7 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Graft weapons, poison, psi-like abilities
Special Qualities: Darkvision 60 ft., telepathy 100 ft.
Saves: Fort +5, Ref +6, Will +8
Abilities: Str 17, Dex 19, Con 17, Int 4, Wis 14, Cha 14
Skills: Bluff +2*, Climb +12, Listen +5, Hide +8, Jump +7, Move Silently +12, Spot +10
Feats: Combat Reflexes, Improved Initiative, Multiattack
Environment: Temperate or warm underground
Organization: Solitary or pack (2–6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-11 HD (Medium); 12-24 HD (Large)
Level Adjustment: —

This arachnoid creature resembles a gray, wrinkled brain supported by eight hairy legs. Its four front legs are armed with a sharp thrusting point and jagged backhooks. Powerful mandibles chitter and drool from beneath its four dark eyes.

Although not true arachnids, brain spiders derive their name from the eight hairy legs protruding from the brainlike mass of chitin that forms their bodies.

The brain spider lives off the brain matter of intelligent creatures. The bite of the brain spider attacks the victim’s central nervous system, first paralyzing and then killing. When the venom has finished its work, the victim’s nerves are liquefiedand the brain spider sucks out these juices for nourishment. Brain spiders prefer to hunt and kill intelligent and psionic creatures, as these provide the richest cerebral nectar.

Brain spiders have a strict pack hierarchy, with lower-ranked members completely servile to higher-ranking members. The leader is a crude and brutish tyrant, usually referred to by pompous titles such as "Master Thug" or "King Venom". Brain spiders relish retelling tales of particularly delicious kills, gruesome stallings, and clever prey.

A typical brain spider’s body is 6 feet long. It weighs about 350 pounds.

Brain spiders speak their own language and can communicate telepathically.

COMBAT

Brain spiders prefer to attack from ambush, dropping onto potential victims from above. They attack in packs, focusing their attacks on one or two victims and then leaving abruptly, allowing their deadly venom to run its course. Brain spiders often employ their graft weapon ability to bond magical weapons or other objects to their forelimbs.

Although brain spiders are crude and even stupid, they have remarkable cunning when hunting. One of their favorite tricks is to use their body equilibrium discipline to stand over quicksand, a pit trap, or wreak ledges, goading victims into approaching them, and then attacking the trapped prey. Brain spiders are cowardly bullies, quick to flee if one or more of the pack is slain.

Graft Weapon (Su): A brain spider can attach any melee weapon it can use in one hand onto the end of one of its arms. The weapon becomes a natural extension of its arm, granting it a +1 competence bonus on all attack and damage rolls while using the weapon. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type.

While grafted to a weapon, the brain spider loses the use of that claw attack and takes a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph the brain spider can ignore the grafted weapon or alter it normally, at the creature's discretion. If the weapon takes damage, the brain spider take damage as well. If the brain spider is healed, so is its grafted weapon. If a grafted weapon is destroyed, the brain spider suffers 2 points of Constitution drain, which persists until it can restore its natural anatomy (by means of regenerate or a similar effect).

A brain spider can attach or detach a grafted weapon as a standard action.

Poison (Ex): Injury, Fortitude DC 21, initial damage 1d6 Dex and 1d4 Con and paralysis for 1d3 rounds, secondary damage 1d4 Con. The save DC is Constitution-based and includes a +4 racial bonus.

Psi-Like Abilities: At-will—body equilibrium, concealing amorpha, double pain (6 rounds, DC 16; new power, see below)*, empathy (60-ft. range, 60-ft. radius, 8 hours)*; 3/day—ego whip (2d4 Cha, DC 16)*, thought shield (power resistance 18, 6 rounds)*; 1/day—intellect fortress (2 rounds)*. Manifester level 8th. The save DCs are Charisma-based.
*Includes augmentation for the brain spider's manifester level.

Skills: Brain spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A brain spider can always choose to take 10 on Climb checks, even if rushed or threatened. Brain spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Brain spiders have a +6 racial bonus on Bluff checks when feinting in combat or creating a diversion to Hide"

New Power

Double Pain
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

The target becomes abnormally sensitive to pain for the duration of the power. Each successful attack against your foe (regardless of source) deals an extra 1d6 points of nonlethal damage to the target.

Augment
For every additional power power point you spend the duration increases by 1 round. For every 2 additional power points you spend the DC increases by 1.

Originally appeared in Dragon Mountain (1993).
 
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Shade

Monster Junkie
Peridinium, Giant

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

Peridinium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Trichocyst +0 ranged (1d4)
Full Attack: 2 trichocysts +0 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding flash, trichocysts
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +0, Will -5
Abilities: Str 10, Dex 10, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +11
Feats: —
Environment: Any aquatic
Organization: Solitary or colony (2–12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large)
Level Adjustment: —

This roughly spherical creature is covered with armored plates.

Peridinium are motile dinoflagellates. Although they can be found in both salt and fresh water, peridinium are most common in relatively clear water in the tropics. They survive primarily by photosynthesis, and will eventually starve if kept in the dark.

A typical giant peridinium is 2 feet in diameter and weighs about 100 pounds. These dinoflagellates can grow to over 6 feet across and 4,000 pounds or more in weight.

COMBAT

Giant peridinium subsist primarily through photosynthesis and do not seek out prey. However, they attack immediately any edible creature that enters the range of their primitive sensory organs' blindsight. In nutrient-poor habitats, "edible prey" may mean nearly anything organic.

Blinding Flash (Ex): All creatures within 10 feet or a giant peridinium must succeed on a DC 14 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 fee. but within 30 feet must succeed on a DC 14 Reflex save or be blinded for 1 round. Once a peridinium uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.

Trichocysts (Ex): Giant peridinium attack by firing spike-like projectiles called trichocysts from pores in their hide. A peridinium can fire multiple trichocysts as a full attack. Each trichocyst has a range of 30 ft. (no range increments) and does 1d4 points of piercing damage.

Peridinium have a limited supply of trichocysts. A Small peridinium typically has 40 such missiles. It takes 2 hours for a peridinium to grow new trichocysts to replace any it has fired.

Skills: Giant peridinium 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.

Advanced Giant Peridinium

A Medium giant peridinium's trichocysts have a range of 50 feet and deal 1d6 points of piercing damage. A Medium giant peridinium has a supply of 60 trichocysts.

A Large giant peridinium's trichocysts have a range of 90 feet and deal 1d8 points of piercing damage. A Large giant peridinium has a supply of 100 trichocysts. A Large giant peridinium's swim speed increases to 40 feet.

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

Monster Junkie
Silkie

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-48.html

Silkie, Humanoid Form
Medium Fey (Shapechanger)
Hit Dice: 6d6+18 (39 hp)
Initiative: +2
Speed: 30 ft., swim 30 ft.
Armor Class: 16 (+2 Dex, +2 leather armour, +2 shield), touch 12, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3)
Full Attack: Masterwork battleaxe or masterwork warhammer +6 melee (1d8+1/×3) or shortspear +6 melee (1d6+1/×3) or masterwork shortspear +6 ranged (1d6+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate form, children of the sea, damage reduction 10/silver, magic sealskin, marine mammal empathy
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 13, Dex 15, Con 16, Int 14, Wis 12, Cha 15
Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +9, Use Magic Device +13 (+15 with scrolls)
Feats: Great Fortitude, Iron Will, Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic, often good
Advancement: By character class
Level Adjustment: +4

Silkie, Seal Form
Large Fey (Shapechanger)
Hit Dice: 6d6+18 (60 hp)
Initiative: +2
Speed: 20 ft., swim 80 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6)
Full Attack: Bite +6 melee (1d8+6) or slam +6 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Capsize boat, spells
Special Qualities: Alternate form, children of the sea, damage reduction 10/silver, hold breath, magic sealskin, marine mammal empathy
Saves: Great Fortitude, Iron Will, Weapon Finesse
Abilities: Str 19, Dex 15, Con 16, Int 14, Wis 12, Cha 15
Skills: Concentration +12, Diplomacy +11, Handle Animal +11, Knowledge (arcane) +11), Listen +10, Spellcraft +13 (+15 with scrolls), Spot +10, Swim +12, Use Magic Device +13 (+15 with scrolls)
Feats: Great Fortitude, Iron Will, Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, shore party (2-8 and one leader of 1st-4th level), pack (2-8 plus 2-12 seals and one leader of 1st-4th level), family (5-10 plus 2-12 seals and 20% noncombatant young and 1-2 leaders of 1st-4th level and 0-1 subchiefs of 3rd-5th level) or band (10-40 plus 5-30 seals plus 20% noncombatants and 1 leader of 1st-4th level per 10 adults and 1-3 subchiefs of 3rd-5th level and 1 chief of 5th-7th level)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic, often good
Advancement: By character class
Level Adjustment: +4

A tall and handsome half-elf, black-haired and gray-eyed begins to transform into an exceptionally big seal with gray eyes.

Silkies are a race of shapechanging fey. According to legend, they are descended from Angus MacOdrum, a powerful fighter-wizard who united clans of humans, aquatic elves and selkies into a new tribe. The silkie are allied with aquatic elves and selkies, and will aid them against their foes – particularly sahuagin and sharks. All silkie are innate sorcerers, and some are spellcasters of great skill.

Like their selkie cousins, silkies can take on the form of a seal, but they can only change into seals if they don a magical seal skin. Silkie tradition obliges a silkie to become the servant to any individual who captures the silkie's seal skin. The silkie cannot lie to his or her master and must deliver any reasonable service or ransom for the return of its skin. Any dishonorable or treacherous act on the captor’s part frees the silkie from obligation.

Some silkie families and bands live in sea caves, but the majority of the race dwell in Land Under Wave, a group of wondrous cities at the bottom of the sea. Powerful magic provides these cities with a dome of breathable air, an artificial sun and perpetually pleasant weather, so fine fruit and vegetables grow all year round. The cities are hundreds of miles apart, but are interconnected by permanent teleportation circle spells that allow instant travel between them. Time runs strangely in Land Under Wave, causing living creatures to age five times slower than they would outside the cities' magic.

The silkies of Land Under Wave have a tradition of taking humanoid children to raise as servants. Some of these were abandoned infants left to die of exposure, but the more chaotic silkies are not adverse to stealing unattended children and leaving a changeling in their place. These humanoid servants are adopted by silkie families and treated kindly, but have to serve the silkie for 50 years before being freed (although many elect to remain in Land Under Wave after finishing their service). The magic of the silkie's domed cities means the servants only age a decade during those 50 years.

A typical silkie is between 5½ and 6 feet tall and weighs about 160 pounds in humanoid form. In seal form, a silkie is from 7 to 8 feet long and weighs around 500 pounds.

Silkies speak Aquan, Common, Elven and Sylvan.

COMBAT

In half-elf form, silkies protect themselves with sharkskin leather armor and shields and fight with stone-bladed weapons, favoring spears, battle axes and warhammers. The stone from which their weapons are made is magically treated to be as tough as steel. They usually start combat by casting spells, then enter melee or withdraw as the circumstances warrant.

In seal form silkies fight with spells or their teeth, they often try to capsize boats used by land-dwelling opponents.

Alternate Form (Su): A silkie can assume the form of a handsome half-elf or an unusually large seal. It must be wearing its magic skin (see below) to assume seal form.

Capsize Boat (Ex): Silkies in seal form can capsize boats up to 50 ft. in length. A silkie must succeed on a Strength check (DC 15 plus the boat's length in feet) to capsize it. For example, a 30-foot boat has a DC of 45. Any unsecured occupants or cargo in a capsized boat ends up in the water. Groups of silkies may use the aid another action on this Strength check to tip over boats too large for a single silkie.

Children of the Sea (Su): Once per day, a silkie can call forth a pod of 2d4+1 porpoises as a standard action. These allies arrive in 2d6 rounds and aid the silkie for up to 1 hour.

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

Magic Sealskin (Su): All silkies possess an enchanted sealskin which allows them to assume seal form (see Alternate Form, above). Should another creature steal this skin, a silkie is unable to attack them unless the skin's thief attacks the silkie first (as per the affect of the sanctuary spell). Furthermore, the silkie has a -4 penalty to resist all Charisma-based skills and saves against enchantment spells performed by the skin-thief.

If a silkie's sealskin is destroyed, the silkie is able to create a new one by performing an hour-long ritual in the Land Under Wave with the assistance of a silkie with a magic sealskin.

Marine Mammal Empathy (Ex): A silkie can communicate with any marine mammal and has a +4 racial bonus on Charisma-based checks against seals and porpoises.

Spells: A silkie casts spells as a 6th-level sorcerer.

Typical Sorcerer Spells Known (6/7/6/3, save DC 12 + spell level)
0—daze, detect magic, ghost sound, mending, prestidigitation, ray of frost, read magic;
1st—charm person, magic missile, shield, unseen servant;
2nd—daze monster, gust of wind;
3rd—lightning bolt.

Originally appeared in Dragon Magazine #41 (1980).
 
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Shade

Monster Junkie
Fish, Icetail

http://www.enworld.org/forum/general-monster-talk/298248-converting-forgotten-realms-monsters.html

Fish, Icetail
Diminutive Magical Beast (Aquatic, Cold)
Hit Dice: 1/4d10 (1 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 20 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Freezing touch +4 melee touch (1d3 cold)
Full Attack: Freezing touch +4 melee touch (1d3 cold)
Space/Reach: 1 ft./0 ft.
Special Attacks: Freezing touch, hold breath, poison
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 2, Dex 11, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +20, Listen +3, Spot +3, Swim +4
Feats: Endurance
Environment: Cold aquatic
Organization: Solitary, pair, or school (10-60)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature resembles a fish skeleton with a few shreds of bluish tissue hanging from its ribs. Closer inspection, however, reveals the creature's body, head, fins, and tail, are all as transparent as glass.

Icetails get their name from the bitter cold of their bodies. These coldwater fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. Icetails may be cooked and eaten (or eaten raw, though their uncooked flesh is extremely bitter), but if not thoroughly cooked for at least six hours, the eater risks extreme indigestion.

An icetail is between 6 inches and 1 foot long and weighs up to a pound.

COMBAT

Icetails are non-aggressive, swimming from danger as fast as possible. Icetails pose a threat only to the careless or unlucky.

Freezing Touch (Su): An icetail's touch attack generates a burst of extreme cold which does 1d3 points of cold damage. Creatures hitting an icetail with natural weapons or unarmed attacks take cold damage as though hit by the fish's attack.

Hold Breath (Ex): An icetail can hold its breath by storing water in its mouth and gills. It may do so for a number of rounds equal to 6 times its Constitution score. If out of water beyond that time, it risks suffocating (refer to the drowning rules). For a typical icetail, this is 66 rounds, or over 6 minutes.

Poison (Ex): Any creature that bites or otherwise consumes an icetail is exposed to its poisonous flesh. Fort DC 10, primary damage sickened for 1d3 hours, secondary damage sickened for 2d12 hours. The save DC is Dexterity-based.

Skills: Icetails have a +8 racial bonus to Hide checks due to their transparent flesh. An icetail 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
Icetails are found primarily in the oceans and rivers of the Great Glacier.

Originally appeared in FR 14 - The Great Glacier (1992).
 
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Shade

Monster Junkie
Pasari-Niml

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-64.html

Pasari-Niml, Warrior
Diminutive Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft., climb 20 ft.
Armor Class: 18 (+4 size, +3 Dex, +1 armour), touch 17, flat-footed 15
Base Attack/Grapple: +0/-14
Attack: Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3)
Full Attack: Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Frightful presence (DC 10), pitfall, puncture armor
Special Qualities: Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft.
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 11
Skills: Climb +6, Listen +5, Spot +5
Feats: Weapon Finesse (B), Weapon Focus (greatsword)
Environment: Any land
Organization: Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha)
Challenge Rating: 1/2
Treasure: None
Alignment: Always lawful evil
Advancement: 2 HD (Diminutive); 3 HD (Tiny)
Level Adjustment: —

Pasari-Niml, Noble
Diminutive Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft., climb 20 ft.
Armor Class: 18 (+4 size, +3 Dex, +1 armour), touch 17, flat-footed 15
Base Attack/Grapple: +1/-14
Attack: Greatsword +9 melee (1d6-3) or light crossbow +8 ranged (1d3/x3)
Full Attack: Greatsword +9 melee (1d6-3) or light crossbow +8 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Frightful presence (DC 12), pitfall, puncture armor
Special Qualities: Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft.
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 5, Dex 16, Con 11, Int 12, Wis 13, Cha 13
Skills: Climb +5, Knowledge (architecture and engineering) +4, Knowledge (religion) +3, Listen +6, Spot +6
Feats: Weapon Finesse (B), Weapon Focus (greatsword)
Environment: Any land
Organization: Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —

This creature resembles an oversized black ant with a humanoid head. Its long face appears malevolent, with bulging eyes, pointed ears, and wrinkled brown skin. It walks on four of its six legs, while the other pair seem to function as arms.

Pasari-Niml, Calipha
Tiny Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 5 ft. (1 squares)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Bite +4 melee (1d3-3)
Full Attack: Bite +4 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Frightful presence (DC 13), puncture armor
Special Qualities: Darkvision 60 ft., hive mind, immunity to enchantments, spell resistance CR+6, tremorsense 60 ft.
Saves: Fort +1, Ref +1, Will +6
Abilities: Str 5, Dex 11, Con 10, Int 12, Wis 13, Cha 15
Skills: Diplomacy +10, Listen +5, Sense Motive +9, Spot +5
Feats: Iron Will, Negotiator, Weapon Finesse (B)
Environment: Any land
Organization: Nest (60-240 warriors plus 11-30 nobles plus 1 calipha)
Challenge Rating: 2
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 4-5 HD (Tiny); 6-9 HD (Small)
Level Adjustment: —

This tiny creature bears a beautiful female humanoid head with long tresses and large, feathery antennae. Her body is ugly, mottled and wormlike.

Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.

A pasari-nimal colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.

Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.

A pasari-niml warrior is between 4 and 6 inches long and weighs less than a pound. A pasari-niml warrior is between 6 and 8 inches long and weighs less than a pound. A calipha is 1 to 4 feet in length and weighs from 1 pound up to 50 pounds.

Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.

COMBAT

Pasari-nimal always travel in mixed squads of warriors and nobles. They attack in an organized manner, directed by the nobles, who are in constant mental contact with the colony’s calipha. When a squad sights potential prey, the nobles send a few warriors to test the opponents, analyzing their attacks and defenses. The entire squad then attacks in concert. The pasari-nimal burrow rapidly under and around well-armored individuals, creating a pitfall. A trapped enemy is attacked by several burrowing pasari-nimal.

If a squad faces dangerous or numerous opponents, they call for reinforcements; 1d4 additional squads arrive in 1d4+1 rounds. If necessary, the mants pull back and wait.

Frightful Presence (Ex): A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.

Hive Mind (Ex): All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are.

Immunity To Enchantments (Su): A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.

Pitfall (Ex): Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.

A pasari-niml's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing.

The buried victim, or its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus.

Puncture Armor (Su): As a standard action, a pasari-niml can tear holes in an opponent's armor.
The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.

The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.

Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.

Skills: Pasari-niml warriors and nobles have a +8 racial bonus on Climb checks. A pasari-niml warriors or noble can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in City of Delights (1993).
 
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