Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Mystaran Gargantua

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-62.html

Mystaran gargantuas are living creatures that have been increased to enormous size by magical experimentation.

Creating a Mystaran Gargantua
"Mystaran gargantua" is a template that can be added to any corporeal, living creature of less than Colossal size with at least one racial Hit Die (referred to hereafter as the base creature). A Mystaran gargantua has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s size increases per the following table. Type is unchanged.

Mystaran Gargantua Size Table
Base Size. . . New Size . Space/Reach (tall) . Space/Reach (long)
Fine to Small . Huge . . . 15 ft./15 ft . . 15 ft./10 ft.
Medium . . . Gargantuan .. 20 ft./20 ft . . 20 ft./15 ft.
Large . . . . Colossal . . 30 ft./30 ft . . 30 ft./20 ft.
Huge . .. . . Colossal . . 40 ft./40 ft . . 40 ft./30 ft.
Gargantuan .. Colossal . . 50 ft./50 ft . . 50 ft./40 ft.
Colossal . .. Colossal .. +30 ft./+30 ft . +30 ft./+20 ft.*
*If the base creature is Colossal, increase its Space by 30 ft. and increase its Reach by 30 ft. (for tall) or 20 ft. (for long).

Hit Dice: If the base creature has 2 or more HD, multiply the base creature's Hit Dice by 8. For Mystaran gargantua with fewer than 2 HD, the gargantua will have 12 HD if the base creature has 1 HD and 8 HD if the base creature has less than 1 HD. This template only applies to a creature's racial Hit Dice.

Speed: Double the base creature's speed in all its movement modes. If the base creature can fly, its maneuverability rating drops to clumsy. Maneuverability remains unchanged for creatures that fly through supernatural or spell-like abilities, including incorporeal creatures.

Armor Class: Increase the base creature's natural armor according to the Mystaran Gargantua Modifiers Table (below). This includes the improvement for the creature's size increase.

Base Attack/Grapple: A Mystaran gargantua's Base Attack Bonus and Grapple checks are recalculated according to its increased hit dice, size and ability scores.

Attack: As base creature.

Full Attack: As base creature.

Damage: A Mystaran gargantua retains all the natural weapons, manufactured weapons and weapon proficiencies of the base creature. The damage values of these attacks increase according to the following table (this includes improvement for increased size).

Mystaran Gargantua Damage Table
Old Damage . . New Damage by Base Creature's Size
(Each) . . . . Fine . . Diminutive . . Tiny or larger
. 0 . . .. . . 1d8* . . . 1d6* . . . .. . . 1d4*
. 1 . . . . . 1d10 . .. . 1d8 . . . . . . . 1d6
.1d2. . . . . 1d12 . . . 1d10 . . . . . . . 1d8
.1d3 . . . . . 3d6. . . . 2d8 . . . . . . . 2d6
.1d4 . . . . . 3d8. . . . 3d6 . . . . . . . 3d6
.1d6 . . . . . 4d8. . . . 4d6 . . . . . . . 4d6
.1d8 . . . . . 4d8. . . . 4d8 . . . . . . . 4d8
.1d10 . . . . 4d10 . . . 4d10 . . . .. . . 4d10
.1d12 . . . . 4d12 . . . 4d12 . . . .. . . 4d12
.2d6 . . . . . 8d6. . . . 8d6 . . . . . . . 8d6
.2d8 . . . . . 8d8. . . . 8d8 . . . . . . . 8d8
*If the base creature has an attack that deals no damage (such as a roper's strands), the attack does damage according to the "0" old damage row plus half the Mystaran gargantua's damage Str bonus.

If the base creature has no attacks listed (such as a bat), it gains a single attack with the damage given in the "0" old damage row plus 1½ the Mystaran gargantua's damage Str bonus. Use whichever type of natural attack seems most appropriate; it is usually a bite, slam or kick.

Special Attacks: A Mystaran gargantua retains all of the base creature's special attacks, and may gain additional special attacks as follows. The DCs of its special attacks are recalculated according to its new Hit Dice and ability scores.

Area Attacks (Ex): A Mystaran gargantua creature's area attacks (such as a spider's ability to generate webs) increase in size to gigantic proportions. Multiply the height, width, and length of the base creature's area attack by the area modifier given on the Mystaran Gargantua Modifiers table.

Increased Damage (Ex): If the base creature has a special attack that deals hit point damage, increase this damage according to the Mystaran Gargantua Damage table, or multiply by 4 if the attack does a set amount of damage (e.g. if the base creature has a special attack dealing 4 points of acid damage, the Mystaran gargantua's version would deal 16 points of acid damage.)

If the base creature has a special attack that causes ability damage or ability drain, such as a poison bite, increase this ability damage by the amount given in the Mystaran Gargantua Modifiers table.

Swallow Whole (Ex): A Mystaran gargantua gains a swallow whole attack if it has a bite attack and is Gargantuan size or larger. The creature can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A Colossal Mystaran gargantua inflicts 12 points of acid damage. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10 plus half the creature's natural armour). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua's interior can hold 2 opponents of the base creature's size, 8 opponents 1 size smaller than the base creature, and 32 opponents 2 or more sizes smaller.

If the base creature already has a swallow whole attack, use that attack's damage values or sizes (adjusted by the gargantua's greater size and Increased Damage special ability), if the result would be better than those given above.

Trample (Ex): A Mystaran gargantua gains a trample attack. It can trample opponents smaller than itself, dealing the damage given in the Mystaran Gargantua Modifiers table plus 1½ times the gargantua's Strength bonus. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + ½ Mystaran gargantua's Hit Dice + the Mystaran gargantua's Str bonus) for half damage.

If the base creature already has a trample attack, use that attack's damage value adjusted by the Increased Damage special ability if the result is better than the damage of the Mystaran Gargantua Modifiers table.

Special Qualities: A Mystaran gargantua retains all the base creature's special qualities. Any fast healing or regeneration it possesses is doubled in value.

Abilities: A Mystaran gargantua's ability scores are increased according to the Mystaran Gargantua Modifiers Table. This includes the improvement for the creature's size increase.

Skills: A Mystaran gargantua retains the class skills of the base creature. Recalculate its skills according to its increased hit dice.

Feats: A Mystaran gargantua retains the feats of the base creature and gains additional feats according to its increased hit dice. If it gains epic feats, it can substitute epic equivalents of the base creature's feats instead of retaining the base creature's feats, provided it meets the prerequisites. For example, the Mystaran gargantua constrictor snake below may replace its Toughness feat with Epic Toughness, but cannot replace Alertness with Epic Skill Focus (Listen) and Epic Skill Focus (Spot), because it lacks the 20 rank prerequisite in those skills.

In addition, it gains Snatch as a bonus feat. If the Mystaran gargantua has a fly speed it also gains Hover as a bonus feat.

Mystaran Gargantua Modifiers Table
Size of. . . . Natural . . . . . . . . . . . . . Ability. Trample
Base Creature . Armour . Str . Dex . Con . Area . Damage . Damage
Fine . . . . . . Same .. +30 .. -2 . +12 .. ×6 .. +1d10 . . . 2d8
Diminutive . . . Same .. +28 .. -2 . +12 .. ×5 . . +2d4 . . . 2d8
Tiny . . . . . . +2NA .. +24 .. -2 . +10 .. ×5 . . +1d8 . . . 2d8
Small. . . . . . +5NA .. +20 .. -2 . +10 .. ×4 . . +1d6 . . . 2d8
Medium . . . . . +9NA .. +24 .. -2 . +12 .. ×4 . . +1d8 . . . 3d8
Large . . . . . +12NA .. +24 .. -- . +12 .. ×3 .. +1d10 . . . 4d8
Huge. . . . . . +16NA .. +24 .. -- . +12 .. ×3 .. +1d12 . . . 6d8
Gargantuan. . . +20NA .. +24 .. -- . +12 .. ×2 . . +2d6 . . . 8d8
Colossal. . . . +25NA .. +24 .. -- . +12 .. ×2 . . +2d6 . .. 12d8

Organization: Solitary.

Challenge Rating: Update the base creature's challenge rating according to the following table:

Mystaran Gargantua Challenge Rating Table
Old CR . . . New CR
up to 1/4 . . CR 5
1/3 or 1/2 .. CR 7
. . 1 . . . . CR 10
. . 2 . . . . CR 12
. . 3 . . . . CR 15
. . 4 . . . . CR 18
. . 5 . . . . CR 20
. . 6 . . . . CR 22
. . 7 . . . . CR 24
each +1 . . . CR +3

Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: As base creature, but multiply the Hit Dice by eight and increase the sizes by three size categories for Hit Dice advancement ranges.
Level Adjustment: Same as the base creature.

Incorporeal Mystaran Gargantua
Incorporeal creatures can also gain this template, with the following modifications:

Incorporeal Mystaran Gargantua Modifiers Table
Size of . . . . . . . . . . . . . . Ability
Base Creature .. Dex . Cha . Area .. Damage
Fine . . . . . . +12 .. +10 .. ×6 .. +1d10
Diminutive . . . +14 .. +10 .. ×5 . . +2d4
Tiny . . . . . . +16 .. +10 .. ×5 . . +1d8
Small. . . . . . +16 .. +10 .. ×4 . . +1d6
Medium . . . . . +18 .. +12 .. ×4 . . +1d8
Large . . .. . . +18 .. +12 .. ×3 .. +1d10
Huge . . . . . . +18 .. +12 .. ×3 .. +1d12
Gargantuan . . . +18 .. +12 .. ×2 . . +2d6
Colossal . . . . +18 .. +12 .. ×2 . . +2d6


Additional Mystaran Gargantua Abilities
The following variant abilities may be added for increased variety of gargantuas. Each variant ability includes a CR adjustment.

Waterblast (Ex): A Mystaran gargantua with a swim speed can create a powerful blast of water as a standard action. The gargantua must be in water at least 20 feet deep to use this special attack. A waterblast can affect a line 20 times longer than the gargantua's space or a cone 10 times larger than the gargantua's space (e.g. a gargantua with a 20 ft. space could create a 400 ft. line or a 200 ft. cylinder). All flames in the area of the waterblast are extinguished. Creatures within the area of the waterblast are affected as follows:

Any creature smaller than the gargantua's base creature (max Large) must succeed on a Fort save (DC 10 + 1/2 HD + Str modifier) or be knocked prone and washed 1d10×10 feet away from the gargantua, if this forced movement causes them to strike something solid, they take 1d6 points of damage per 10 feet traveled (nonlethal for landing in mud or earth, lethal damage for rocks). Creatures the same size as the gargantua's base creature (max Huge) must succeed on the same saving throw or be knocked prone and swept back 1d6×10 feet, taking damage as above. Creatures larger than the gargantua's base creature are affected as by a bull rush maneuver (the gargantua uses its Strength modifier plus 4 points per size larger than Huge), these larger water-blasted victims take damage as above but are not knocked prone.
CR Adjustment: +1

Windstorm (Ex): A Gargantuan or larger Mystaran gargantua that has a fly speed can create tornado-force windstorms. A flying gargantua can create a storm by hovering in place and taking a full-round action. Once started, it can maintain the windstorm with a move action each round. The windstorm can affect a cone 12 times longer than the gargantua's space or a cylinder with a radius and height 4 times larger than the gargantua's space (e.g. a gargantua with a 30 ft. space could create a 360 ft. cone or a 120 ft. cylinder). It can choose a different area each round.

All flames in the region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks are impossible.

Creatures on the ground that are smaller than the gargantua's base creature (max Large) must succeed on a Fort save (DC 10 + 1/2 HD + Str modifier) or be knocked prone and roll 1d10×10 feet, sustaining 1d6 points of nonlethal damage per 10 feet. Creatures on the ground that are the same size as the gargantua's base creature (max Huge) must succeed on the same saving throw or be knocked prone, while creatures on the ground a size larger than the gargantua's base creature (max Gargantuan) are checked if they fail this save. Bigger creatures are not damaged or impaired by the windstorm. The save DC is Strength-based.

Flying creatures smaller than the gargantua's base creature (max Large) are blown back 2d10×10 feet and sustain 3d6 points of nonlethal damage if they fail the same saving throw. Flying creatures the same size as the gargantua's base creature (max Huge) are blown back 1d6×10 feet and flying creatures a size larger than the gargantua's base creature (max Gargantuan) are blown back 1d6×5 feet, but neither take any damage.
CR Adjustment: +1


Sample Mystaran Gargantuas
The following creatures have been modified with this template.

Mystaran Gargantua Carrion Crawler
Colossal Aberration
Hit Dice: 24d8+192 (300 hp)
Initiative: +6
Speed: 60 ft. (12 squares), climb 30 ft.
Armor Class: 22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
Base Attack/Grapple: +18/+48
Attack: Tentacle +41 melee (1d4+14 plus paralysis)
Full Attack: 8 tentacles +41 melee (1d4+14 plus paralysis) and bite +41 melee (3d6+7)
Space/Reach: 30 ft./20 ft.
Special Attacks: Paralysis, swallow whole, trample 4d8+21
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +16, Ref +14, Will +16
Abilities: Str 38, Dex 15, Con 26, Int 1, Wis 15, Cha 6
Skills: Climb +46, Listen +28, Spot +28
Feats: Alertness (B), Combat Reflexes, Epic Prowess, Epic Reflexes, Improved Initiative, Improved Multiattack, Knock Down, Multiattack, Snatch (B), Stand Still, Track
Environment: Underground
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Gargantuan); 49-72 HD (Colossal)
Level Adjustment: —

Paralysis (Ex): Those hit by a carrion crawler's tentacle attack must succeed on a DC 30 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constitution-based.

Swallow Whole (Ex): A Mystaran gargantua carrion crawler can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua carrion crawler's interior can hold 2 Large opponents, 8 Medium opponents, and 32 Small or smaller opponents.

Trample (Ex): Reflex half DC 46. The save DC is Strength-based.

Skills: Carrion crawlers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Mystaran Gargantua Gargoyle
Gargantuan Monstrous Humanoid (Earth)
Hit Dice: 32d8+350 (496 hp)
Initiative: +5
Speed: 80 ft. (16 squares), fly 120 ft. (clumsy)
Armor Class: 20 (-4 size, +1 Dex, +13 natural), touch 7, flat-footed 19
Base Attack/Grapple: +32/+58
Attack: Claw +42 melee (4d6+14)
Full Attack: 2 claws +42 melee (4d6+14) and bite +40 melee (6d6+7) and gore +40 melee (6d6+7)
Space/Reach: 20 ft./20 ft.
Special Attacks: Swallow whole, trample 3d8+21
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze
Saves: Fort +28, Ref +19, Will +14
Abilities: Str 39, Dex 12, Con 30, Int 6, Wis 11, Cha 7
Skills: Hide +22* [+28 against stone], Listen +11, Spot +11
Feats: Alertness, Dire Charge, Epic Skill Focus (Hide), Epic Toughness, Epic Will, Hover (B), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (gore), Multiattack, Power Attack, Snatch (B)
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 33-48 HD (Gargantuan); 49-96 HD (Colossal)
Level Adjustment: +5

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Swallow Whole (Ex): A Mystaran gargantua gargoyle can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua gargoyle's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.

Trample (Ex): Reflex half DC 40. The save DC is Strength-based.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks.

*The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Mystaran Gargantua Troll
Colossal Giant
Hit Dice: 48d8+576 (792 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 21 (-8 size, +2 Dex, +17 natural), touch 4, flat-footed 19
Base Attack/Grapple: +36/+66
Attack: Claw +47 melee (6d6+18/19-20 13d8+36 plus DC 52 Fort save or die)
Full Attack: 2 claws +47 melee (6d6+18/19-20 13d8+36 plus DC 52 Fort save or die) and bite +45 melee (6d6+18/19-20 13d8+36 plus DC 52 Fort save or die)
Space/Reach: 30 ft./30 ft.
Special Attacks: Rend 8d6+27, swallow whole, trample 4d8+27
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 10, scent
Saves: Fort +39, Ref +18, Will +19
Abilities: Str 47, Dex 14, Con 35, Int 6, Wis 9, Cha 6
Skills: Listen +34, Spot +35
Feats: Cleave, Devastating Critical (bite), Devastating Critical (claw), Dire Charge, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Great Cleave, Improved Critical (bite), Improved Critical (claw), Multiattack, Overwhelming Critical (bite), Overwhelming Critical (claw), Power Attack, Track, Weapon Focus (bite), Weapon Focus (claw)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Swallow Whole (Ex): A Mystaran gargantua troll can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 12 points of acid damage from the creature's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua troll's interior can hold 2 Large opponents, 8 Medium opponents, and 32 Small or smaller opponents.

Rend (Ex): If a Mystaran gargantua troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+27 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex): Reflex half DC 52. The save DC is Strength-based.

Mystaran Gargantua Monitor Lizard
Gargantua Animal
Hit Dice: 24d8+216 (324 hp)
Initiative: +1
Speed: 60 ft. (12 squares), swim 60 ft.
Armor Class: 21 (-4 size, +1 Dex, +12 natural), touch 7, flat-footed 20
Base Attack/Grapple: +18/+45
Attack: Bite +30 melee (4d8+22/19-20)
Full Attack: Bite +30 melee (4d8+22/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 3d8+22, swallow whole
Special Qualities: Fast healing 3, low-light vision
Saves: Fort +27, Ref +16, Will +9
Abilities: Str 41, Dex 13, Con 29, Int 1, Wis 12, Cha 2
Skills: Climb +19, Hide +6*, Listen +9, Move Silently +10, Spot +9, Swim +23
Feats: Alertness, Cleave, Epic Fortitude, Fast Healing, Improved Critical (bite), Power Attack, Skill Focus (Hide), Stealthy, Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 12
Advancement: 25-40 HD (Gargantuan)
Level Adjustment: —

Swallow Whole (Ex): A Mystaran gargantua monitor lizard can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua monitor lizard's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.

Trample (Ex): Reflex half DC 37. The save DC is Strength-based.

Skills: A monitor lizard 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. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Mystaran Gargantua Constrictor Snake
Gargantuan Animal
Hit Dice: 24d8+228 (336 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
Armor Class: 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17
Base Attack/Grapple: +18/+45
Attack: Bite +5 melee (3d6+22)
Full Attack: Bite +5 melee (3d6+22)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+22, improved grab, trample 3d8+22, swallow whole
Special Qualities: Scent
Saves: Fort +21, Ref +16, Will +11
Abilities: Str 41, Dex 15, Con 25, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +26, Hide +18, Listen +10, Move Silently +4, Spot +10, Swim +23
Feats: Alertness, Endurance, Improved Initiative, Improved Natural Attack (bite), Epic Toughness (×2), Skill Focus (Hide), Stealthy, Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 12
Advancement: 4-5 HD (Medium); 6-10 HD (Large)
Level Adjustment: —

Constrict (Ex): On a successful grapple check, a Mystaran gargantua constrictor snake deals 2d6+22 points of damage.

Improved Grab (Ex): To use this ability, a Mystaran gargantua constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Swallow Whole (Ex): A Mystaran gargantua constrictor snake can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua constrictor snake's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.

Trample (Ex): Reflex half DC 37. The save DC is Strength-based.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake 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.

Mystaran Gargantua Viper Snake
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (1d8+12 plus poison)
Full Attack: Bite +16 melee (1d8+12 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, trample 2d8+12
Special Qualities: Scent
Saves: Fort +13, Ref +10, Will +5
Abilities: Str 26, Dex 15, Con 21, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +21, Hide +13, Listen +8, Move Silently +7, Spot +8, Swim +16
Feats: Improved Initiative, Skill Focus (Hide), Run, Stealthy, Weapon Focus (bite)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 7
Advancement: —
Level Adjustment: —

Poison (Ex): A Mystaran gargantua viper snake has a poisonous bite that deals initial and secondary damage of 2d6 Con with a DC21 Fortitude save. The save DC is Constitution-based.

Trample (Ex): Reflex half DC 24. The save DC is Strength-based.

Note: Based on a Small viper.

Mystaran Gargantua Giant Carp
Colossal Animal (Aquatic)
Hit Dice: 64d8+832 (1120 hp)
Initiative: +0
Speed: Swim 100 ft. (20 squares)
Armor Class: 26 (-8 size, +24 natural), touch 2, flat-footed 26
Base Attack/Grapple: +48/+87
Attack: Bite +13 melee (12d6+34/19-20)
Full Attack: Bite +13 melee (12d6+34/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Improved grab, swallow whole, waterblast
Special Qualities: Damage reduction 12/—, fast healing 12, low-light vision
Saves: Fort +47, Ref +34, Will +21
Abilities: Str 56, Dex 10, Con 36, Int 1, Wis 10, Cha 1
Skills: Listen +34, Spot +33, Swim +31
Feats: Cleave, Damage Reduction (×4), Diehard, Endurance, Epic Endurance, Fast Healing (×4), Great Constitution (×3), Great Cleave, Great Strength×3, Improved Critical (bite), Improved Natural Attack (bite), Power Attack
Environment: Temperate and warm aquatic
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 65-216 HD (Colossal)
Level Adjustment: —

Improved Grab (Ex): To use this ability, a giant carp must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A Mystaran gargantua giant carp can try to swallow a grabbed opponent up to Gargantuan size by making a successful grapple check. Once inside, the opponent takes 12d6+34 points of crushing damage plus 12 points of acid damage per round from the carp's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge carp's interior can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller opponents.

Waterblast (Ex): A Mystaran gargantua giant carp can create a powerful blast of water as a standard action. The gargantua must be in water at least 20 feet deep to use this special attack. A waterblast can affect an 800 ft. line or a 400 ft. cone (1000 ft line or 500 ft. cone for a carp with 128+ HD). All flames in the area of the waterblast are extinguished. Creatures within the area of the waterblast are affected as follows:

Any creature smaller than Huge sized must succeed on a DC 65 Fort save or be knocked prone and washed 1d10×10 feet away from the gargantua, if this forced movement causes them to strike something solid, they take 1d6 points of damage per 10 feet traveled (nonlethal for landing in mud or earth, lethal damage for rocks). Huge-sized creatures must succeed on the same saving throw or be knocked prone and swept back 1d6×10 feet, taking damage as above. Creatures larger than Huge sized are affected as by a bull rush maneuver (the gargantua uses its Strength modifier plus 4 points per size larger than Huge, or +31 for a typical Mystaran gargantua giant carp), these larger water-blasted victims take damage as above but are not knocked prone.

Skills: A giant carp 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.

Mystaran Gargantua Treant
Colossal Plant
Hit Dice: 56d8+896 (1148 hp)
Initiative: –1
Speed: 60 ft. (12 squares)
Armor Class: 30 (–8 size, –1 Dex, +29 natural), touch 1, flat-footed 30
Base Attack/Grapple: +42/+79
Attack: Slam +12 melee (12d6+21/19-20 25d6+42 plus DC 59 Fort save or instant death)
Full Attack: 2 slams +12 melee (12d6+21/19-20 25d6+42 plus DC 59 Fort save or instant death)
Space/Reach: 40 ft./40 ft.
Special Attacks: Animate trees, double damage against objects, trample 6d8+31
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +46, Ref +23, Will +27
Abilities: Str 53, Dex 8, Con 43, Int 12, Wis 16, Cha 12
Skills: Diplomacy +26, Hide +23*, Intimidate +38, Knowledge (nature) +26, Listen +40, Sense Motive +30, Spot +40, Survival +22 (+24 aboveground)
Feats: Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Intimidate), Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Great Cleave, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Track, Weapon Focus (slam)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 27
Treasure: Standard
Alignment: Usually neutral good
Advancement: 57–168 HD (Colossal)
Level Adjustment: +5

Animate Trees (Sp): A mystaran gargantua treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a gargantua treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 59 half. The save DC is Strength-based.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

Mystaran Gargantua Spectre
Gargantuan Undead (Incorporeal)
Hit Dice: 56d12+180 (544 hp)
Initiative: +20
Speed: 80 ft. (16 squares), fly 160 ft. (perfect)
Armor Class: 26 (+12 Dex, +8 Deflection, -4 size), touch 26, flat-footed 14
Base Attack/Grapple: +28/--
Attack: Incorporeal touch +41 melee (4d8 plus energy drain/19-20)
Full Attack: Incorporeal touch +41 melee (4d8 plus energy drain/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Darkvision 60 ft., incorporeal traits, +4 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +18, Ref +30, Will +30
Abilities: Str —, Dex 34, Con —, Int 14, Wis 14, Cha 27
Skills: Hide +59, Intimidate +67, Knowledge (religion) +61, Listen +71, Search +61, Spot +71, Survival +2 (+4 following tracks)
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness (x6), Flyby Attack, Improved Critical (touch), Improved Flyby Attack, Improved Initiative, Mobility, Superior Initiative
Weapon Focus (touch)
Environment: Any land or underground
Organisation: Solitary or gang (1 plus 1-10 spectres)
Challenge Rating: 24
Treasure: None
Alignment: Always lawful evil
Advancement: 57-84 HD (Gargantuan), 85-112 HD (Colossal)
Level Adjustment: —

Create Spawn (Su): Any humanoid slain by a gargantuan spectre becomes a (normal) spectre in 1d4 rounds. Spawn are under the command of the gargantuan spectre that created them and remain enslaved until its death. They do not possess any of the abilities thay had in life.

Energy Drain (Su): Living creatures hit by a gargantuan spectre's incorporeal touch attack gain 2 negative levels. The DC is 46 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the gargantuan spectre gains 5 temporary hit points.

Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can only take a single move or attack action in a round.

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

Mystaran Gargantua Wight
Gargantuan Undead
Hit Dice: 32d12+30 (238 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 19 (-4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +16/+41
Attack: Slam +26 melee (4d6+19 plus energy drain)
Full Attack: Slam +26 melee (4d6+19 plus energy drain)
Space/Reach: 20 ft./20 ft.
Special Attacks: Create spawn, energy drain, trample 3d8+19
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +10, Ref +10, Will +19
Abilities: Str 36, Dex 10, Con –, Int 11, Wis 13, Cha 15
Skills: Hide +35, Listen +46, Move Silently +45, Spot +46
Feats: Blind-Fight, Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness, Improved Natural Attack (slam), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Stealthy, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always lawful evil
Advancement: 33-64 HD (Gargantuan)
Level Adjustment: —

Create Spawn (Su): Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a Mystaran gargantua wight’s slam attack gain one negative level. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

Trample (Ex): Reflex DC 39 half. The save DC is Strength-based.

Skills: Wights have a +8 racial bonus on Move Silently checks.

Originally appeared in D&D Companion Rules (1984).
 
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Monster Junkie
Air Dragon (Template)

http://www.enworld.org/forum/general-monster-talk/265785-converting-true-dragons-45.html

The dragon resembles a shimmerless diamond suspended in mid air. The rippling of pseudo-muscles, teeth, claws and bone make up the diamond-like cuts.

An air dragon forms when a great wyrm's body becomes too weak and decrepit, allowing its mind to actually leave the confines of its body.

Air dragons feed on emotional emanations of affection, adoration or love. As a result, air dragons are never evil. They are often cared for by other races, who bask in their radiance and beauty, and turn to them for guidance when a problem arises. Their incredible intelligence and wisdom makes air dragons the perfect ambassadors if a feud is dangerously escalating toward war.

The eyes of an air dragon often resemble the color of its scales before its transformation. An air dragon speaks any languages it knew before applying the template.

Creating an Air Dragon
“Air dragon” is an acquired template that can be added to any nonevil dragon of great wyrm age (referred to hereafter as the base creature). An air dragon uses all the base creature’s statistics and special abilities except as noted here.

Note: Unlike most other templates, an air dragon can potentially acquire this template more than once, improving more with each application.

Size and Type: The creature’s type is unchanged, but it gains the incorporeal subtype. Do not recalculate the creature's base attack bonus, saves, or skill points. Size is unchanged.

Speed: An air dragon has a fly speed of 200 feet (perfect).

Armor Class: An air dragon loses any natural armor bonus it possessed, but gains a deflection bonus equal to its previous natural armor bonus.

Attacks: An air dragon loses all natural attacks possessed by the base creature.

Special Attacks: An air dragon retains all the special attacks of the base creature, excluding any that require a physical body. Thus, an air dragon retains its breath weapon, spell use, and spell-like abilities, but loses its crush attack and tail sweep. Some of these attack forms are enhanced, and it also gains some new abilities.

Improved Frightful Presence (Ex): Each time the template is applied, the radius of an air dragon's frightful presence increases by 10 feet.

Improved Magic (Ex): Each time the template is applied, an air dragon gains one level of spellcasting, and its caster level for spell-like abilities improves by +1.

Telekinetic Control (Su): Once every 1d4+1 rounds, an air dragon can use one of the following telekinetic abilities: telekinetic force, telekinetic maneuver, or telekinetic thrust. Save DCs equal its breath weapon save DC.

Telekinetic Force: As the power, except that the dragon can move an object weighing up to 1,000 pounds times its Hit Dice. Each time it gains this template, this amount improves by 2,000 pounds.

Telekinetic Maneuver: As the power, except that the dragon can also hurl a Large or smaller creature against another object. The impact deals 20d6 points of damage to a Large creature, 15d6 to a Medium one, 10d6 to a Small one, 5d6 to a Tiny one, or 1d6 to a Diminutive or Fine creature. Each time it gains this template, damage increases by +2.

Telekinetic Thrust: As the power, except that the dragon can move creatures or objects with a total weight of up to 1,000 pounds times its Hit Dice. Each time it gains this template, this amount improves by 2,000 pounds.

Special Qualities: An air dragon retains all the special qualities of the base creature. Again, some are enhanced, and an air dragon gains those described below.

Damage Reduction (Su): Each time the template is applied, an air dragon's damage reduction improves by 5. When an air dragon's damage reduction would exceed 20, it becomes 5/epic instead. Thereafter, it continues to improve by 5 with each application of the template.

Fast Healing (Ex): An air dragon heals 3 points of damage each round so long as it has at least 1 hit point.

Spell Resistance (Ex): Each time the template is applied, an air dragon's spell resistance improves by +1.

Unearthly Grace (Su): An air dragon adds its Charisma modifier as a bonus on all its saving throws, and as an additional deflection bonus to its Armor Class.

Abilities: Each time the template is applied, an air dragon gains +2 Intelligence, +2 Wisdom, and +2 Charisma. As an incorporeal creature, an air dragon has no Strength score.

Feats: Each time the template is applied, an air dragon gains Epic Prowess as a bonus feat.

Organization: Solitary or pair.
Challenge Rating: Same as the base creature + 1.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Level Adjustment: —.

The Air Dragon's Body
When a great wyrm becomes an air dragon, its spirit separates from its physical body. The dragon must choose whether to keep its body alive by sheer mental strength or discard its physical body.

If the air dragon discards its body, its physical body dies and the air dragon functions as described above with no additional limitations or abilities.

If the air dragon chose to keep its body alive, its physical body becomes a living husk in a state of suspended animation. The air dragon cannot be permanently killed so long as this husk exists. If reduced to 0 hp or fewer, the air dragon is destroyed but reappears 1d4 hours later from its husk. An air dragon cannot travel more than 15,000 miles from its husk or travel to any other plane. Any attempt to force the air dragon out of this range fails; its incorporeal form simply reappears at the point where it would have left the allowed range (or home plane).

The husk has hit points and spell resistance equal to the air dragon and the same natural armour bonus and damage reduction that the air dragon had when it was still a great wyrm. The husk has no Dexterity score.

In Spelljammer
In the Spelljammer campaign setting, air dragons exist only on the world of Coliar. Each dragon family unit on Coliar has an air dragon or two as its leader. They make all the decisions that may have serious implications. Even the nondraconic races look to them for their insight and ingenuity.


Sample Air Dragon

The following sample air dragon uses a great wyrm brass dragon as its base creature, and has applied the air dragon template only once.

Air Dragon
Gargantuan Dragon (Fire, Incorporeal)
Hit Dice: 37d12+296 (536 hp)
Initiative: +4
Speed: Fly 200 ft. (perfect)
Armor Class: 48 (-4 size, +42 deflection), touch 48, flat-footed 48
Base Attack/Grapple: +37/—
Attack: —
Full Attack: —
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon (60 ft. cone of sleep or 120 ft. line of fire 12d6, DC 36), frightful presence (370 ft., DC 34), spell-like abilities, spells, summon djinni, telekinetic control (DC 36)
Special Qualities: Blindsense 60 ft., damage reduction 5/epic, darkvision 120 ft., fast healing 3, immunity to fire, immunity to sleep and paralysis, incorporeal traits, keen senses, spell resistance 31, unearthly grace, vulnerability to cold
Saves: Fort +34, Ref +26, Will +32
Abilities: Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Skills: Bluff +34, Concentration +36, Diplomacy +34, Escape Artist +28, Gather Information +34, Intimidate +34, Knowledge (any 2) +46, Listen +48, Search +46, Sense Motive +34, Spot +48, Survival +34, Use Magic Device +34
Feats: Alertness, Blind-Fight, Cleave, Empower Spell, Epic Prowess (B), Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 24
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: 38+ HD (Gargantuan)
Level Adjustment: —

Spell-Like Abilities: At will—speak with animals; 3/day—endure elements (120 ft.); 1/day—control weather, control winds (DC 21), suggestion (DC 19).

Spells Known (CL 20th, +33 ranged touch, save DC 16 + spell level)
0 (6/day)—arcane mark, dancing lights, daze (DC 15), detect magic, flare, ghost sound, mage hand, prestidigitation, read magic;
1st (8/day)—expeditious retreat, mage armor, magic missile, shield, true strike;
2nd (8/day)—blur, detect thoughts, fog cloud, invisibility, shatter;
3rd (7/day)—clairaudience/clairvoyance, haste, magic circle against law, protection from energy;
4th (7/day)—chaos hammer, charm monster, detect scrying, divination;
5th (7/day)—dispel law, feeblemind, telepathic bond, true seeing;
6th (7/day)—acid fog, find the path, greater dispel magic;
7th (6/day)—legend lore, plane shift, word of chaos;
8th (6/day)—cloak of chaos, discern location, prismatic wall;
9th (6/day)—foresight, miracle, weird.

Summon Djinni (Sp): This ability works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.

Originally appeared in SJR2 - Realmspace (1991).
 
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Monster Junkie
Tunnel Fish

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

Tunnel Fish
Medium Magical Beast (Aquatic)
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +3/+3
Attack: Bite +6 melee (1d4)
Full Attack: Bite +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Blindsight 10 ft., immunity to mind-affecting spells and abilities, low-light vision, scent, tremorsense 60 ft.
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +4, Spot +4, Swim +8
Feats: Reckless Offense, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —

This fish resembles a large barracuda. Its eyes are milky white.

Tunnel fish are predatory fish that have adapted to life in the alien environment of a morkoth’s tunnels. The morkoth’s agents are charged with killing these creatures whenever they encounter them, as they interfere with the morkoth’s food supply.

A tunnel fish is 5 feet long and weighs 60 pounds.

COMBAT

Tunnel fish lurk at bends in a morkoth's tunnels, awaiting the vibrations of approaching prey.

Sprint (Ex): A tunnel fish can move up to three times its normal speed (180 feet) when it makes a charge.

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

Originally appeared in Dungeon Magazine #70 (1998).
 
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Monster Junkie
Fish, Bloatfish

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-66.html

Fish, Bloatfish
Tiny Animal (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative: +2
Speed: Swim 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Slam +4 melee (1d3-3)
Full Attack: Slam +4 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 4
Skills: Hide +1 (+5), Listen +3, Spot +3, Swim +5
Feats: Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, pair, or school (10-40)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Small)
Level Adjustment: —

This fish resembles a tiny white manta ray. A balloon-like organ swells from its belly, its diameter slightly larger than the length of the fish.

A bloatfish is a raylike fish found in cold waters. It is highly prized by fishermen, for in addition to its savory flesh, its balloon-like organ is filled with water which remains fresh and liquid, even if the bloatfish is frozen solid, due to the fish's unique body chemistry. A bloatfish corpse holds fresh water equivalent to a waterskin, a small hole can be punctured in the fish and the water sipped freely. Sages speculate that bloatfish were engineered to be living waterskins, but no definitive proof supports such claims.

Bloatfish subsist on waste matter, plankton, or whatever other organic matter they can scavenge.

A bloatfish is 1 to 2 feet long and weighs 15 pounds.

COMBAT

Bloatfish are non-aggressive, swimming from danger as fast as possible. If cornered, it attempts to slam its way out.

Skills: A bloatfish 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. *When it is lying still along the seafloor, a bloatfish has a +4 racial bonus on Hide checks.

In the Realms
Bloatfish 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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Monster Junkie
Mouse, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-43.html

Mouse, Giant
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +5
Speed: 40 ft. (8 squares), burrow 5 ft., climb 20 ft.
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +9/+25
Attack: Bite +15 melee (2d6+12)
Full Attack: Bite +15 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Gnaw, improved grab, trample 2d10+8
Special Qualities: Dire, low-light vision, scent
Saves: Fort +13, Ref +11, Will +9
Abilities: Str 26, Dex 13, Con 20, Int 1, Wis 12, Cha 2
Skills: Balance +9, Climb +16, Hide +7, Jump +20, Listen +6, Move Silently +10, Spot +6, Swim +16
Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Hide), Stealthy
Environment: Any
Organization: Solitary or family (5–20)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment: —

This massive mouse is more than thrice as long as a man is tall.

Mice, whether through evolution or magical experimentation, occasionally grow to massive size. These giant mice are not dire creatures, and resemble normal mice in every way except for their great size.

A giant mouse is 20 feet long and weighs over 12,000 pounds.

COMBAT

A giant mouse attempts to grab and gnaw any creature smaller than itself.

Dire (Ex): A giant mouse is considered to be a dire animal for the purposes of saving throws.

Gnaw (Ex): A giant mouse deals automatic bite damage every round it maintains a grapple.

Improved Grab (Ex): To use this ability, a giant mouse must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Trample (Ex): Reflex half DC 24. The save DC is Strength-based.

Skills: Giant mice have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance, Climb, Hide, Jump, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Adventure Pack I (1987).
 
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Monster Junkie
Rautym

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-39.html

Rautym
Small Magical Beast (Psionic)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+2
Attack: Claw +7 melee (1d6+2)
Full Attack: 2 claws +7 melee (1d6+2) and bite +5 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance magic, psi-like abilities
Special Qualities: Blind, deaf
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 15, Dex 16, Con 12, Int 9, Wis 13, Cha 16
Skills: Concentration +6, Listen +5*, Perform (dance) +5, Search +5*, Spot +5*
Feats: Combat Manifestation, Multiattack
Environment: Underground
Organization: Solitary or pack (4-40)
Challenge Rating: 3
Treasure: None
Alignment: Often neutral evil
Advancement: 4-9 HD (Small)
Level Adjustment: —
*Includes +4 circumstance bonus from its always active synesthete psi-like ability.

This creature resembles a small, hairless, freckle-backed monkey. Its eyeless face.

Rautym iare subterranean creatures that are relatively harmless individually. However, a rautym is never found far from its companions, because they gain power simply by being together. The "dance magic" of the rautym is legendary, and it is unique to their species.

Rautym lack the traditional senses of vision and hearing, but psionically "feel" sound and "hear" light, allowing them to move about in the subterranean dark freely. They maintain small quantities of faintly phosphorescent rocks all about their lairs, or on their persons if travelling, which allow them to function easily.

Rautym have a traditional focus, usually their elder, who leads them through the darkness of the underground. There is at least one elder per group of four. If the previous elder is killed, a new one is created to take its place. The rautym are never without a focus.

A rautym is 4 feet tall and weighs 40 to 50 pounds.

Rautym speak Undercommon.

COMBAT

When a rautym senses danger, it uses psychofeedback to improve its Strength, then uses shadow body to sneak behind its enemies. The rautym then use cause decay or simply join melee.

Rautym rely on their synesthete power to sense their surroundings. If plunged into magical darkness and silence, rautym panic and attempt to flee.

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

Dance Magic (Sp): Rautym possess a unique ability to work magic by dancing. At least two rautym are needed to work dance magic. One rautym acts as the focus of the magic, and the other rautym dance around the focus rautym to generate the magic.

Dance magic can create any arcane or divine spell the focal rautym has seen being cast. Dance magic spells are treated as sorcerer/wizard spells with a DC based on the Charisma of the focal rautym. Dance magic spells always have a somatic component even if the original spell does not. The focal rautym can apply any metamagic feats it possesses to the dance magic spell, except for Still Spell or Quicken Spell. The spell's caster level normally equals the number of rautym participating (maximum caster level 20 plus the Hit Dice of the focus rautym), but rautym can lower the casting level to reduce the casting time (see below). The caster level must be high enough for a sorcerer of that level to cast the chosen spell, including metamagic effects.

Dance magic is slow. Completing the dance and casting the spell takes a number of minutes equal to the minimum caster level of the spell (see above); if the number of rautym in the group exceeds the minimum caster level the casting time is reduced by 1 minute per additional rautym (minimum of 1 minute or the spell's normal casting time). The rautym can cast the dance magic spell faster by lowering the caster level (down to the minimum caster level for the spell). For every level the caster level is lowered the casting time is reduced by 1 minute (minimum of 1 minute or the spell's normal casting time). For example, if a dance group normally casts spells at CL 20th it could cast a spell at CL 10th to reduce the casting time by 10 minutes or CL 1st to reduce it by 19 minutes.

Dance magic spells do not require material or XP components, but spells with these components take longer to dance; for every 10 XP or 250 gp worth of components the spell normally requires, the dance magic takes 1 minute longer to complete.

If the focal rautym's concentration on the dance magic is broken (same procedure as interrupting a spell) the dance magic is ruined. If a dancer is interrupted, they are unable to contribute to the dance magic. Interrupted dancers reduce the effective caster level of the group, thereby increases the casting time and possibly ruining the dance magic if the caster level is reduced to less than the spell's minimum.

Example: a 7th level sorcerer spell has a minimum CL of 14th. 18 rautym have a caster level of 18th, 4 higher than the spell minimum, so can cast a 7th level spell in 10 minutes (14-4) at CL 18th. If they lower the caster level by 4 levels to a 7th level spell's minimum CL of 14th they cut 4 minutes off the time, for a 6 minute casting time.

Deaf (Ex): A rautym is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.

Psi-Like Abilities: Always active—synesthete (may feel both sound and light simultaneously); 3/day—cause decay (3d10 damage, DC 16)*, chameleon; 1/day—danger sense, psychofeedback, shadow body. Manifester level 5th. The save DCs are Charisma-based.
*Includes augmentation for the rautym's manifester level.

New Powers

Cause Decay
Psychometabolism
Level: Psion/wilder 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 3

An object you touch rapidly decays, taking 1d10 points of acid damage. The object takes no damage if it succeeds on a Fortitude save. Cause decay has no effect on living creatures. This power can decay as much as one 10-foot cube of nonliving matter. Thus, cause decay may only damage part of a very large object or structure.

Augment
For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

Originally appeared in Dragon Mountain (1993).
 
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Shade

Monster Junkie
Tatalla

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-60.html

Tatalla
Tiny Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 17 (+2 size, +4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/-7
Attack: Bite +8 melee (1d3-1 plus venom) or claw +8 melee (1d3-1) or short sword +8 melee (1d3-1/19-20 plus poison)
Full Attack: 2 claws +8 melee (1d3-1) and bite +3 melee (1d3-1 plus venom); or 2 short swords +6 melee (1d3-1/19-20 plus poison) and bite +3 melee (1d3-1 plus venom)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Call rats and bats, poison use, sneak attack +1d6, venom
Special Qualities: Darkvision 60 ft., evasion, hide in plain sight, improved uncanny dodge, trapfinding, trap sense +2
Saves: Fort +0, Ref +7, Will +3
Abilities: Str 9, Dex 18, Con 11, Int 10, Wis 10, Cha 7
Skills: Climb +12, Disable Device +6, Hide +20, Listen +6, Move Silently +12, Open Lock +6, Sleight of Hand +10, Spot +2, Survival +8, Tumble +10
Feats: Track (B), Two-Weapon Fighting, Weapon Finesse (B)
Environment: Any urban
Organization: Solitary, cell (2-4), or guild (4-80 plus one guildmaster of 3rd-level or higher)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class (favored class: rogue)
Level Adjustment: —

This skinny, almost emaciated humanoid stands only two feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single large, bloodshot eye surveys its surroundings.

Tatalla, whose name means "the eye", are malicious little creatures often employed as spies or assassins by larger creatures. Tatalla greatly resemble miniaturized versions of ogre giants, and although many scholars suspect some sort of relationship between the two races, no irrefutable proof has been discovered.

Tatalla reside only in urban areas, where their services are often desired, and where they are never far from vermin to aid them in their tasks. Tatalla are scavengers, living off the remains of society. They steal what they need and give nothing back to society or to their environment.

Tatalla form guilds, similar to those of thieves and assassins. The guild master has approval over all contracts entered into by the guild, as well as the ability to assign any of the guild members to a given task. A tatalla guild often cooperates with other illicit societies in the same city. They demand payment in advance, and they never break a contract. If an individual or group breaks a contract with the tatalla guild, they quickly find themselves in a blood feud unless amends are made.

Tatalla guilds are remarkably adept at locating their assassination targets. Most guilds have tatallas who are expert trackers, and the tatalla guilds also share an extensive network of informers and numerous contacts amongst bounty hunters and criminals, including evil rangers and spellcasters with scrying magic. As a result, tatallas almost always find their targets no matter where they hide or flee too.

A tatalla stands just over 2 feet tall and weighs 7 to 10 pounds.

Tatalla speak Abyssal, Common, and Infernal, all with a guttural intonation.

COMBAT

Tatalla prefer to avoid direct combat, preferring stealth and subterfuge to accomplish their missions. Most run when threatened. If cornered, or if assigned to kill someone, however, they fight ferociously with claws or a pair of small bladed weapons.

Call Rats and Bats (Su): Once per day, a tatalla can call forth 1 rat swarm or 1 bat swarm. These creatures arrive in 2d6 rounds and serve the tatalla for up to 1 hour.

Hide in Plain Sight (Ex): A tatalla can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a tatalla can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.

Poison Use (Ex): Tatalla typically carry 2d4 doses of bloodroot or Small centipede poison, applying it to their blades. Tatalla are not at risk of poisoning themselves when handling poison.

Trapfinding (Ex): A tatalla can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A tatalla can also use the Disable Device skill to disarm magic traps. A tatalla who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Trap Sense (Ex): A tatalla has an intuitive sense that alerts it to danger from traps, giving it a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Venom (Ex): A tatalla's bite injects a toxin that causes weakness and illness, and eventually, death. A victim of a tatalla's bite must succeed on a DC 13 Fortitude save or become sickened for 4d12 hours. A victim who is already sickened (such as from a previous bite) instead suffers 1d6 points of Strength damage and must succeed on a DC 13 Fortitude save or become nauseated for 1d4 rounds. After the nausea passes, it must then succeed on another DC 13 Fortitude save or contract tatalla wasting (see below). A victim who already suffers from tatalla wasting takes 2d6 points of Constitution damage as well as the penalties for being sickened. The save DCs are Constitution-based and include a +2 racial bonus. Recall that sickened creatures have a -2 penalty on all saves. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Tatalla wasting: disease - bite, Fortitude DC 13, incubation period 2 hours; damage sickened for 1 day and vulnerability to Con damage from tatalla venom. The save DC is Constitution-based. Tatalla wasting is cured by a single save against its damage. Heal checks, remove disease and similar magic can be used to cure tatalla wasting normally, while a delay poison or neutralize poison spell affects tatalla wasting as if it were poison. Creatures with immunity to poison are unaffected by tatalla wasting, and creatures with a bonus on saves versus poison can apply this bonus on their saving throws against this disease.

Skills: A tatalla has a +4 racial bonus on Disable Device, Listen, Open Lock, Sleight of Hand, and Tumble checks, and a +8 racial bonus on Hide, Move Silently, and Survival checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Tatallas use their Dexterity modifier instead of their Strength modifier for Climb checks.

Originally appeared in City of Delights (1993).
 
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Shade

Monster Junkie
Penguin, Dire

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-4.html

Penguin, Dire
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 10, Dex 9, Con 12, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +3, Swim +8
Feats: Endurance
Environment: Aquatic
Organization: Flock (11-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This flightless bird is as tall as a short human. Its gray body has a rust-red underside outlined by a white strip. The bird is built for swimming, with webbed feet and short, thick wings. Its stubby legs look ill-suited for walking. It has a long, sharp beak like a heron's.

Dire penguins represent penguins of unusual size and pugnacity, such as the prehistoric genus Inkayacu. Some species of dire penguin come in the familiar black-and-white of common penguins, but Inkayacu has the gray-and-red coloration described above.

A typical dire penguin is 4 to 5 feet tall and weighs around 80 to 120 pounds.

COMBAT

Dire penguins prefer to swim away from threats, but are not adverse to pecking in self defense or to protect their eggs and hatchlings.

Hold Breath (Ex): A dire penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Skills: A dire penguin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can 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.

NOTE: Original creation.
 
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Shade

Monster Junkie
Cariad Ysbryd

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-10.html

Cariad Ysbryd
Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +7
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +6/—
Attack: Incorporeal touch +9 melee (1d6 plus 1d6 positive energy)
Full Attack: Incorporeal touch +9 melee (1d6 plus 1d6 positive energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Song
Special Qualities: Darkvision 60 ft., incorporeal traits, lifesense, restorative spirit, spell resistance 18, +2 turn resistance, undead traits
Saves: Fort +4, Ref +7, Will +12
Abilities: Str —, Dex 16, Con —, Int 16, Wis 15, Cha 17
Skills: Heal +26, Hide +19, Knowledge (nature) +19, Knowledge (religion) +19, Perform (song) +27, Listen +20, Spot +20, Survival +2 (+4 in aboveground natural environments)
Feats: Alertness, Combat Expertise, Dodge, Improved Initiative, Iron Will (B), Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Always neutral good
Advancement: 14–26 HD (Medium)
Level Adjustment: —

A faintly glowing beautiful elven woman, dressed in her finest clothes, floats through the air. She bears a serene expression and constantly sings a beautiful, wordless song.

A cariad ysbryd, or “ghost lover,” is the spirit of a good elven female who has chosen to remain among the living to perform good deeds. While technically undead, they love all living things and only harm creatures who destroy life, especially undead. Cariad ysbryd hate one form of undead above any other: the banshee. If a cariad ysbryd encounters a banshee, she will abandon everything in her efforts to destroy her opposite, and vice versa.

A cariad ysbryd is content to improve the health of the inhabitants of the territory she calls home, an area five miles in diameter around the spot where she died. A cariad ysbryd can sense the health of every creature in her territory. If intruders harm any living thing within that area (including each other), or if one of them is already suffering in some way, she makes her way to them to heal the wounded, singing her calming song to quell any violence.

A cariad ysbryd’s home appears to be untouched wilderness, even if there are settlements near her home, because her song prevents destructive acts by intelligence creatures. She does not interfere in the natural cycle of life and death (including the violent but necessary acts of predators).

While a cariad ysbryd doesn't seek out treasure, she does not refuse gifts, so many minor valuables may be found scattered around her domain.

A cariad ysbryd is 5 to 6 feet tall and weightless.

A cariad ysbryd speaks the languages that it knew in life.

COMBAT

A cariad ysbryd would rather prevent combat than win it, a philosophy her song enforces on her surroundings. She uses her tune of wrath sparingly, for it prevents her from using her tune of balm in the same day. However, when a cariad ysbryd fights a banshee, she uses her tune of wrath without hesitation.

A cariad ysbryd's incorporeal touch attack infuses a target with positive energy. Undead foes (even incorporeal ones) take an additional 1d6 points of damage. The cariad ysbryd can channel this positive energy into living creatures as well, healing up to 1d6 points of damage. The cariad ysbryd can control its positive energy enough to avoid healing living foes (dealing only the base damage).

Calming Song (Su): A cariad ysbryd constantly sings a calming melody as a free action. This song affects all creatures within 60 feet of the cariad ysbryd like the calm emotions spell (Will DC 19 negates, effective CL equals the cariad ysbryd's Hit Dice). This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

Deathless (Ex): Like living creatures, deathless are harmed by negative energy and healed by positive energy. Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless. Deathless creatures gain the same benefits from consecrate and hallow spells as undead do by desecrate and unhallow spells, and they are hindered by desecrate and unhallow spells as undead are by consecrate and hallow. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the "evil elemental or undead" line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are damaged by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures--including chill touch, magic stone, searing light, sunbeam, and wall of fire--do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.

Lifesense (Su): A cariad ysbryd can mystically sense every living or undead creature within her territory (an area up to 5 miles across). If strangers enter her territory she immediately senses it. If a living creature is wounded or damaged within her territory the cariad instantly senses it.

As a standard action, a cariad ysbryd can link her lifesense to living or undead creatures within her territory, but to no more than 1 creature per Hit Dice the cariad possesses. This allows her to monitor the direction and distance to the creature(s) and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. A cariad ysbryd can stop lifesense-monitoring as a free action; otherwise the monitoring will continue until the monitored creature dies, leaves the cariad's territory, or the cariad ysbryd is destroyed.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a cariad ysbryd's lifesense. Lifesense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Restorative Spirit (Su): Good-aligned creatures who remain within a cariad ysbryd's territory (an area up to 5 miles across) for over a week heal as if long-term care were administered by the cariad ysbryd. Bards that spend more than a month within range of this ability gain a +3 bonus to Perform checks used in conjunction with Bardic Music for a length of time equal to the length of time they spent near the cariad ysbryd.

Song of Power (Su): Once per day, as a standard action, a cariad ysbryd can sing a song of great power. She can sing one of two tunes, chosen at the time of singing.

Tune of Balm: All living creatures within 30 feet of the cariad ysbryd are affected by a combination of the heal, remove fear and neutralize poison spells.

Tune of Wrath: All undead and creatures with the Evil subtype within 30 feet of the cariad ysbryd take 6d6 damage (Fort DC 17 halves the damage). A banshee affected by a cariad ysbryd's tune of wrath takes 6d6 damage if it succeeds on the save and is destroyed if it fails.

Skills: A cariad ysbryd has a +8 racial bonus on Heal and Perform (song) checks.

Cariad Ysbryd as Deathless
If you are using Book of Exalted Deeds in your campaign, cariad ysbryd are deathless rather than undead.

Originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Swarm, Yphoz

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-24.html

Swarm, Yphoz
Diminutive Aberration (Aquatic)
Hit Dice: 13d8 (58 hp)
Initiative: +4
Speed: 10 ft. (2 squares), climb 10 ft., swim 30 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +8/—
Attack: Swarm (2d6 plus blood drain and numbing poison)
Full Attack: Swarm (2d6 plus blood drain and numbing poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blood drain, distraction, numbing poison
Special Qualities: Amphibious, blindsight 20 ft., darkvision 60 ft., immune to weapon damage, swarm traits, wallcrawling, water dependent
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 3, Dex 10, Con 11, Int 1, Wis 12, Cha 2
Skills: Climb +8, Hide +12*, Listen +11, Spot +11, Swim +8
Feats: Ability Focus (numbing poison), Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes
Environment: Underground
Organization: Solitary or conglomeration (2-5 swarms)
Challenge Rating: 9
Treasure: Nil
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

A swarm of tiny, gelatinous creatures swims through the water. Each member resembles a short, broad cone with a low dorsal fin, with a pair of long, whip-like tentacles feeling around before it.

Yphozs are leechlike parasites found in wet caves and pools of stagnant water. Their survival depends on a source of water, whether fresh or putrid. Yphozs feed by absorbing organic matter, insects, and small worms.

A typical yphoz is 1 to 2 feet long and weighs around 4 pounds. Although not amorphous, yphoz can shape their bodies to allow for movement over almost any kind of surface, including traveling on land, up cave walls, and across ceilings. Their bodies excrete a sticky slime that helps them adhere to walls and ceilings. This slime will dry to a gummy substance on walls, floors, and ceilings, and a cave inhabited by a large number of yphoz will acquire a build-up of this elastic, gummy substance over time. Coloration generally matches the water in which they reside, ranging from black to varying shades of brown to varying shades of green or yellow. They may even be colorless.

COMBAT

A yphoz swarm conceals itself, usually by submersion in a swamp, until it senses passing prey. The swarm then rises en masse and seeks to overwhelm its opponents and drain them dry of blood.

Blindsight (Ex): A yphoz swarm's blindsight only functions while the creature is submerged.

Blood Drain (Ex): Any living creature damaged by a yphoz swarm also takes 1d6 points of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing yphoz from its body.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Numbing Poison (Ex): Yphozs' tentacles are covered with a gummy contact poison. Any time that a creature takes swarm damage from an yphoz swarm, the victim must make a DC 18 Fortitude save or become paralyzed for 1d4 rounds. After the paralysis wears off, the victim suffers a -5 penalty to all attack and damage rolls, Dexterity and Strength checks, and Dexterity- and Strength-based skill checks, their speed is reduced to half and they have a 25% spell failure chance on all spells with verbal or somatic components. These penalties last for 1d6 rounds. A successful Fortitude save means the victim is numbed for 1d3 rounds, during which time they suffers penalties of -2 on the aforementioned checks, -10 ft. speed and 10% failure on verbal or somatic spells. Creatures resistant to poison gain their usual bonus on the saving throw against this effect, and immunity to poison grants immunity to the numbing poison. The save DC is Constitution-based.

Wallcrawling (Ex): A yphoz swarm need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Water Dependent (Ex): Yphoz swarms can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: A yphoz swarm has a +8 racial bonus on Climb and Swim checks. A yphoz swarm can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A yphoz swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. It can use the run action while swimming, provided it swims in a straight line. *A yphoz swarm has a +12 racial bonus on Hide checks made in water.

Originally appeared in WGA2 – Falconmaster (1990).
 
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