Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Arcane Head

http://www.enworld.org/forum/showthread.php?t=219604&page=52

Arcane Head
Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: Fly 50 ft. (10 squares)(average)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/+8
Attack: Bite +8 melee (1d6-3)
Full Attack: Bite +8 melee (1d6-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Stunning dive, summon or dispatch mistress
Special Qualities: Darkvision 60 ft., flight, spell resistance 6, telepathic bond, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 5, Dex 21, Con —, Int 10, Wis 13, Cha 12
Skills: Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10
Feats: Alertness, Hover (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or flock (13)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —

A severed humanoid head floats through the sky, tracing mystical patterns in the air as it travels. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth appear long and sharp, and its neck appears to have been sewn shut where it was severed from its body.

Arcane heads are created by hags from previous victims. These specialized undead serve the hags as scouts, and have been known to carry a covey's hag eye to allow the hags remote viewing.

Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.

Arcane heads feed on the flesh of corporeal beings, preferring the taste of live prey, but have also been known to consume other undead.

An arcane head is about 1 foot in diameter and weighs 5 to 8 pounds.

Arcane heads understand Common but cannot speak. They constantly emit low, pathetic moans and the grinding of sharp teeth. They are able to communicate with their creators through their telepathic bond.

COMBAT

Arcane heads prefer to make stunning dive attacks, then bite foes while they are stunned or dazed.

Flight (Su): An arcane head can fly at a speed of 50 feet. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.

Stunning Dive (Su): An arcane head can make a dive attack to attempt to stun a target with a mere touch. A creature hit by an arcane head's stunning touch attack is stunned for 1d4+1 rounds. A successful DC 12 Fortitude save reduces the effect to dazed for 1d4+1 rounds. The save DC is Charisma-based.

Summon or Dispatch Mistress (Sp): A group of arcane heads can summon the hag that created them, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. The hag then appears in the center of the circle as if transported by a greater teleport spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport).

If an arcane head is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption the hag will appear. This is the equivalent of a 6th level spell (CL 13th).

Telepathic Bond (Sp): An arcane head can communicate telepathically with the hag that created it as per the spell telepathic bond (caster level 10th). If this bond is dispelled the head's mistress can restore it with a standard action, but the hag must be within 30 ft of the arcane head.

The Arcane Heads of Mullonga
Mullonga, the aboriginal witch of the Nightmare Court, has a specialized flock of arcane heads at her beck and call. The heads serve as Mullonga’s spies throughout the Terrain Between, checking on the activities of dream spawn, wanderers, and even the other members of the Nightmare Court. The heads specifically search for wanderers for use in Mullonga's arcane experiments. If she has no immediate use for a wanderer, the victim is cast into a dreamscape for safekeeping. When not prowling the dark hours on behalf of their mistress, this flock of arcane heads rests in one of the tenements in Mullonga’s ever-shifting Ghettoes.

Mullonga's arcane heads have 6 Hit Dice and the elite array (giving them Str 6, Dex 25, Con —, Int 10, Wis 14, Cha 17). They can advance to 8 Hit Dice. The following ability replaces summon mistress:

Summon or Dispatch Mullonga (Sp): A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport and/or plane shift spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport and plane shift).

If an arcane head of Mullonga is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th level spell (CL 15th).

Orginally appeared in Nightmare Lands (1995).
 
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Shade

Monster Junkie
Visceraith

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-7.html

Visceraith
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +3
Speed: Fly 20 ft. (poor)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Shatter bone, spells, wear skeleton
Special Qualities: Damage reduction 5/magic and bludgeoning, darkvision 60 ft., turn immunity, undead traits
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 10, Dex 17, Con —, Int 16, Wis 15, Cha 16
Skills: Bluff +11, Concentration +10, Diplomacy +15, Disguise +11 (+13 acting), Intimidate +5, Knowledge (arcana) +11, Sense Motive +8, Spellcraft +13 (+15 scrolls), Spot +8, Use Magic Device +11 (+13 scrolls)
Feats: Spell Focus (necromancy), Spell Penetration, Weapon Finesse
Environment: Any
Organization: Solitary or retinue (1 plus 1-12 humanoid companions)
Challenge Rating: 8
Treasure: 1/10 coins, double goods, triple items
Alignment: Usually neutral, never good
Advancement: By character class (wizard)
Level Adjustment: —

A disembodied brain with eyes and a tongue, connected via tissue to a dangling set of organs, floats through the air. The whole mess is glowing green in color.

A visceraith, or bone spirit, forms when the powerful yearning for life is combined with a wizard’s use of magic. As a result, visceraiths are impossible to summon or create.

As hermit crabs use discarded shells for protection, visceraiths are usually found within humanoid skeletons . The brain and glowing eyes inhabit the skull, and a whispering tongue finds residence in the jaw. The other organs arrange themselves within the torso.

Supported in this fashion, the visceraith moves among the living, concealing its nature under robes. The bone spirit resides where it can lead a secluded existence, though it might hire servants or find companions. Living residents in the home of a visceraith are usually treated well, but the bone spirit is not above murder to protect its identity.

A visceraith without a skeleton is about 5 feet long and weighs 40 pounds. While wearing a skeleton, it stands 4-1/2 to 6-1/2 feet tall and weighs 60 to 80 pounds.

A visceraith speaks any languages it knew in life (typically Common, Draconic, Elven and either Abyssal or Infernal).

COMBAT

A visceraith thinks and fights like a wizard, first and foremost. When its spells are not getting the job done, it will employ shatter bone against the deadliest threats. If wearing a skeleton, a visceraith falls back on its claw attacks only if all else has failed.

Shatter Bone (Su): Four times a day, a visceraith can try to shatter a limb-bone or jaw-bone of a single opponent within 60 feet. Shatter bone cannot affect boneless creatures, but can harm creatures whose skeletons are made of chitin rather than bone, such as most vermin. The opponent must succeed on a DC 16 Fortitude save or suffer compound fractures in the targeted bone, which inflicts 2d6+4 damage. Whenever a creature with shattered bones makes a move or standard action, it must succeed on a DC 16 Fortitude save or take an additional 1d4 points of damage. The Fort DC and damage increases by +1 for each extra limb or jaw bone that is shattered (e.g. DC 18 and 1d4+2 for three shattered bones). A DC 15 Heal check can immobilize a victim's shattered bones and prevent this additional damage. The save DCs are Charisma-based.

In addition to the damage, a shattered bone imposes the following penalties: a body part with a shattered bone lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if a shattered limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a -8 circumstance penalty; if a shattered limb is used for manipulation (for example, an arm), the target's Dexterity suffers a -8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15); a target with a shattered jaw bone suffers a -8 circumstance penalty on skills checks requiring speech and all spells with verbal components require a Concentration check (minimum DC 15).

A shattered bone normally takes 2d4+4 weeks to heal naturally (half that time if DC 15 Heal checks are used to provide long-term care), but can be instantly cured with a restoration or higher-level healing spell.

Spells: A visceraith casts spells as a 7th-level wizard.

Typical Wizard Spells Prepared (4/5/4/3/1; save DC 13 + spell level; necromancy spells DC 14 + spell level):
0—detect magic, ghost sound, mage hand, resistance;
1st—chill touch, color spray, expeditious retreat, magic missile, silent image;
2nd—ghoul touch, invisibility, spectral hand, touch of idiocy;
3rd—gaseous form, stinking cloud, vampiric touch;
4th—black tentacles.

Wear Skeleton (Ex): A visceraith can inhabit the skeleton of a humanoid or monstrous humanoid creature of its own size. While wearing a skeleton, a visceraith gains a +5 natural armour, a 30 ft. land speed, and two claw attacks (inflicting 1d4 points of damage for a Medium visceraith). A skeleton-wearing visceraith can use the skeleton to wield weapons and perform other physical actions. A visceraith requires 1 minute to don a skeleton but only a full round action to remove itself.

Some visceraiths wear alternative skeletons. For example, a visceraith that uses a skull from a creature with a natural bite attack gains a bite attack (+3 melee and 1d6 points of damage for a Medium visceraith, or -2 melee as a secondary attack).

A visceraith wearing a skeleton has the following changes to its statistics:

Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Attack: Claw +3 melee (1d4)
Full Attack: 2 claws +3 melee (1d4)

Originally appeared in Dragon Magazine #271 (2000).
 
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Shade

Monster Junkie
Half-Wight

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-63.html

Half-Wight
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d3 plus energy drain)
Full Attack: Slam +1 melee (1d3 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills: Hide +6, Listen +8, Move Silently +14, Spot +8
Feats: Alertness
Environment: Any
Organization: Solitary, pair, gang (3-5 plus 0-2 wights), or pack (6-20 plus 3-5 wights)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3 HD (Medium)
Level Adjustment: —

This feral creature resembles a human corpse. Its facial expressions flicker between rage and sorrow. Its flesh is leathery and dessicated, and its needlelike teeth and clawlike nails are yellowed.

Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state.

A half-wight is about the height and weight of a human.

Half-wights speak Common.

COMBAT

Half-wights follow the orders of the wight that created them. Like wights, half-wights pummel foes with their fists.

Energy Drain (Su): Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight.

Skills: Half-wights have a +8 racial bonus on Move Silently checks.

Originally appeared in REF5 – Lords of Darkness (1989).
 
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Shade

Monster Junkie
Genie, Tasked, Messenger

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

Genie, Tasked, Messenger
Small Outsider (Air, Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 17 (+1 size, +6 Dex), touch 17, flat-footed 11
Base Attack/Grapple: +3/-2
Attack: Jambiya +10 melee (1d4-1/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)
Full Attack: Jambiya +10 melee (1d4-1/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, poison use, spell-like abilities
Special Qualities: Darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 8, Dex 23, Con 12, Int 14, Wis 15, Cha 15
Skills: Balance +8, Decipher Script +8, Diplomacy +12, Escape Artist +14, Gather Information +8, Jump +11, Knowledge (nobility and royalty) +8, Knowledge (the planes) +8, Ride +12, Sense Motive +8, Survival +2 (+4 on other planes), Tumble +12, Use Rope +6 (+8 bindings)
Feats: Dodge, Improved Initiative (B), Mobility, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-5 HD (Small), 6-9 HD (Medium) or by character class
Level Adjustment: +5

This small genie is slim and graceful. Its clothes are close-fitting, and short-cropped hair pokes out beneath its tight turban. It carries a heavy dagger.

Formerly djinn, messenger genies now serve all genies equally, flitting from plane to plane bearing messages, gifts, treaties, letters, documents, and love letters between noble genies of the various realms. Although they are individually weak and rarely found in numbers, messenger genies are shown great respect by all geniekind, and are sheltered and protected by noble genies. Anyone assaulting a messenger genie can be sentenced to 100 years of servitude to the genies. Anyone stealing from one receives a death sentence.

Messenger genies are in constant motion, and are prone to pacing, finger-tapping, and other nervous habits. Binding or otherwise immobilizing a messenger genie is considered torture, and can sometimes be used to force a messenger genie into temporary service. However, only magical compulsion can force a messenger genie to reveal its messages.

Messenger genies are loquacious and enjoy helping people they meet on the road. If treated rudely, though, they have been known to cripple mounts or ruin footwear. Messenger genies need very little food and water and can work for 40 days without rest. After 40 days they seek out a cloud castle or mountaintop and collapse into a week-long coma in a den of cloud-stuff. When they awake, they are fully restored, ready to run for another 40 busy days.

Messenger genies consider motion in itself the embodiment of progress and goodwill. As a result, they view slow or immobile creatures as either evil, lazy, or corrupt. Messenger genies are always up first in the morning and are the last to call a halt in the evening. They are fiercely determined to do and see as much as possible in their short lifetimes.

A typical messenger genie stands 4 feet tall and weighs around 55 pounds. They live only 10 to 15 years.

Messenger genies speak Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal and Terran.

COMBAT

Messenger genies prefer flight to fight, but will battle to the death to defend their entrusted messages. Messenger genies are skilled in the use of poison, and employ a specialized toxin known as bardan ruqad to disable those who interfere in their tasks.

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).

Poison (Ex): An opponent hit by a messenger genie's poisoned weapon must succeed on a DC 14 Fortitude save or become paralyzed for 1d6+4 rounds. After 1 minute, the subject must succeed on another DC 14 Fortitude save or remain unconscious for 1d6 hours. A typical messenger genie carries 1d4–1 doses of bardan ruqad poison.

Poison Use (Ex): Messenger genies are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spell-Like Abilities: 1/day—bull's strength, dimension door, hallucinatory terrain, haste, invisibility, pass without trace, tiny hut. Caster level 9th. The save DCs are Charisma-based.

Originally appeared in Secret of the Lamp (1993).
 
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Shade

Monster Junkie
Yowler

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-61.html

Yowler
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 70 ft. (average)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d4+4)
Full Attack: Bite +6 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 18, Con 16, Int 4, Wis 13, Cha 8
Skills: Listen +4, Spot +4, Survival +1*
Feats: Ability Focus (bay), Flyby Attack, Track (B)
Environment: Any land
Organization: Solitary, pair, family (2-8 plus 1-6 noncombative pups) or pack (4-16 plus 4-8 noncombative pups)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium)
Level Adjustment: —

This creature resembles a huge, well-muscled hound. Its short fur is as dull and black as chimney soot. Though its overall appearance is canine, its wrinkled ears could easily be mistaken for stubby horns. The creature's eyes glow with hellish red light, and its teeth are yellow.

Yowlers are ferocious pack predators found only in the most desolate wilderness regions. These nocturnal carnivores make their lairs in dismal caves. Yowlers are highly territorial, with a given pack claiming an area of up to 200 square miles.

Yowler packs resemble wolf packs, loosely organized with one dominant, breeding pair and several junior members who act as expendable scouts, hunters, and fighters. The dominant members are frequently subjected to challenges from the junior members, and the loser in a dominance struggle is usually killed, though some manage to flee. Lone yowler encounters are usually with individuals that have escaped death after a dominance fight.

The dominant pair of yowlers aggressively defend their pups, and the additional pack members are responsible for bringing food to the pups and their mother. When a yowler pack grows too large to support itself in the available territory, several juniors break off to establish a new territory and form a new pack.

Yowlers prefer the flesh of humanoids, but will eat any meat they can acquire, even scavenging if necessary.

Yowler pups are stubborn, hostile, and nearly impossible to train. Adults are even worse. If forced into servitude, they will run away or turn on their masters at the first opportunity.

A yowler is 4 feet long, stands 2 feet tall at the shoulder, and weighs about 80 pounds.

Yowlers cannot speak, but understand Common.

COMBAT

Yowlers attack any warm-blooded creature that enters their territory and ferociously drive away other carnivores, including yowlers from other packs.

Bay (Su): When a yowler howls, all creatures except other yowlers within a 90-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same yowler pack's bay for 24 hours. The save DC is Charisma-based.

The save DC increases by 1 for each additional yowler baying within the area, to a maximum increase of +10.

Skills: *A yowler has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in AC9 - Creature Catalogue (1986).
 
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Shade

Monster Junkie
Mimic, Juggernaut

http://www.enworld.org/forum/5313654-post126.html

Mimic, Juggernaut
Huge Aberration (Shapechanger)
Hit Dice: 18d8+108 (189 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 29 (-2 size, +21 natural), touch 8, flat-footed 29
Base Attack/Grapple: +13/+31
Attack: Slam +22 melee (2d6+10/19-20)
Full Attack: 6 slams +22 melee (2d6+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush, trample 10d10+20
Special Qualities: All-around vision, damage reduction 10/magic and bludgeoning, fast healing 15, immunity to acid, mimic shape, spell resistance 36
Saves: Fort +12, Ref +8, Will +13
Abilities: Str 31, Dex 10, Con 23, Int 10, Wis 15, Cha 14
Skills: Disguise +24, Listen +16, Spot +16
Feats: Fleet of Foot (B), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stand Still, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Huge); 33-54 HD (Gargantuan)
Level Adjustment: —

A house-sized block of stone thunders forward on solid granite rollers, a half dozen boneless limbs writhing from its sides.

Juggernaut mimics are bizarre carnivores of uncertain provenance, although they are clearly related to mimics. Most sages believe they are a relative of the greater mimic that has developed rollers to become more mobile, or possibly a "final stage" in the life cycle of the house hunter mimic. Another explanation, given little account by scholars, is that they are half-golem, half-mimic creatures created by wizards, who combine a huge living mimic with parts of a stone juggernaut into an unnatural hybrid. Regardless of their origins, juggernaut mimics are living creatures, not constructs. The secret of their origin and reproduction are unknown, no juggernaut mimic young have ever been recorded.

These monsters prefer living in firm, flat terrain, since they risk being bogged down by soft ground or tipped over by slopes. They can go for years without eating so long as they remain inactive, so can survive in wastelands with little prey.

Juggernaut mimics sometimes serve other creatures in return for treasure and abundant food. They are most commonly employed by armies as living engines of destruction, but can also be used to carry or drag massive loads. A few tyrants have used them as weapons of terror to (literally) crush rebellious villages and perform gory mass executions. The most curious example is a juggernaut mimic who worked as a trumpet musician and a foghorn.

A typical juggernaut mimic can change its shape to occupy a volume between 1,000 and 2,000 cubic feet (e.g. a 10 ft. cube or a block 14 ft. by 12 ft. by 12 ft.). It weighs about 50,000 pounds regardless of its shape.

Juggernaut mimics can speak Common and can form their pseudopods into trumpets that produce roars, whistles and musical notes. These trumpets can be heard over great distances.

Combat
juggernaut mimics pretend to be a nondescript piece of scenery, such as a stone hut or huge boulder, then wait for victims to wander nearby. They then rise up on their rollers and tries to trample them. If its opponents prove too maneuverable to easily trample, the juggernaut tries to grab them with its pseudopods and then stick them to its crushing rollers using its natural adhesive.

Adhesive (Ex): A juggernaut mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

A juggernaut mimic can attempt to transfer a grappled opponent from its slam attack to its trample attack. The opponent must succeed at a DC 29 Fortitude check or become stuck to the juggernaut mimic's rollers instead of a pseudopod. See the juggernaut mimic's trample attack for more details.

A weapon that strikes an adhesive-coated juggernaut mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off. These DCs are Constitution-based.

Strong alcohol dissolves the adhesive, but the juggernaut mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A juggernaut mimic can deal 2d6+10 points of damage with a successful grapple check against any opponent it is grappling with a slam attack.

Mimic Shape (Ex): A Huge-sized juggernaut mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to store prey, cargo or allies. While a juggernaut mimic can form pseudopod appendages fast enough to use in combat, it takes a full minute to change the shape of its body. It can conceal its rollers simply by lowering its body over them. A juggernaut mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the juggernaut mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.

Trample (Ex): A juggernaut mimic can trample creatures of up to Large size for 10d10+20 damage. Opponents may make an attack of opportunity or attempt to leap out of the way (DC 29 Reflex save for half damage). If they do not successfully leap out of the way, they must also succeed at a DC 29 Fortitude save or become stuck to the juggernaut's rollers by its adhesive special attack (see above).

Opponents that are stuck to a juggernaut mimic's rollers automatically take trampling damage on any round the juggernaut takes a move action. The juggernaut does not need to make a full-round trample attack to trample opponents stuck to its rollers.

Skills: A juggernaut mimic has a +8 racial bonus on Disguise checks.

Originally appeared in The Temple of Elemental Evil (1985).
 
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Shade

Monster Junkie
Stag, Dire

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

Stag, Dire
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (3d6+6)
Full Attack: Gore +8 melee (3d6+6) and 2 hooves +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 22, Dex 12, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +5, Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Cold forests, hills, and mountains
Organization: Solitary or herd (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This massive deer stands taller than most men.

Dire stags are giant deer, often with a prehistoric appearance. They are often oversized versions of eucladoceros, the "bush-antlered deer", named after the bush-like array of spikes on its enormous antlers.

A dire stag is over 10 feet long, stands at least 7 feet tall at the shoulder, and sports a rack of antlers 6 feet wide. It weighs 1,200 pounds or more.

COMBAT

A dire stag prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Dire stags often charge opponents with their antlers.

Skills: Dire stags have a +4 racial bonus to Hide checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Ghost, Lesser

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-64.html

Ghost, Lesser
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +3
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +1/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Haunting, malevolence
Special Qualities: Bound to deathsite, darkvision 60 ft., manifestation, rejuvenation, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str –, Dex 17, Con –, Int 10, Wis 12, Cha 18
Skills: Hide +17, Intimidate +9, Listen +11, Search +10, Spot +11, Survival +1 (+3 following tracks)
Feats: Iron Will, Open Minded
Environment: Any
Organization: Solitary, gang (2-5), or mob (6-12)
Challenge Rating: 1
Treasure: None
Alignment: Any
Advancement: 4-9 HD (Medium)
Level Adjustment: —

A translucent, insubstantial figure floats nearby.

Lesser ghosts are restless spirits whose passing on to the next world is prevented for some reason. These reasons might include an urgent need to pass on an important message to someone, to accomplish some sort of unfinished task, to seek vengeance against its killer, or to atone for misdeeds.

Lesser ghosts lead an unhappy existence between worlds until they can satisfy the demands that are preventing eternal rest. Lesser ghosts are relatively weak, and are often tormented and bullied by true ghosts.

Because lesser ghosts seek only the peace of true death, they willingly share the means of achieving this with the living. Unfortunately, lesser ghosts may only communicate for short periods of time while possessing a host. Otherwise, they must rely upon nonvisual clues, such as using phantom sounds and swaying objects to direct others to revelatory areas.

A lesser ghost is about the same height as a human, but weightless.

A lesser ghost speaks Common, but has no voice unless using malevolence.

COMBAT

Lesser ghosts lack most ability to harm the living. At best, they can take limited control of a host to issue threats or perform frightful acts. Most often, they rely on haunting to drive off those who cannot help them.

Bound to Deathsite (Su): A lesser ghost is mystically bound to its place of death or possibly some object held dear by it during life. It may not stray more than 300 yards; if it does, it instantly returns as if by a word of recall spell.

Haunting (Su): A lesser ghost can use prestidigitation or ghost sound as a standard action. The save DC is 14, and caster level is 3rd (or equal to the lesser ghost’s HD, if higher). When a lesser ghost uses this power, it must wait 1d4 rounds before using it again. The save DC is Charisma-based.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15). A creature that successfully saves is immune to that same lesser ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the lesser ghost vanishes into the target's body. A lesser ghost may only force its host to take free actions. A lesser ghost may only use its malevolence ability for up to 10 minutes each day. The save DC is Charisma-based.

Manifestation (Su): A lesser ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a lesser ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

A lesser ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a lesser ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A lesser ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + lesser ghost’s HD) against DC 16. As a rule, the only way to get rid of a lesser ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Skills: Lesser ghosts have a +4 racial bonus on Listen, Search, and Spot checks, and a +8 racial bonus on Hide checks.

Originally appeared in REF5 – Lords of Darkness (1989).
 
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Monster Junkie
Lure Lichen

http://www.enworld.org/forum/general-monster-talk/294035-converting-first-edition-monsters-4.html

Lure Lichen (CR 5)
A lure lichen is a deadly subterranean fungus that resembles a female humanoid with pale white hair and a similarly-colored gown. To distinguish a lure lichen from a sleeping woman requires a DC 20 Spot check or a DC 20 Knowledge (nature) check.

If a lure lichen is touched by a living creature it explodes in a 10-foot radius cloud of poisonous spores (Fort DC 15 negates). These spores deal 1d6 points of Constitution damage as initial damage. Secondary damage is 1d6 Constitution damage and infects the victim with a spore infestation. Lure lichen spore infestation is a disease (Fort DC 15) that inflicts 1d6 points of Constitution damage per day. The corpse of any creature that dies while affected by a spore infestation will sprout a new lure lichen. Creatures immune to poison or disease are unaffected by the spores, and any bonuses to resist disease or poison apply to all saving throws against the spores. A neutralize poison spell will prevent the poison damage or spore infestation, while a remove disease spell will cure a creature of spore infestation.

In addition, the main body of the plant is surrounded by rhizomes out to a radius of 20 feet. If a creature enters this radius, a rhizome will reflexively fling an immature spore pod at the creature as a ranged touch attack (+5 attack bonus). If the pod misses its target, determine which square it hits as if it were a splash weapon. The spore pod bursts wherever it hits, creating a 5-foot radius cloud of immature spores. All creatures within the cloud must succeed on a DC 15 Fortitude save or suffer 1d6 points of Constitution damage.

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

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-63.html

Crypt Servant
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Falchion +6 melee (2d4+4/18-20) or slam +6 melee (1d4+3) or javelin +4 ranged (1d6+3)
Full Attack: Falchion +6 melee (2d4+4/18-20) or 2 slams +6 melee (1d4+3) or javelin +4 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call of the crypt
Special Qualities: Damage reduction 10/bludgeoning or slashing, darkvision 60 ft., improved turn resistance, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 17, Dex 13, Con —, Int 6, Wis 13, Cha 8
Skills: Listen +12, Spot +12
Feats: Alertness, Blind-Fight, Reckless Offense
Environment: Underground (tombs and crypts)
Organization: Solitary, watch detail (2-8), or retinue (5-20 plus 1 crypt thing)
Challenge Rating: 3
Treasure: None (see text)
Alignment: Always lawful neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: —

This desiccated, animated humanoid corpse is dressed in fine livery.

Crypt servants are specialized undead created to serve their master in all ways after death. They are most often found defending their master’s tomb and possessions from desecration.

Small tombs have only one crypt servant, while grand tombs of wealthy and powerful individuals may have several. Crypt servants clean and repair the tombs, polish valuables, light candles, and guard the tomb from intruders. While crypt servants have no treasure of their own, they are often guarding treasures within their crypts.

Groups of crypt servants are occasionally led by a crypt thing.

Most crypt servants are 5 to 6 feet tall and weigh about 120 pounds.

Crypt servants speak any languages they knew in life (usually Common) in dry, slithery voices.

A crypt servant can be created with a create undead spell of caster level 13th or higher. The spell must be cast within the tomb where the crypt servant is to serve. Although a crypt servant can be created from any corpse, volunteers are preferred. In fact, many ancient crypt servants originally volunteered for their posts, wishing to serve their masters in death as in life.

COMBAT

The crypt servant nearest the tomb’s entrance acts as a guard. Intruders are verbally challenged by the guard for a specific password or sign. Those who do not respond or issue an incorrect response are attacked. Intruders who make it past a guardian crypt servant will not be challenged by other crypt servants unless they disturb the master’s possessions. Anyone who disturbs the body of the master is attacked regardless of any commands or signs they offer to deter the crypt servants. Once in battle, a crypt servant uses its call of the crypt ability to alert others of its kind to the intrusion.

Call of the Crypt (Su): As a swift action, a crypt servant can whisper a message to all other crypt servants in the same tomb, who will respond to the alarm within 1d6 rounds. This functions like the whispering wind spell.

Improved Turn Resistance (Ex): While within the crypt it has been instructed to guard, a crypt servant's turn resistance rises to +6.

Originally appeared in City of Delights (1993).
 
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