Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Fiend Knight

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-30.html

Fiend Knights, occasionally known as Fiend-Knights of Doom and Demonic Knights of Doom, were once normal fighters corrupted by infernal magic to become more fearsome and deadly combatants. The corrupting magic has rendered them immune to nearly all mind control, while at the same time making them unswervingly loyal to their masters. They are nearly indistinguishable from normal creatures of their type.

High-level fiend knights usually command large forces of humanoid soldiers, often with allied or enslaved monsters.

A fiend knight speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.

Creating a Fiend Knight
"Fiend knight" is a template that can be added to any evil living creature with at the Weapon Specialization feat (referred to hereafter as the base creature). A fiend knight has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Fiend knights are normally native outsiders.

Special Qualities: A fiend knight retains all the base creature’s special qualities and gains those described below.
  • Darkvision out to 60 feet.
  • Immunities (Ex): Fiend knights are immune to mind-affecting spells and abilities.
  • Unholy Armaments (Su): Any weapon a fiend knight wields is treated as evil-aligned for purposes of overcoming damage reduction. Additionally, fiend knights may imbue their weapons with additional qualities based on their Hit Dice (see the table below). If a fiend knight wields a magic weapon, the properties from unholy armaments overlap with those of the magic weapon. The enhancement bonuses do not stack.
  • Resistance to fire (see the table below).
Hit Dice Special Abilities
4-7 = Resistance to fire 5, Unholy Armaments (+1)
8-11 = Resistance to fire 10, Unholy Armaments (+2)
12-15 = Resistance to fire 15, Unholy Armaments (+2 unholy)
16+ = Resistance to fire 20, Unholy Armaments (+3 unholy wounding)

If the base creature already has one or more of these special qualities, use the better value.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +2, Cha +4.

Skills: A fiend knight gains a +4 racial bonus on Intimidate checks.

Environment: Any.
Organization: Solitary or see below.
Challenge Rating: Same as the base creature + 1.
Treasure: Standard.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

In Greyhawk
The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.

Sample Fiend Knights
The following fighters have acquired the fiend knight template.

Fiend Knight Captain, 4th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 +1 chainmail), touch 12, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Greatsword* +11 melee (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Full Attack: Greatsword* +11 (2d6+10/19-20) or lance* +10 melee (1d8+8/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+1)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 5
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 16
Skills: Intimidate +14, Listen +1, Ride +5*, Spot +0 (*-4 armor check penalty)
Feats: Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st- to 3rd-level humanoid infantry)
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +1 enhancement bonus from unholy armaments

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level

Fiend knight captains are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.

Possessions: +1 chainmail, masterwork composite longbow (+5 Str bonus), greatsword, +1 cloak of resistance, tanglefoot bag, potion of bull's strength, potion of cat's grace, potion of protection from arrows (10/magic), potion of shield of faith (+2), potion of cure light wounds (x2).

Fiend Knight Colonel, 8th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 8d10+24 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 +2 light fortification chainmail), touch 12, flat-footed 17
Base Attack/Grapple: +8/+13
Attack: Greatsword* +16 melee (2d6+11/17-20) or lance* +15 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13 ranged (1d8+7/x3)
Full Attack: Greatsword* +16/+11 melee (2d6+11/17-20) or lance* +15/+10 melee (1d8+9/x3) or +1 composite longbow (+5 Str bonus)* +13/+8 ranged (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 10
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14
Skills: Intimidate +17, Listen +2, Ride +10*, Spot +1 (*-4 armor check penalty)
Feats: Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th-level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th-level spellcasters, and 5-20 2nd- to 4th-level fighters)
Challenge Rating: 9
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 enhancement bonus from unholy armaments

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level

Fiend knight colonels are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.

Possessions: +2 light fortification chainmail, +1 composite longbow (+5 Str bonus), +1 cloak or resistance, potion of blur, oil of keen edge.

Fiend Knight General, 12th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 12d10+48 (114 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 23 (+1 Dex, +1 deflection, +11 +3 full plate), touch 12, flat-footed 22
Base Attack/Grapple: +12/+18
Attack: +1 frost greatsword* +22 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Full Attack: +1 frost greatsword* +22/+17/+12 melee (2d6+15/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20/+15/+10 melee (1d8+11/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+5 Str bonus)* +17/+12/+7 ranged (1d8+7/x3 plus 2d6 vs. good-aligned creatures)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+2 unholy)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 15
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 23, Dex 16, Con 18, Int 12, Wis 8, Cha 16
Skills: Intimidate +22, Listen +3, Ride +13*, Spot +2 (*-5 armor check penalty)
Feats: Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th-level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th- to 7th-level fiend knight captains, and 2-5 8th-level spellcasters)
Challenge Rating: 13
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +2 unholy from unholy armaments

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level

Fiend knight generals are normally mounted on nightmares or undead steeds.

Possessions: +3 full plate, +1 composite longbow (+5 Str bonus), amulet of health +2, gauntlets of ogre power, +1 frost greatsword, potion of haste, +1 ring of protection, +2 cloak of resistance.

Fiend Knight Marshal, 16th-level Human Fighter
Medium Outsider (Native)
Hit Dice: 16d10+80 (168 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (+1 Dex, +2 deflection, +12 demon armor), touch 13, flat-footed 24
Base Attack/Grapple: +16/+24
Attack: +1 icy burst greatsword* +29 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or demon armor claw* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures)
Full Attack: +1 icy burst greatsword* +29/+24/+19/+14 melee (2d6+19/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption* +27/+22/+17/+12 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27/+22/+17/+12 melee (1d8+15/x3 plus 2d6 vs. good-aligned creatures) or 2 demon armor claws* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +22/+17/+12/+7 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow (+6 Str bonus)* +20/+20/+15/+10/+5 ranged (1d8+9/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) w/Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy armaments (+3 unholy wounding)
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 20
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 26, Dex 16, Con 20, Int 12, Wis 8, Cha 16
Skills: Intimidate +26, Listen +4, Ride +17*, Spot +3 (*-5 armor check penalty)
Blind-Fight, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th-level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th-level spellcasters, 5-15 8th- to 11th-level fiend knight colonels, and 5-25 fiend knight captains)
Challenge Rating: 17
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +3
*includes +3 unholy wounding from unholy armaments

Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Str boosted at 4th level
Dex boosted at 8th level
Str boosted at 12th level
Str boosted at 16th level

Fiend knight marshals are normally mounted on cauchemar nightmares or undead steeds.

Possessions: Demon armor, +1 composite longbow (+6 Str bonus), +1 icy burst greatsword, +1 heavy mace of disruption, cloak of minor displacement, amulet of health +4, belt of giant strength +4, efficient quiver, +2 ring of protection, boots of speed.

Originally appeared in Dragon Magazine #59 (1982).
 
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Shade

Monster Junkie
Carp, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-47.html

Carp, Giant
Huge Animal (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+23
Attack: Bite +13 melee (2d6+13)
Full Attack: Bite +13 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +2
Abilities: Str 29, Dex 10, Con 21, Int 1, Wis 10, Cha 1
Skills: Listen +6, Spot +5, Swim +17
Feats: Diehard, Endurance, Power Attack
Environment: Temperate and warm aquatic
Organization: Solitary, pair, or school (3-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-15 (Huge); 16-24 HD (Gargantuan)
Level Adjustment: —

Golden scales cover the plump body of this massive fish. A single, broad dorsal fin is centered on its back, while a wide caudal fin extends from its thickly muscled tail. Its paired pectoral and pelvic fins are shredded.

A relative of the goldfish, the giant carp is found in all types of freshwater lakes and rivers. A giant carp spends most of its time scavenging for food on the oozy bottom of a lake or river, and seldom strays far from the area in which it was born.

Giant carp eat any decayed matter they find in the muck and ooze. In addition, they swallow the eggs of other species of fish, as well as the fish themselves. Giant carp also feed on worms, weeds, frogs, snakes, crabs, and plankton.

A female carp lays thousands of eggs when spawning, though the vast majority of these are never fertilized. A carp becomes sexually mature between 10 and 20 years of age, and lives about 50 years.

Peoples of many races enjoy eating giant carp. A single fish can supply the needs of a village for quite some time. In spite of the dangers, the hunt for giant carp is often considered worth the risk, and fishermen sometimes organize expeditions specifically for catching these creatures. Giant carp can be eaten fresh or smoked.

Most giant carp are 20 to 30 feet long and weigh between 4,000 and 30,000 pounds, but they can grow even bigger than that. The scales of some varieties are shiny enough to resemble tiny mirrors, while the scales of others are extremely thin, and look more like yellowish skin. Its paired pectoral and pelvic fins are often shredded or gone entirely, owing to the carp’s tendency to poke among sharp rocks in search of food.

COMBAT

Giant carp are usually docile, harmless creatures. However, some have reportedly surfaced to attack small boats or swimmers. Others allegedly have taken the bait of a simple fishhook, much to the fisherman’s surprise. If the carp are feeding, they will attack any creature who disturbs them. Females are especially touchy when spawning.

Giant carp attack by biting with their sharp, curved teeth, occasionally swallowing victims whole.

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 giant carp can try to swallow a grabbed opponent up to 2 size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+9 points of crushing damage plus 8 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 14). 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 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

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.

In Kara-Tur
In many places in Kara-Tur, the giant carp is considered a symbol of wealth, owing to the creature’s golden scales. It also symbolizes perseverance, since the fish stubbornly persists in its chosen niche regardless of adversity. Wealthy nobles sometimes build tanks or pools in the courtyards of their temples, specifically for keeping giant carp. The nobles believe the fish will protect their fortunes.

Some primitive tribes believe a mystic link exists between particular species of fish, such as giant carp, and particular species of birds, such as peacocks and ravens, since both types of creatures lay eggs and both are associated with foretelling the future. These tribes believe that during certain times of the year, giant carp acquire the ability to fly and breathe air. Though these rumors persist, no evidence of flying carp has been verified.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Shade

Monster Junkie
Spiny Sleeper

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

Fish, Spiny Sleeper
Tiny Magical Beast (Aquatic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +2
Speed: Swim 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Frozen sleep venom
Special Qualities: Darkvision 60 ft., low-light vision, spiny defense
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +3, Spot +3, Swim +5
Feats: Ability Focus (frozen sleep venom)
Environment: Cold aquatic
Organization: Solitary, pair, or school (10-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Small)
Level Adjustment: —

Tiny silver spines cover the body of this plump fish, which has a white belly and long whiskers like a catfish.

Spiny sleepers get their name from their venomous spines and passive nature. These coldwater fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. Their flesh is quite delicious, though they must be handled with caution due to their venomous spines.

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

COMBAT

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

Frozen Sleep Venom (Su): A spiny sleeper's spines contain a supernatural venom. Any creature injured by a spine must succeed on a DC 12 Fortitude save or be covered with an ice-like glaze which renders them immobile and unconscious until removed from conditions of severe cold (below 0° F), after which victims "thaw" in 1d3+1 rounds. The victim reawakens, fully alert, if this glaze is broken. Cold damage will not break the glaze, but any other kind of energy damage or weapon damage will break the glaze and free the frozen victim. Any effect that opposes poison, like the neutralize poison spell or a racial resistance or immunity to poison, will affect a spiny sleeper's venom as if it were a poison. The save DC is Constitution-based.

Spiny Defense (Ex): Any creature that hits a spiny sleeper in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 12 Reflex save or take 1 point of nonlethal damage from its many spines and be exposed to its frozen sleep venom (see above). The spines deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The save DC is Dexterity-based.

Skills: A spiny sleeper 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
Spiny sleepers 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
Stone Spirit

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-43.html

Stone Spirit, Small
Small Elemental (Extraplanar, Earth)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 20 ft. (clumsy)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/+0
Attack: Slam +6 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge 2d6+6
Special Qualities: Damage reduction 2/–, darkvision 60 ft., elemental traits, sensitivity to earth magic
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 13, Int 8, Wis 10, Cha 11
Skills: Listen +3, Spot +2
Feats: Weapon Focus (slam)
Environment: Any land or underground and Elemental Plane of Earth
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: Standard goods (gems only)
Alignment: Usually neutral evil
Advancement: 3 HD (Small)
Level Adjustment: —

Stone Spirit, Medium
Medium Elemental (Extraplanar, Earth)
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+8
Attack: Slam +9 melee (1d8+7)
Full Attack: Slam +9 melee (1d8+7)
Special Attacks: Powerful charge 2d8+10
Special Qualities: Damage reduction 3/–, darkvision 60 ft., elemental traits, sensitivity to earth magic
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 21, Dex 10, Con 17, Int 10, Wis 10, Cha 11
Skills: Listen +4, Spot +3
Feats: Stand Still, Weapon Focus (slam)
Environment: Any land or underground and Elemental Plane of Earth
Organization: Solitary or group (2-4)
Challenge Rating: 3
Treasure: Standard goods (gems only)
Alignment: Usually neutral evil
Advancement: 5-7 HD (Medium)
Level Adjustment: —

Stone Spirit, Large
Large Elemental (Extraplanar, Earth)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +6/+17
Attack: Slam +13 melee (2d8+10)
Full Attack: Slam +13 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d8+14
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, sensitivity to earth magic
Saves: Fort +10, Ref +2, Will +2
Abilities: Str 25, Dex 10, Con 19, Int 10, Wis 10, Cha 11
Skills: Listen +6, Spot +5
Feats: Power Attack, Stand Still, Weapon Focus (slam)
Environment: Any land or underground and Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 5
Treasure: Standard goods (gems only)
Alignment: Usually neutral evil
Advancement: 9-15 HD (Large)
Level Adjustment: —

Tne nearby statue suddenly begins to move. Its actions indicate sentience, not just animation.

Stone spirits are incorporeal entites of elemental earth who inhabit stone statues to serve as their physical bodies. Stone spirits can inhabit any type of statue that represents a creature or person. The statue can be made of any type of stone, but they most commonly are marble, granite, sandstone, or limestone.

Small stone spirits are most frequently encountered. Their most common shapes include frogs, birds, bats, small dogs and cats, and miniature humans. Medium stone spirits are larger, slower, and more dangerous. They most commonly inhabit statues of great cats, small horses, and boars, but are sometimes encountered as statues of servants, jugglers, and dancers. Medium stone spirits are often used to guard crypts and treasure caches. Large stone stone spirits inhabit statues of dragons, oni, and giant horses, but they most commonly inhabit statues of immense, faceless samurai. They are used to guard evil temples and monuments, and often are found guarding mountain passes.

All stone spirits consume gems and coins. If the stone spirit is destroyed, its treasure may be found amid the dust of its crumbled statue.

An average Small stone spirit is 3 feet tall or long and weighs 75 pounds. A Medium stone spirit averages 5 feet tall or long and 600 pounds in weight. A Large stone spirit is 9 feet tall or long and weighs 500 pounds on average.

Stone spirits speak Terran and Common.

Stone spirits can be summoned via summon monster and summon nature's ally spells appropriate for an earth elemental of the same size, but require an appropriately-sized statue for each stone spirit summoned as an additional material component.

COMBAT

Stone spirits serve as guardians and protectors of specific buildings, landmarks, or rooms, a duty they take quite seriously. Stone spirits defend their territories to the death.

All stone spirits attack by using their bodies as ramming weapons, dropping from above or bouncing across the floor to slam into their opponents. If a stone spirit is slain, the statue it inhabits is immediately reduced to dust.

Powerful Charge (Ex): When a stone spirit charges, its slam attack deals additional damage (as shown on the special attacks line).

Sensitivity to Earth Magic: Stone spirits are strongly affected by spells with the Earth descriptor. Earth spells which cause damage do an additional 50% damage to a stone spirit. If an Earth spell which does not cause damage is cast on a stone spirit, it is healed of 1d3 hit points per spell level.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-25.html

Fish, Scorpionfish
Diminutive Animal (Aquatic)
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-15
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, spiny defense
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 4, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Skills: Hide +14*, Listen +2, Move Silently +2, Spot +2, Swim +5
Feats: Weapon Finesse
Environment: Temperate or warm aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: —

This little, stout-bodied fish resemblies a rock with fins. A row of spines runs down its back.

Scorpionfish are slow-moving bottom dwellers that most commonly live in reefs. Scorpionfish get their name from their venomous, slime-coated spines that cause excruciating pain to any creature they injure.

A scorpionfish's resemblance to a rock or piece of coral makes them extraordinarily hard to spot among the reefs where they prefer to live. They are usually red or brown in color.

Most types of scorpionfish are very small, typically 4 to 8 inches in length and an ounce or two in weight, the largest species can grow up to 18 inches long and 5 pounds in weight.

COMBAT

Scorpionfish are not aggressive. If they see an enemy they hide, freezing in place until the threat departs. Should this fail, they rely on their venomous spines to defend them.

Poison (Ex): Injury (spines), Fortitude DC 11; initial damage agonizing pain equal to a symbol of pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage agonizing pain for 1d4 hours plus 1d4 Con damage. The save DC is Constitution-based.

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

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

Originally appeared in Dungeon Magazine #47 (1994).
 
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Shade

Monster Junkie
Firethorn

http://http://www.enworld.org/forum...3448-special-conversion-thread-plants-33.html

Firethorn
Medium Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: -3
Speed: 0 ft. (immobile)
Armor Class: 12 (-3 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Confusing scent, thorny defense
Special Qualities: Immunity to fire, low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +7, Ref -1, Will +0
Abilities: Str 10, Dex 4, Con 15, Int —, Wis 6, Cha 1
Skills: —
Feats: —
Environment: Temperate and warm plains or swamps
Organization: Solitary, patch (2-20) or cluster (20-200)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Medium)
Level Adjustment: —

This squat, broad rose bush boasts about twenty brllliant scarlet blossoms, each with an attendant thorn. There are no thorns on the main branches of the bush, nor are there any on the flower stems except near the bloom. The blossoms give off a distinctive, heady perfume.

The firethorn, or sea rose, is a rare plant that only grows along tropical or subtropical sea coasts. The only place it is known to grow in abundance is on several isolated tropical islands. Firethorns can be found scattered in coastal seasonal grasslands but more commonly spread in clusters to form dense, matted carpets in tropical saltwater swamplands.

Firethorns gain their name from their ability to absorb heat from sunlight, resulting in their blossoms glowing like banked embers in the dark. They store the excess warmth in their thorns until evening, then radiate the heat at night, leading some people to speculate that this heat exchange is necessary to their growth and propagation. A single firethorn bush radiates heat about equal to a small lantern, several bushes together may emit as much heat as a bonfire. Firethorns can also emit their stored heat in rapid bursts to burn creatures that disturb them.

A typical firethorn grows to a radius of 4 feet.

COMBAT

Though not agressive, sea roses have effective modes of self-defense. Anyone plucking one of the blooms or brushing against one is subiect to attack by the thorns that spring out at the offending creature.

Confusing Scent (Ex): Firethorns emit a mind-affecting perfume which causes confusion for 1d6 rounds in any creature that does not succeed on a DC 15 Fortitude save. The scent affects any creature what comes too close to a firethorn (usually 10 ft, but a strong wind can change the range to 5 ft. upwind and 20 ft. downwind). The save DC is Constitution-based.

Thorny Defense (Ex): When a Tiny or larger creature moves within 5 feet of a firethorn, the plant strikes out with all its thorns. Treat this as a 5-foot-radius burst. Creatures within the area take 1d12 points of piercing damage plus 1d20 points of fire damage. A successful DC 15 Reflex save halves the damage. A firethorn can use thorny defense twice per round. The save DC is Constitution-based.

Originally appeared in Corsairs of the Great Sea (1994).
 
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Shade

Monster Junkie
Demarax

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-39.html

Demarax
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+15 (42 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 20 (-2 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Tail slap +8 melee (1d8+4)
Full Attack: Tail slap +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attract crystal, crystal storm, magic missiles
Special Qualities: Darkvision 60 ft., gemsense, low-light vision, spell resistance 23
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 17, Dex 7, Con 17, Int 6, Wis 12, Cha 11
Skills: Listen +3, Search +3*, Spot +6*, Survival +1* (+3* following tracks)
Feats: Alertness, Endurance, Track (B)
Environment: Concordant Domain of the Outlands
Organization: Solitary or cluster (2-3)
Challenge Rating: 4
Treasure: Gems (see text)
Alignment: Always lawful neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

This creature resembles a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. Its face is blunt and small-mouthed, and three yellow eyes are spaced evenly across its forehead.

Demaraxas are reptilian creatures that feed upon magical or psionic crystals, such as ioun stones, dorjes, and gems of seeing. They travel alone or in small groups, roaming the planes in an endless search for magical crystals. Its movements are always slow and deliberate.

Demaraxes grow crystals in their hide as a side effect of their diet, causing their skins to become thicker and more crystal-studded as they age. A few of these crystals are valuable gemstones, making a demarax's hide worth 500 to 1,500 gp (typically 100 gp per Hit Dice).

Demaraxas have perfect memories and are unable to lie, making them excellent sources of information if a traveler can hold one's attention long enough.

Legends claim that demaraxes were created by lawful deities to help control the chaos spread by magical crystals throughout the planes. The fact that demaraxes are always lawful and are usually found on lawfully-aligned planes seems to support these tales.

A typical demarax is 6 feet long (not including a 4 foot tail) and weighs about 450 pounds. An ancient demarax will be heavier than a youngster of the same size, because it has a stonier hide. The magical energies it consumes can prolong a demarax's lifespan to over 1,000 years. Its movements are always slow and deliberate.

Demaraxes speak Common in a crude manner. Their typical dialogue goes something along these lines: “S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry. Hun-gry now.”

COMBAT

A demarax is a generally inoffensive creature, and doesn’t go out of its way to start a fight unless provoked or it senses a magical crystal on someone’s person. Since its flesh is inedible and its gem-covered hide would deter even the most furious of predators, a demarax has no natural enemies. If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail.

Attract Crystal (Su): As a swift action, a demarax can attract a single object made of magical crystal, such as an eye of charming, ioun stone or dorje. This telekinetic power has a range of 100 ft. and can move an object up to 25 pounds in weight at a speed of 20 feet per round, either across the ground or through the air. A creature can negate this effect on an object in their possession with a successful DC 12 Will save or by spell resistance (a demarax's attract crystal power has a caster level equal to its HD for checks to overcome spell resistance). Once the crystal is within the demarax's reach, the demarax can swallow the crystal the next round as a swift action. A swallowed crystal will be digested (and unrecoverable) after 1 full round. The save DC is Charisma-based.

Crystal Storm (Su): Once per day, a demarax can unleash a 20-foot burst of whirling crystals. Any creature within the burst must make a DC 15 Reflex save or be struck by a crystal shard. A struck creature is afflicted by one of the effects at random from the table below for 2d4 rounds:

1 - dazzled (–1 penalty on attack rolls, Search checks, and Spot checks)
2 - fascinated (takes no actions other than to pay attention to the fascinating effect)
3 - color spray (as the color spray spell)
4 - sickened
5 - confused (may act, may not, may flee, may attack nearby creatures)
6 - baleful displacement (50% miss chance when attacking opponents)

A demarax uses this attack only as a last resort, since it uses up the creature's supply of nutrition. The demarax takes 2d10 points of nonlethal damage per hour until it feeds on a crystal. If a demarax falls unconscious from this nonlethal damage, it must make a Constitution check every minute (DC 10 + 1 per minute) or drop to -1 hit points and start dying. It then loses 1 hit point per minute until it dies or is fed a crystal (which immediately stabilizes it). Since this nonlethal damage is caused by starvation, it cannot be restored until the demarax gets food (see the Starvation and Thirst rules). The save DC is Constitution-based.

Gemsense (Su): A demarax can sense the location of any magical crystal or jewel within 200 feet, including the strength and "flavor" of the gem's magic. This works like a combination of blindsight and arcane sight that only senses enchanted gems. The detection range is doubled for a strong aura, tripled for an overwhelming aura.

Magic Missiles (Su): Three times a day, a demarax can fire three energy darts from its eyes with the same effects as a magic missile spell (caster level 5th).

Skills: *A demarax has a +8 racial bonus on Search, Survival and Spot checks to locate gems and crystals. A demerax can track magical gems and crystals using its Gemsense and scent abilities, it has a +8 racial bonus on its Survival checks to track magical gems.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
 
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Shade

Monster Junkie
Infernite

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-15.html

Infernite
Medium Outsider (Earth, Fire, Native)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Longsword +7 melee (1d8+3 plus 2d6 fire/19-20) or slam +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)
Full Attack: Longsword +7 melee (1d8+3 plus 2d6 fire/19-20) or 2 slams +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fireteam tactics, fluidity, heat, improved grab, magma missile
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 10, Cha 11
Skills: Balance +3, Craft (weaponsmithing) +7, Diplomacy +2, Intimidate +9, Jump +11, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spot +7, Survival +0 (+2 on other planes), Tumble +10
Feats: Power Attack, Weapon Focus (longsword)
Environment: Any warm land
Organization: Solitary, kiln (5), or pyre (10-100)
Challenge Rating: 3
Treasure: Standard (non-combustible)
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +5

This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.

Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time.

Infernites are rigid, structured, and single-minded of purpose. The individual infernite has very little freedom of choice, nor does it expect any. The offspring of each parent take on that parent’s role in society, be it soldier, leader, administrator, or worker. Leaders enjoy the absolute confidence of those under them. An infernite is bound to a single leader for life, and when that leader dies, its subjects cease taking on nourishment and quickly perish as well. Infernite leaders nearly always disagree on some point of policy, leading to ferocious battles that limit their otherwise fast-growing population.

All infernites are the same sex, with reproduction accomplished through a long process of fission. Each infernite divides itself in a week-long ritual once every four months. However, reproduction can be highly accelerated when the community is either threatened or is preparing for war. In such an instance, the community consciousness naturally takes over, forcing individuals to seek out lava, magma, or similar sources of body material and begin reproducing daily. Since leaders divide their power when they divide, they will try to avoid reproduction indefinitely. In a short time, infernites can create whole armies to perpetuate their race and their ambitions.

Infernites rarely do business with creatures from earth-based worlds. Infernite pirates often raid earth-based worlds for metals or magic items that can withstand the heat of their homes.

Infernites eat anything that normally burns.

An infernite stands 6 feet tall and weighs 450 pounds.

Infernites speak Ignan and Terran.

COMBAT

Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see below), maximizing their fireteam tactics. Individual tactics vary based on role in the kiln.

Fast Healing (Ex): An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch.

Fireteam Tactics (Ex): Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class.

Fluidity (Ex): Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing.

Heat (Ex): An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Magma Missile (Ex): An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles.

Vulnerability to Water (Ex): Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

Infernite Kilns
A group of infernites, whether on the ground or in wildspace, will be organized into kilns of five infernites each. Kilns are typically organized into one of the following configurations:
  • Close combat team: Two swordsmen, two magma throwers, and one magician.
  • Magical team: Three magicians, one magma thrower, and one swordsman.
  • Missile team: Four magma throwers and one swordsman charged with resupply.
  • Pike team: Four pikemen and one magma thrower.
The infernite above is a swordsman. Magicians are detailed below. Pikemen and magma throwers have the following changes.

Pikeman
Attack: Longspear +7 melee (1d8+3 plus 2d6 fire/x3) or slam +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)
Full Attack: Longspear +7 melee (1d8+3 plus 2d6 fire/x3) or 2 slams +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)
Feats: Combat Reflexes, Weapon Focus (longspear)

Magma Thrower
Attack: Slam +6 melee (1d4+2 plus 2d6 fire) or magma missile +6 ranged (2d4+2 plus 2d6 fire)
Full Attack: 2 slams +6 melee (1d4+2 plus 2d6 fire) or magma missile +6 ranged (2d4+2 plus 2d6 fire)
Feats: Point Blank Shot, Weapon Focus (magma missile)

Infernite Magician
Medium Outsider (Earth, Fire, Native)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+4
Attack: Longsword +4 melee (1d8 plus 2d6 fire/19-20) or slam +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)
Full Attack: Longsword +7 melee (1d8 plus 2d6 fire/19-20) or 2 slams +6 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fireteam tactics, fluidity, heat, improved grab, magma missile, spells
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 14
Skills: Concentration +9, Diplomacy +4, Intimidate +9, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spellcraft +7 (+9 scrolls), Spot +7, Survival +0 (+2 on other planes), Use Magic Device +9 (+11 scrolls)
Feats: Combat Casting, Energy Substitution
Environment: Any warm land
Organization: Solitary, kiln (5), or pyre (10-100)
Challenge Rating: 4
Treasure: Standard (non-combustible)
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +5

Spells: An infernite magician casts spells as a 4th-level sorcerer.

Typical Sorcerer Spells Known (6/7/4, save DC 12 + spell level)
0—acid splash, detect magic, flare, ray of frost, read magic, resistance;
1st—mage armor, magic missile, ray of enfeeblement;
2nd—acid arrow.

Infernite Leader
Medium Outsider (Earth, Fire, Native)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +6 natural, +1 armor), touch 11, flat-footed 17
Base Attack/Grapple: +10/+10
Attack: +1 frost longsword +11 melee (1d8+1 plus 1d6 cold and 2d6 fire/19-20) or slam +10 melee (1d4 plus 2d6 fire) or magma missile +11 ranged (2d4 plus 2d6 fire)
Full Attack: +1 frost longsword +11/+6 melee (1d8+1 plus 1d6 cold and 2d6 fire/19-20) +7 melee (1d8 plus 2d6 fire/19-20) or 2 slams +10 melee (1d4 plus 2d6 fire) or magma missile +11 ranged (2d4 plus 2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fireteam tactics, fluidity, heat, improved grab, magma missile, spells
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 17*
Skills: Concentration +15, Diplomacy +5, Intimidate +16, Knowledge (the planes) +13, Listen +13, Sense Motive +13, Spellcraft +13 (+15 scrolls), Spot +13, Survival +0 (+2 on other planes), Use Magic Device +16 (+18 scrolls)
Feats: Empower Spell, Energy Substitution, Maximize Spell, Spell Focus (evocation)
Environment: Any warm land
Organization: Solitary, kiln (5), or pyre (10-100)
Challenge Rating: 10
Treasure: Standard (non-combustible)
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +5
*Includes bonuses from magic items.

Spells: An infernite leader casts spells as a 10th-level sorcerer.

Typical Sorcerer Spells Known (6/7/7/7/5/3, save DC 13 + spell level, evocation spells DC 14 + spell level)
0—acid splash, detect magic, flare, mage hand, message, prestidigitation, ray of frost, read magic, resistance;
1st—burning hands, chill touch, mage armor, magic missile, ray of enfeeblement;
2nd—acid arrow, bull's strength, invisibility, scorching ray;
3rd—haste, heroism, major image;
4th—ice storm, wall of ice;
5th—cone of cold.

Possessions: +1 frost longsword, wand of magic missiles (CL 7), bracers of armor +1, +2 cloak of charisma (made from fire-resistant cloth) .

In Spelljammer
Infernite leaders and mages have spelljamming capabilities, and leaders sometimes order large metallic spelljamming vessels to be built. The metal of the hulls is forged to withstand the great temperatures generated both within and without. Infernite ships deal additional fire damage when ramming, and may set alight combustible materials (such as a ship's rigging). A ship has a single leader; if that leader is lost, the ship is left to cool in the icy cold of space.

Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites ”burn out.” Infiernites despise and hunt the q’nidar.

Originally appeared in Dragon Magazine #159 (1990).
 
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Shade

Monster Junkie
Yohoia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-5.html

Yohoia
Medium Vermin (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Claw +2 melee (1d8+1)
Full Attack: 2 claws +2 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pilfering strike
Special Qualities: Camouflage, darkvision 60 ft., tremorsense 60 ft., vermin traits, water dependency
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Hide +0*, Sleight of Hand +0*, Swim +9
Feats: —
Environment: Temperate or warm aquatic
Organization: Solitary or colony (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —

This segmented creature resembles a cross between a lobster and a woodlouse, with an elongated trunk that ends in a paddle-shaped tail. Instead of a lobster's claws, it has two arm-like limbs, each ending in a "hand" of four finger-like spikes. Bulbous formations at the front of its head-shield appear to be eyes.

Yohoia is an arachnomorph, a type of prehistoric arthropod. It swims just above the muddy ocean floor to scavenge or capture prey.

A yohoia is 6 feet long and weighs 300 pounds.

COMBAT

When hunting small prey, a yohoia spears its quarry on its fingertips, then folds its arm back to bring the food to its mouth. Groups of yohoia often work together against a common threat, like a swarm of insects. A yohoia's flexible finger-spines have been known to yank off a piece of its opponent's gear.

Improved Grab (Ex): To use this ability, a yohoia must hit with an opponent two or more sizes smaller than itself with a claw 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.

Pilfering Strike (Ex): With each successful claw attack, the yohoia may make a Sleight of Hand check as a free action to lift a small object from a person (a typical yohoia has a +4 modifier on this check). Yohoia can make untrained Sleight of Hand skill checks with pilfering strike and do not suffer the usual -20 penalty on such checks.

Water Dependent (Ex): Yohoia can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

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

*A yohoia can make Sleight of Hand skill checks for its pilfering strike special attack as untrained skill checks with a +4 racial bonus. It cannot use Sleight of Hand to make untrained skill checks for any other action.

*A yohoia gains a +4 racial bonus on Hide checks when in water or liquid mud. Further, a yohoia can bury itself in liquid mud with only its eyes and claws showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Dragon Magazine #204 (1994).
 
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Shade

Monster Junkie
Kala, Earth

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-45.html

Kala, Earth
Medium Monstrous Humanoid
Hit Dice: 6d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: Hand-axe +10 melee (1d6+3) or claw +9 melee (1d6+3)
Full Attack: Hand-axe +8/+3 melee (1d6+3) and hand-axe +8 melee (1d6+1); or 2 claws +9 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, kala wasting
Special Qualities: Darkvision 60 ft., immunity to cold
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 16, Dex 11, Con 14, Int 6, Wis 11, Cha 11
Skills: Heal +2, Listen +4, Spot +4, Survival +7
Feats: Self-Sufficient, Track (B), Two-Weapon Fighting, Weapon Focus (hand axe)
Environment: Cold hills, mountains, and plains
Organization: Solitary or pack (4-16 plus 25% noncombatant young)
Challenge Rating: 4
Treasure: Standard coins
Alignment: Usually neutral
Advancement: By character class (barbarian)
Level Adjustment: +3

The elongated head of this humanoid narrows to a point. Its skin is rosy pink and cold to the touch. Dull black eyes peer between big ears, while its long snout dangles over its upper lips. Its hands end in razor-sharp talons, while its feet are broad and flat. It wears only a fur loincloth and carries a pair of stone hatchets.

The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.

Earth kala are nomadic, moving their camps according to the season and the supply of game. They form family groups of an equal number of males and females. The largest male serves as the group’s leader. During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.

Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures’ heads (or similar evidence of their destruction).

A kala stands x feet tall and weighs 200 pounds. Earth kala hair coloration is usually dark brown or blonde.

Kala speak Common.

COMBAT

Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.

Breath Weapon (Su): Three times per day, an earth kala can breathe a 5-foot cone of infectious vapor. Any creature within the cone is exposed to kala wasting (see below).

Kala Wasting (Su): Supernatural disease - inhaled, Fortitude DC 15, incubation period 1 day; damage 1d3 Con. The save DC is Constitution-based.

Unlike normal diseases, kala wasting continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala wasting is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease, break enchantment, or remove curse spell can cure kala wasting (the casting character must succeed at a DC 15 caster level check or the spell has no effect).

Skills: Earth kala have a +4 racial bonus on Survival checks.

In Kara-Tur
If you are using Oriental Adventures in your campaign, kala have the Spirit subtype.

Originally appeared in Oriental Adventures (1985).
 
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