Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Executioner's Raven

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-33.html

Executioner's Raven
Medium Magical Beast (Extraplanar)
Hit Dice: 2d10+2 (13 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 70 ft. (average)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+1
Attack: Bite +6 melee (1d6-1)
Full Attack: Bite +6 melee (1d6-1) and 2 claws +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aligned strike, eye gouge
Special Qualities: Darkvision 60 ft., evasion, low-light vision, resistant to disease
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 8, Dex 19, Con 13, Int 4, Wis 12, Cha 10
Skills: Spot +8, Tumble +6
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary, pair, or flock (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium)
Level Adjustment: +2 (cohort)

This large, gray-bodied raven has black-feathered wings and head.

The executioner's raven ins one of only two birds native to Sigil (the other being a gray-green pigeon). The executioner’s raven gets its name because of its fondness for the easy meals found at the block, gallows, and stake.

Executioner's ravens are about 5 feet long and have wingspans of about 10 feet.

Executioner's ravens speak Common, but rarely choose to do so.

COMBAT

Executioner's ravens tend to strike at their opponents' eyes, attempting to blind them.

Aligned Strike (Ex): Due to its habit of eating the flesh of fiends and slaadi, the natural attacks of an executioner's raven are treated as chaotic-aligned and evil-aligned for the purposes of overcoming damage reduction.

Eye Gouge (Ex): If an executioner's raven scores a critical hit with its bite attack, the target must succeed on a DC 15 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness/deafness spell can heal the injury. The save DC is Dexterity-based.

Resistant to Disease (Ex): An executioner's raven has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.

Skills: An executioner's raven has a +4 racial bonus on Spot checks.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Clam, Giant, Carnivorous Scallop

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-39.html

Clam, Giant, Carnivorous Scallop
Large Magical Beast (Aquatic)
Hit Dice: 4d10+8 (30 hp)
Initiative: -3
Speed: 5 ft. (1 square), swim 15 ft.
Armor Class: 16 (-1 size, -3 Dex, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Slam +8 melee (1d10+5)
Full Attack: Slam +8 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing cloud, shell trap
Special Qualities: Blindsight 30 ft., camouflage, immunity to mind-affecting effects, scent
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 20, Dex 5, Con 15, Int 1, Wis 10, Cha 9
Skills: Listen +3, Spot +4
Feats: Power Attack, Reckless Offensive
Environment: Warm aquatic
Organization: Solitary or cluster (2-10)
Challenge Rating: 2
Treasure: 50% standard
Alignment: Always neutral
Advancement: 5–8 HD (Large); 9-12 HD (Huge)
Level Adjustment: —

This huge scalloped shellfish is at least as wide as a human is tall. Two rows of tiny blue eyes interspersed with short, thin tentacles peek from between its shells.

Giant carnivorous scallops are a dangerous shellfish with a rudimentary, animal intelligence. They can swim by making a butterfly movement with its shell, but spend most of their lives lying motionless while waiting for prey.

A typical giant carnivorous scallop has a shell 6 feet across and weighs 1,500 pounds.

COMBAT

A giant carnivorous scallop can swim by making a butterfly movement with its shell. The scallop prefers to hide using its camouflage ability, then surprises its prey with its paralyzing cloud. When prey avoids the paralysis, it often releases a sudden expulsion of water, jetting backward and slamming its victim with great force as a charge attack.

Blindsight (Ex): Giant carnivorous scallops can ascertain all foes within 30 feet using vibration.

Camouflage (Ex): A giant carnivorous scallop often buries itself in the sand or mud of the ocean floor, and its rough shell is usually draped with barnacles, anemones, and bits of coral which help the shellfish blend in with its environment. Creatures must succeed on a DC 25 Spot check to notice a camouflaged giant scallop. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the giant scallop.

Paralyzing Cloud (Ex): Once per day, a giant carnivorous scallop can release a cloud of chemicals in a 10-foot spread (15-foot for a Huge clam). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Creatures with immunity to poison or paralysis are unaffected, and creatures resistant to poison or paralysis receive their normal bonus on their saving throws. A delay poison, neutralize poison or remove paralysis spell removes the effect from a paralyzed creature. The save DC is Constitution-based.

Shell Trap (Ex): As a standard action, a giant carnivorous scallop can attempt to trap any creature within reach up to one size larger than itself. The target can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be trapped. Immobilized creatures, including those affected by the scallop's paralyzing cloud, are not entitled to a saving throw. The save DC is Strength-based.

If the trapped opponent is smaller than the scallop, they are drawn inside the scallop's stomach, where they take 1d4+5 bludgeoning damage plus 1d4 acid damage per round. If the opponent is the same size as the scallop or one size larger, the scallop uses the razor-sharp edges of its shell to saw at the trapped opponent, automatically inflicting 1d6+7 points of bludgeoning and slashing damage per round.

A giant carnivorous scallop can be forced to release a trapped opponent by succeeding at an opposed Strength check against the clam's Strength check (the clam gets a +4 racial bonus on this Strength check). A trapped victim can also try to cut its way free with any light slashing or piercing weapon, by doing [15?] hit points of damage to the scallop's AC 15 interior.

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

Psionic Carnivorous Scallop Colonies
Some clusters of at least 6 giant carnivorous scallops develop a hive mind (see below), gaining an Intelligence of 6. Furthermore, the cluster gains the phrenic creature template, using the total number of scallops in the cluster as the effective HD of the creature for determining the psi-like abilities, manifester level, power resistance, and CR adjustment granted by the template. To determine CR, calculate the EL for the number of scallops and then add the CR adjustment from the template.

Hive Mind (Su): All scallops in a psionic colony within 100 ft of each other are in constant communication with each other. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No scallop in a group is considered flanked unless all of them are. This hive mind grants the scallops an Intelligence of 6 and the phrenic template as above; if the number of scallops in the colony falls below 6, the hive mind is lost.

Originally appeared in Dragon Magazine #116 (1986).
 
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Shade

Monster Junkie
Genie, Tasked, Administrator

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

Genie, Tasked, Administrator
Medium Outsider (Native)
Hit Dice: 6d8 (27 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +6/+8
Attack: Heavy mace +8 melee (1d8+2) or slam +8 melee (1d6+2)
Full Attack: Heavy mace +8/+3 melee (1d8+2) or 2 slams +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., plane shift, telepathy 100 ft., unseen assistant
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 14, Dex 17, Con 10, Int 18, Wis 15, Cha 16
Skills: Bluff +18, Decipher Script +17, Diplomacy +22, Disguise +3 (+5 acting), Forgery +17, Gather Information +18, Intimidate +16, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Listen +11, Sense Motive +15, Spot +11, Survival +2 (+4 to avoid getting lost or to avoid natural hazards)
Feats: Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (charm person)
Environment: Warm deserts or urban
Organization: Solitary, family (2-5), or bureau (6-15)
Challenge Rating: 4
Treasure: Triple standard
Alignment: Any lawful
Advancement: 7–9 HD (Medium); 10–18 HD (Large) or by character class
Level Adjustment: +5

This tall, handsome genie appears noble and regal. Its flowing silk garments highlight its fine musculature, revealing dark tan skin with a slight bluish cast.

Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. Administrator genies take great pride in their work, considering bureaucracy a noble profession.

All tasked genies were originally derived from either djinn or marid stock. Those descended from djinn prefer open, airy quarters, while former marids enjoy fountains and pools. Administrators incorporate their base elements into their daily lives as much as possible.

Administrator genies are part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. General rivalry exists between the djinni and marid families.

A typical administrator genie stands 7 feet tall and weighs around 200 pounds.

Administrator genies speak Auran, Celestial, Common and Infernal (Aquan instead of Auran for marid descendants).

COMBAT

Administrator genies prefer to stay out of combat, instead handling logistics and managing supply lines. If forced into battle, an administrator genie employs the most effective magic item available.

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

Spell-Like Abilities: 3/day—detect thoughts (DC 15), quickened charm person (DC 14), tongues; 1/day—suggestion (DC 16). Caster level 10th. The save DCs are Charisma-based.

Unseen Assistant (Su): An administrator genie is constantly attended by an invisible force that performs simple tasks at its command. This is identical to a permanent unseen servant spell. If it is destroyed, the administrator genie can recreate it with a standard action.

Skills: An administrator genie has a +4 racial bonus on Bluff, Decipher Script, Diplomacy, Forgery, Gather Information and Sense Motive checks.

Marid-descended Administrator Genies
The statistics above assumes an administrator genie descended from djinn. Those descended from marids have the following changes:

Medium Outsider (Aquatic, Native)
Speed: 20 ft. (4 squares), swim 30 ft.
Special Qualities: Amphibious, change shape, darkvision 60 ft., plane shift, telepathy 100 ft.

Psionic Administrator Genies
If you are using psionics in your campaign, make the following changes.

Medium Outsider (Native, Psionic)
Special Attacks: Psi-like abilities, spell-like abilities
Feats: Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (telempathic projection)

Psi-Like Abilities: 3/day—read thoughts (DC 15), quickened telempathic projection (DC 14); 1/day—psionic suggestion (DC 15, up to 4 targets)*. Manifester level 10th. The save DCs are Charisma-based.
*Includes augmentation for manifester level.

Spell-Like Abilities: 3/day—tongues. Caster level 10th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Puppet, Zombie

http://www.enworld.org/forum/5308612-post249.html

Puppet, Zombie
Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Slam +2 melee (1d6+1)
Full Attack: 2 slams +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision, tomb tainted
Saves: Fort +0, Ref -3, Will +0
Abilities: Str 13, Dex 5, Con -, Int 6, Wis 11, Cha 14
Skills: —
Feats: —
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This appears to be an intricate ventriloquist's dummy, although one in poor condition. It shambles forth jerkily upon its damaged legs.

A zombie puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. By incorporating animate dead during its creation, this puppet has taken on some undead characteristics.

A zombie puppet stands just over 2 feet tall and weighs 20 pounds.

COMBAT

Unless it goes berserk, a zombie puppet will obey its creator's orders to the best of its ability. Left to its own devices, it simply lashes out at anything that moves.

Berserk (Ex): When a zombie puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%

Tomb-Tainted (Ex): Although constructs, zombie puppets are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A zombie puppet may be turned as if it were an undead creature.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Shade

Monster Junkie
Fireweed

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-24.html

Fireweed (CR 1/2)
Fireweed feeds on warmth and is immune to fire damage. It normally comes in patches covering 1d20 5-foot squares, but each 25 hit points of fire damage it takes causes the patch to grow another 5 foot square. If attacked, a patch of fireweed defends itself with a heat ray. This ray requires a +2 ranged touch attack with a range of 10 feet that does 1d4+1 points of fire damage. A patch of fireweed has AC 13 and 5 hit points per 5 ft. square, and has vulnerability to cold. It is reduced in size by one square for every 25 hit points of damage it takes.

Because fireweed is an effective insulator, underdark creatures value it for its ability to turn underground hotspots into fertile regions. Its respiration can help purify toxic air, making it doubly variable. As a result, anyone deliberately damaging fireweed may invoke the anger of nearby creatures.

Originally appeared in Dragon Magazine #227 (1996).
 

Shade

Monster Junkie
Fish, Subterranean, Wattley

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-51.html

Fish, Subterranean, Wattley
Tiny Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +5 melee (1d4-3 plus paralysis)
Full Attack: Bite +5 melee (1d4-3 plus paralysis)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., scent, superior low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Listen +5, Spot +5, Swim +10
Feats: Alertness, Weapon Finesse (B)
Environment: Any underground aquatic
Organization: Solitary, school (2-20), or nocturnal gathering (10-100)
Challenge Rating: 1/3
Treasure: See text
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This beautiful fish has an oval-shaped body covered in brilliant stripes. It has lacy fins and a mouth filled with sharp, tiny teeth.

Wattleys are predatory subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These voracious carnivores are known to consume their own body weight in food every three days.

Wattleys are hunted primarily by lemon fish, as well as many humanoids, particularly drow and duergar. Their flesh is delicious, as are their eggs, which often fetch up to 1,600 gp per pound (about 800 eggs). Wattley scales make great adornments for clothing and jewelry. Because they are attracted to shiny objects, wattleys often consume small gems and other valuables. As a result, larger specimens often contain a single coin or gemstone within their gullets.

Wattleys mate for life, spawning 10-100 eggs every three months. Only 10-40 of the young reach maturity. Wattley eggs and young are often purchased to stock aquariums, pools, and ponds.

Wattleys range from 6 inches to 1 foot long and weigh about 1 pound. Stripe coloration varies from green to blue to brown, while rare solid blue and green wattleys have been found. A wattley has a lifespan of 15 years in the wild, and about 2-4 years in captivity.

COMBAT

Wattleys are smarter than most fish, hunting in schools to improve their defenses and allowing them to bring down much larger prey.

Paralysis (Ex): Those hit by a wattley's bite attack must succeed on a DC 10 Fortitude save or be paralyzed for 1d2 rounds. The save DC is Constitution-based.

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

Skills: A wattley can use its Strength modifier or its Dexterity modifier for Swim checks. A wattley 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.

Wattley Swarm
Tiny Magical Beast (Aquatic, Swarm)
Hit Dice: 9d8 (40 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +9/-
Attack: Swarm (3d6 plus paralysis)
Full Attack: Swarm (3d6 plus paralysis)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, paralysis
Special Qualities: Darkvision 60 ft., half damage from slashing and piercing weapons, low-light vision, scent, superior low-light vision, swarm traits
Saves: Fort +6, Ref +10, Will +4
Abilities: Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Listen +9, Spot +9, Swim +10
Feats: Ability Focus (paralysis), Alertness, Improved Initiative, Lightning Reflexes
Environment: Warm aquatic
Organization: Solitary or school (2-4 swarms)
Challenge Rating: 5
Treasure: 25% coins (maximum of 3d100 coins), standard goods (gems only), 10% items (only items under 1/10th pound in weight)
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Distraction (Ex): Any living creature vulnerable to the wattley swarm's damage that begins its turn with a wattley swarm in its square is nauseated for 1 round; a DC 14 Fortitude save negates the effect. The save DC is Constitution-based.

Paralysis (Ex): Those hit by a wattley's bite attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.

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

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

Monster Junkie
Spirit Constrictor

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-60.html

Spirit Constrictor
Huge Outsider (Native)
Hit Dice: 11d8+11 (60 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +11/+26
Attack: Head +16 melee (variable) or tail slap +16 melee (1d8+10)
Full Attack: Head +16 melee (variable) and tail slap +11 melee (1d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, improved grab, summon snakes, survive headlessness, variable head
Special Qualities: Darkvision 60 ft., immunity to cold, death magic, mind-affecting spells and abilities, poison, and sleep, rejuvenation, scent, survive headlessness
Saves: Fort +8, Ref +10, Will +10
Abilities: Str 25, Dex 17, Con 13, Int 4, Wis 16, Cha 13
Skills: Climb +15, Hide +22, Listen +23, Move Silently +17, Spot +23, Survival +17, Swim +15
Feats: Alertness, Endurance, Skill Focus (Hide), Track
Environment: Warm or temperate forests
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment: —

This creature appears to be made entirely of pure glass. Its body is that of a giant constrictor snake, but its head clearly belongs to a different creature altogether.

A spirit constrictor, also known as a "headless avenger", is the result of a decapitated giant constrictor snake transformed by woodland deities into an immortal spirit of vengeance.

A spirit constrictor 40 feet long and weighs around 2,500 pounds.

COMBAT

A spirit constrictor lashes out with its tail, attempting to catch victims in its crushing coils, while utilizing whatever natural attacks and special powers are available with its current head.

Constrict (Ex): On a successful grapple check, a spirit constrictor deals 1d8+10 points of damage.

Improved Grab (Ex): To use this ability, a spirit constrictor must hit with its tail slap 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.

Rejuvenation (Ex): If a spirit constrictor is killed its body vanishes. If the constrictor succeeds on a DC 16 level check, it reappears at the site of its death 2d4 days later, alive and fully healed, even if its previous death completely destroyed its body.

Summon Snakes (Sp): Once per day a spirit constrictor can summon its young, which have also been transformed into living glass. This summons 2d4 constrictor snakes with a +10 racial bonus on Hide checks. This ability is the equivalent of a 4th-level spell.

Survive Headlessness (Ex): A spirit constrictor does not need a head to live. It can be decapitated by a vorpal weapon and will not automatically die, although it can still be killed by the normal damage from a decapitating blow. A spirit constrictor can sense its surroundings without penalty while headless.

Variable Head (Ex): A spirit constrictor always bears the head of its last victim. When encountered and the last victim isn't known, roll 1d6 to randomly determine the current head of a spirit constrictor.

1.) Ogre Head with unarmed strike (1d4+7 nonlethal)
2.) Medusa Head with petrifying gaze (30 ft. range, Fort DC 16, Cha-based) and poisonous snakes attack (1d4+3 plus poison, Fort DC 16, 1d6 Str initial, 2d6 Str secondary, Con-based). Increase CR by +2
3.) Deer Head with gore attack (1d6+3)
4.) Giant Raven Head with bite attack (1d6+3) and eye gouge attack (if bite confirms critical, DC18 or lose sight in one eye for permanent dazzle, or blindness if rendered eyeless, healed by remove blindness/deafness, Dex-based)
5.) Krenshar Head with bite attack (1d6+3) and scare (as scare spell, Will DC 13).
6.) Ettercap Head with poisonous bite attack (1d8+3 plus poison, Fort DC 18, 1d6 Str initial, 2d6 Str secondary, Con-based with +2 racial bonus). Increase CR by +1

Skills: Spirit constrictors have a +4 racial bonus on Listen and Spot checks, a +8 racial bonus on Balance and Climb checks, and a +10 racial bonus on Hide checks due to its transparent body. 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.

In the Realms
The original spirit constrictor arose around 30 years ago along the Moonsea Ride in Mistledale. A band of drunken ogres brutally slaughtered a giant constrictor snake and her newborn young, lopping off her head with a battle axe. Woodland deities guided the ogres toward the territory of a starving red dragon, then resurrected the constrictor to avenge the death of her offspring. To this day, the constrictor haunts the region.

Originally appeared in Elminster’s Ecologies (1994).
 
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Shade

Monster Junkie
Harrow

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-3.html

Harrow
Large Outsider (Extraplanar, Earth)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+18
Attack: Razor-disc +14 melee (3d4+7/18-20/x3)
Full Attack: Razor-disc +14 melee (3d4+7/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, cut through metal, metallophage, trample 4d4+7, whirling razors
Special Qualities: Blind, blindsight 60 ft., darkvision 60 ft., immunity to paralysis and mind-influencing spells and ability, metalsense, resistance to cold x, spell resistance 18
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 10, Con 17, Int 6, Wis 11, Cha 10
Skills: Autohypnosis +12, Balance +12, Intimidate +12, Listen +12, Search +10, Spot +12, Survival +0 (+2 following tracks)
Feats: Cleave, Great Cleave, Power Attack, Weapon Focus (razor-disc)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 10-17 HD (Large), 18-25 HD (Huge)
Level Adjustment: —

This creature resembles a metallic statue. An octet of razor-sharp discs mounted across a long rod extend from its large central body. A large cylinder forms its rear. Two metallic feelers twitch constantly atop it.

Harrowes are beings composed entirely of ferrous metal. Strong magnetic fields aid them in locomotion and defense.

Harrowes wander the Elemental Plane of Earth, using their metallic feelers to sense the presence of any metal nearby. Once located, harrows consume metal, and can even extract metals from a dying creature's bloodstream.

A typical harrow is 8 feet tall, 15 feet long, and weighs 4,000 pounds.

Harrowes do no appear to speak, and have no visible form of society.

COMBAT

A harrow makes a sweeping strike with its whirling razors, then simply rolls over anything left standing with its large rear cylinder.

Attract Metal (Ex): As a standard action, a harrow can generate a magnetic force to pull at a single metal object within 60 ft. This ability functions like a bull rush (check modifier +9), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the harrow instead of away from it. The harrow does not move if it loses the opposed Strength check.

Augmented Critical (Ex): A harrow's razor-disc threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

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

Cut through Metal (Ex): A harrow's razor-disc attack ignores the hardness of any metal object with a hardness less than 15.

Metallophage (Su): A harrow can extract and feed upon the metals within a dying creature's body. The target must succeed on a DC 17 Will save or die. This functions as a death knell spell, except rather than gaining temporary hit points, the harrow gains a +2 bonus to Constitution (in addition to the usual +2 bonus to Strength). The save DC is Constitution-based.

Metalsense (Ex): A harrow's blindsight can precisely sense the weight, type and location of any metal within its 60 ft. range. It can even detect the traces of iron or copper in a living creature's blood. This metalsense 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.

Trample (Ex): Reflex half DC 19. The save DC is Strength-based.

Whirling Razors (Ex): As a full-round action a harrow can spin its razor-discs in a circle, making a single melee attack against all opponents within 10 feet. This functions like the Whirlwind Attack feat.

Originally appeared in Dragon Magazine #34 (1980).
 
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Shade

Monster Junkie
Undead Trophy Head

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-18.html

Undead Trophy Head
Small Undead
Hit Dice: ½d12+3 (6 hp)
Initiative: +2
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +3 melee (1d6-2)
Full Attack: Bite +3 melee (1d6-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful appearance
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., flight, immunity to cold, undead traits
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 7, Dex 15, Con —, Int —, Wis 10, Cha 14
Skills: —
Feats: Toughness (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary, pair, or display (3-18)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —

A severed head of large creature hangs on the nearby wall. Suddenly, it takes flight in a most horrific manner.

Undead trophy heads are animated severed heads of giants or other large creatures. Like skeletons and zombies, undead trophy heads are mindless automatons that obey the orders of their evil masters.

An undead trophy head is about 1 foot in diameter and weighs 10 pounds.

An undead trophy head can be created with an animate dead spell by a spellcaster of at least 9th level. In addition to all the normal requirements of the spell, the caster must also cast cause fear immediately thereafter.

COMBAT

An undead trophy head follows the commands of its creator, typically guarding an area. Its tactics are usually simple: fly up to opponents and bite them.

Flight (Su): An undead trophy head can cease or resume flight as a free action. This flight also grants it a permanent feather fall effect (as the spell) with personal range. A head that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

Frightful Appearance (Su): An undead trophy head can unsettle foes with its mere presence. The ability takes effect automatically whenever the trophy head attacks, charges, or suddenly appears (usually by flying out of hiding). Creatures within a radius of 60 feet are subject to the effect unless they have more than twice the trophy head's HD. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that trophy head's frightful appearance for 24 hours. On a failure, creatures with equal or fewer HD than the undead trophy head become panicked for 4d6 rounds, while creatures with more HD than the trophy head become shaken for 4d6 rounds. The save DC is Charisma-based and includes a +2 racial bonus.

Variant Undead Trophy Heads
Undead trophy heads can arise from any type of creature, with different forms of natural attacks. Those from rhino or bison, for example, might have a gore attack (with damage appropriate for their size) rather than a bite attack. Regardless of the original creature, an undead trophy head never possesses any special abilities of the creature from which it came. Thus, a severed medusa head might have snakes attacks, but would lack poison and the petrifying gaze.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-25.html

Cushion Fungus (CR 3)
A cushion fungus resembles a giant, oval puffball mushroom from 2 to 8 feet in diameter. Its skin has the texture of fine velvet and ranges from pastel pink to purple in color. Cushion fungi constantly emit spores in a 30-foot radius whenever a breathing creature is within 30 feet. Any living creature in this spore cloud must succeed on a DC 15 Fortitude save every round or fall unconscious for 1d3 days. Creatures that have immunity or resistance to poison have an equal immunity or resistance to a cushion fungus's spores. The fungus is soft and weak, with AC 10 and 1 hit point, but any attack that ruptures its skin releases a cloud of spores in a 60-foot radius that lasts for 1d4+1 rounds. A neutralize poison or stronger anti-poison spell will awaken a creature rendered unconscious by the spores. If a creature dies within the spore cloud (usually due to starvation and thirst while unconscious) the spores will begin to grow upon the corpse, forming a new cushion fungus within 3d4 days.

Originally appeared in Dragon Magazine #172 (1991).
 
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