Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Lich, Master (template)

http://www.enworld.org/forum/general-monster-talk/295726-converting-spelljammer-creatures-2.html

A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers.

A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.

A master lich fears nothing more than the dark powers that helped create it, for they are the ones who will prove to be its undoing. A master lich seeks safety in numbers and protection from those who might seek to take the master lich to its final death.

The body of a master lich is dessicated, with the skin pulled back like leather over the skull and bones. Its deep-set, black eye sockets burn with white pinpoints of light.

A master lich speaks any languages it knew in life.

Creating a Master Lich
"Master lich" is a template that can be added to any humanoid creature (referred to hereafter as the base creature). Master liches of other kinds of creatures, such as dragons, might exist but use different templates. A master lich has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: A master lich gains a supernatural flight speed of 30 feet with good maneuverability (see Flight, below).

Armor Class: A master lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A master lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A master lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A master lich without natural weapons has a touch attack that uses negative energy to deal 3d6+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 3d6+5 points of extra damage on one natural weapon attack.

Special Attacks: A master lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.

Paralyzing Touch (Su): Any living creature a master lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a master lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Rebuke/Command Undead (Su): A master lich rebukes and commands undead as a cleric of a level equal to its Hit Dice.

Spells: A master lich can cast any spells it could cast while alive.

Undead Army (Su): A master lich can transform any corpse touched as a skeleton or zombie as if using animate dead. A master lich has no limit to the number of skeletons and zombies it can control in this manner. As a free action, a master lich may use the senses of any one of its minions on the same plane, as if the master lich were in the minion's space.

Furthermore, a master lich can turn the corpses of a swarm of creatures into an undead swarm with the zombie or skeleton template. All the dead bodies of the swarm must be piled together, and the master lich then spends a full round action to animate them.

Special Qualities: A master lich retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Ex): A master lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning.

Fast Healing (Ex): A master lich heals 5 points of damage each round so long as it has at least 1 hit point.

Flight (Su): A master lich can fly at a speed of 30 feet with good maneuverability. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.

Immunities (Ex): Master liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Rejuvenation (Su): If a master lich is destroyed, it automatically reforms at its locus point (see below) 1d10 days later at full strength.

If a master lich's body is destroyed in the Abyss, the lich is permanently destroyed. Similarly, a master lich is permanently destroyed if its soul is trapped (by a trap the soul spell for example) and then released in the Abyss.

Spell Resistance (Ex): A master lich has spell resistance equal to the base creature’s HD + 5.

Turn Resistance (Ex): A master lich has +4 turn resistance. It cannot be turned if it is within 3,000 feet of its locus point.

Abilities: Increase from the base creature as follows: Str +4, Int +2, Wis +2, Cha +4. Being undead, a lich has no Constitution score.

Skills: Master liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Environment: Any.
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

Locus Point
A master lich has achieved immortality through a dark bargain with the powers of the Infinite Layers of the Abyss. The spot where this bargain was sealed becomes the lich's locus point. Should the lich be destroyed, it will automatically reform at its locus point 1d10 days later at its full strength. This locus point is a 5 ft. square that radiates faint evil to a detect evil spell. A locus point cannot be destroyed by any means. If the floor is destroyed by a disintegrate or similar effect, it leaves the locus point hovering in mid air.

If a master lich is destroyed in the Abyss, the dark power that granted its immortality will claim the lich's spirit, consigning it to a final death. Of course, the master lich will do everything in its power to prevent its body or soul being transported to the Abyss. A master lich fears the dark powers of the Abyss more than anything else in the multiverse and is obsessive about keeping the terms of its bargain, for if a dark power should show up to collect the lich's immortal spirit in payment there is no mortal power that can prevent it.

A master lich can move its locus point at the lich's fly speed. The lich must stand on the locus point and concentrate while the locus point is moving.

Sample Master Liches
The following spellcasters have acquired the master lich template.

The Fool
Master Lich Human 13th-level Wizard/1st-level Fighter
Medium Undead
Hit Dice: 14d12 (91 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Touch +8 melee touch (3d6+5) or Death-Stealer +11 melee (1d8+3/19-20) or weapon +10 ranged (xdx)
Full Attack: Death-Stealer +11/+6 melee (1d8+3/19-20) and touch +3 melee touch (3d6+5) or weapon +10/+5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, spell resistance 18, summon familiar, +4 turn resistance, undead traits
Saves: Fort +6, Ref +7, Will +12
Abilities: Str 12, Dex 16, Con —, Int 18, Wis 14, Cha 17
Skills: Bluff +8, Concentration +16, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +10, Move Silently +11, Profession (pilot) +18, Search +12, Sense Motive +10, Spellcraft +22, Spot +10, Survival +2 (+4 on other planes)
Feats: Craft Staff, Empower Spell, Greater Spell Focus (conjuration), Greater Spell Focus (enchantment), Heighten Spell, Iron Will, Scribe Scroll (B), Spell Focus (conjuration), Spell Focus (enchantment), Weapon Focus (longsword)
Environment: Any
Organization: Solitary or army (The Fool plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 16
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4

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

Combat

Death-Stealer: This +2 longsword is favored by undead and constructs, who do not suffer its drawback. A death-stealer bestows one negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. If the sword deals a critical hit it bestows two negative levels. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.

Each time the sword bestows negative levels to a foe, it also bestows one negative level on the wielder. These negative levels last until the wielder stops bearing the sword for 1 hour.

Finally, whenever a death-stealer slays a living, corporeal creature the corpse is turned into a zombie under the control of the wielder, as per the spell animate dead (caster level 13th).

Strong necromancy; CL 13th; Craft Magic Arms and Armor, animate dead, enervation; Price 30,315 gp; Cost 15,315 gp + 1,200 XP.

Wizard Spells Prepared (4/5/5/5/4/3/2/1; save DC 14 + spell level, conjuration and enchantment spells 16 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—mage armor, magic missile, shield, sleep, true strike;
2nd—detect thoughts, glitterdust, heightened hypnotism, misdirection, web;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered touch of idiocy, ray of exhaustion;
4th—black tentacles, charm monster, heightened hideous laughter, heightened stinking cloud;
5th—hold monster, mind fog, teleport;
6th—acid fog, planar binding;
7th—mass hold person.

Possessions: Death-stealer, staff of conjuration (30 charges).

Master Lich Human 16th-level Wizard/5th-level Archmage
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +6
Speed: 60 ft. (12 squares)*, fly 30 ft. (good)
Armor Class: 35 (+6 Dex, +5 natural, +8 bracers of armor, +5 deflection*, +1 insight*), touch 22, flat-footed 29
Base Attack/Grapple: +10/+11
Attack: Touch +11 melee touch (3d6+5) or staff of fiery power +16 melee (1d6+6 plus 1d6 fire)
Full Attack: Touch +11/+6 melee touch (3d6+5) or staff of fiery power +16/+11 melee (1d6+6 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: High arcana (arcane fire, arcane reach, mastery of elements, spell power, spell-like ability), paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., evasion*, fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, resistance to fire 30*, spell resistance 26, summon familiar, +4 turn resistance, undead traits
Saves: Fort +10*, Ref +16*, Will +23*
Abilities: Str 12, Dex 22*, Con —, Int 30*, Wis 20*, Cha 17
Skills: Balance +26*, Climb +21*, Concentration +27, Jump +32*, Knowledge (arcana) +34, Knowledge (the planes) +34, Spellcraft +39 (+41 scrolls), Spot +10*, Tumble +26*, Use Magic Device +12 (+14 scrolls)
Feats: Craft Rod, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Heighten Spell, Improved Spell Capacity, Persistent Spell, Quicken Spell-Like Ability (chain lightning), Quicken Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (evocation)
Environment: Any
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 23
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4
*Modified by magic items.

Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Int boosted at 16th level
Int boosted at 20th level

Combat

Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Wizard Spells Prepared (4/7/7/6/6/6/6/5/10*/5/2; save DC 20 + spell level, evocation spells DC 22 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike, unseen servant;
2nd—detect thoughts, glitterdust, gust of wind, scorching ray, see invisibility, shatter, web;
3rd—blacklight, displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion;
4th—bestow curse, black tentacles, charm monster, empowered fireball, heightened hideous laughter, heightened stinking cloud;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, feeblemind, hold monster, mind fog, quickened true strike;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, disintegrate, empowered extended ice storm, empowered quickened magic missile, globe of invulnerability;
7th—1 sacrificed for arcane reach, empowered freezing sphere, greater teleport, persistent mage armor, persistent shield;
8th—1 sacrificed for mastery of elements, empowered spell turning, extended forcecage, extended mage's sword, heightened prismatic spray, irresistible dance, polar ray, polymorph any object, quickened wall of fire;
9th—1 sacrificed for arcane fire, dominate monster, empowered polar ray, meteor swarm, quickened cone of cold;
10th—empowered energy drain, persistent fire shield.

Possessions: Staff of fiery power, bracers of armor +8, ring of epic wizardry VIII, ring of protection +5, headband of intellect +6, periapt of wisdom +6, robe of the archmagi (black), boots of swiftness, rod of greater metamagic (quicken), tome of clear thought +4 (read at 20th level), darkskull, crystal ball with true seeing, glove of storing, dusty rose ioun stone, eyes of the eagle, 2 doses of unguent of timelessness, 2 doses of universal solvent, potion of barkskin +3.

Originally appeared in Legend of Spelljammer (1991).
 
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Shade

Monster Junkie
Ghost Mount, Lesser

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-19.html

Ghost Mount, Lesser
Large Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+7
Attack: Bite +2 melee (1d4+2)
Full Attack: Bite +2 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., ghostwalking, undead traits
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 14, Dex 13, Con —, Int 6, Wis 13, Cha 6
Skills: Disguise +7, Jump +14, Listen +5, Spot +6
Feats: Alertness
Environment: Any deserts and plains
Organization: Solitary or herd (10-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral, often evil
Advancement: 3-6 HD (Large); 7-12 HD (Huge)
Level Adjustment: —

This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.

Lesser ghost mounts arise from the spirits of mounts that fell during battle, to starvation, or other premature deaths. Unlike true ghost mounts, lesser ghost mounts did not suffer cruelty from their masters, and as such harbor no ill will toward the living. As a result, many still allow themselves to be ridden, and often serve other undead creatures, particularly ghuls, as mounts. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts.

A lesser ghost mount is the same height and length as a living mount of its type, but weighs only half as much.

Lesser ghost mounts cannot speak.

COMBAT

A lesser ghost mount can attack with its bite.

Ghostwalking (Su): A lesser ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a grease spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand.

Originally appeared in Dungeon Magazine #51 (1995).
 
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Shade

Monster Junkie
Genie, Saraph

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-47.html

Genie, Saraph
Medium Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +8
Speed: 20 ft. (4 squares) in scale mail; base speed 30 ft.
Armor Class: 21 (+3 Dex, +3 natural, +5 +1 scale mail), touch 13, flat-footed 18
Base Attack/Grapple: +10/+14
Attack: Flame tongue +16 melee (1d8+7/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5/19-20)
Full Attack: Flame tongue +16/+11 melee (1d8+7/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Saraph armaments, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 19, Dex 18, Con 14, Int 12, Wis 15, Cha 15
Skills: Concentration +15, Diplomacy +17, Intimidate +15, Jump +14 (includes -3 armor check penalty), Knowledge (the planes) +14, Listen +15, Sense Motive +15, Spot, Survival +15 (+17 on other planes)
Feats: Combat Reflexes, Improved Initiative (B), Power Attack, Track, Weapon Focus (longsword)
Environment: Elemental Plane of Fire
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful, never evil
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: —

This being looks like a seven-foot-tall, ruddy-skinned humanoid with bright red hair and pink-irised eyes. It wears a gleaming suit of scale mail, and wields a fiery longsword apparently forged of the same copper-gold alloy.

Saraphs are man-sized genies native to the Elemental Plane of Fire. They are constantly at war with the efreeti, and their battles occasionally spill over to the Material Plane. Saraphs on the Material Plane are always encountered singly, tracking down and slaying efreeti. They also serve gold dragons as guardians for their hoards, in exchange for past and present services to their race. Saraphs despise fire giants, who have at times allied themselves with the efreeti.

Saraphs are related to sollux, and the two often aid one another in their endeavors. Saraphs are particularly fond of members of the Brotherhood of the Sun.

Saraphs have been known to contract service with powerful nonevil characters in return for aid. Contracts will specify the length and nature of service for both parties, and depend solely on the goodwill of either side.

A saraph stands 7 feet tall and weighs 250 to 280 pounds.

Saraphs speak Celestial, Common, Draconic, and Ignan.

COMBAT

Saraphs are brave and honorable in combat, preferring to wade into melee with their flame tongues. Against creatures not clearly immune to fire, they utilize their vast array of spell-like abilities to lessen overwhelming numbers and soften more powerful adversaries.

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).

Saraph Armaments (Ex): A saraph's weapons and armor are produced from a special copper-gold alloy attuned only to saraphs. When worn or wielded by a non-saraph, these items lose their magical properties.

Spell-Like Abilities: At will—produce flame, pyrotechnics (DC 14); 1/day—burning hands, detect magic, dispel magic, fireball (DC 15), fire shield, see invisibility. Caster level 10th. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine #42 (1980).
 
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Shade

Monster Junkie
Eucladoceros

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

Eucladoceros
Large Animal
Hit Dice: 3d8+3 (16 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: +2/+8
Attack: Hoof +4 melee (1d8+2)
Full Attack: 2 hooves +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Dire, low-light vision, scent
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 13, Int 2, Wis 13, Cha 6
Skills: Hide +3, Listen +5, Spot +4
Feats: Alertness, Endurance
Environment: Cold forests, hills, and mountains
Organization: Solitary or herd (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The oversized antler array of this large deer is comblike, with numerous tines.

The eucladoceros, or "bush-antlered deer", sports up to a dozen tines per pedicle in its bushlike antler array.

Larger versions of eucladoceros are known to exist, and use the dire stag statistics.

An eucladoceros is 8 feet long, stands almost 6 feet tall at the shoulder, and sports a rack of antlers 5-1/2 feet wide. It weighs about 1,000 pounds.

COMBAT

An eucladoceros prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Eucladoceros often charge opponents with their antlers.

Dire (Ex): An eucladoceros is considered to be a dire animal for the purposes of determining saving throws.

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

Originally appeared in Dragon Magazine #167 (1991).
 
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Shade

Monster Junkie
Mullonga

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-55.html

Mullonga
Medium Outsider (Evil, Extraplanar)
Hit Dice: 13d8+52 (110 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +13/+17
Attack: Claw +17 melee (2d6+4)
Full Attack: 2 claws +17 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dream haunting, frightful casting, spells, terrify
Special Qualities: Damage reduction 10/good and magic, darkvision 60 ft., mistress of creation, spell resistance 24
Saves: Fort +12, Ref +9, Will +12
Abilities: Str 19, Dex 12, Con 18, Int 17, Wis 19, Cha 18
Skills: Bluff +20, Concentration +20, Diplomacy +6, Disguise +20 (+22 acting), Hide +9, Intimidate +22, Knowledge (arcana) +19, Knowledge (the planes) +19, Listen +20, Move Silently +9, Spellcraft +21 (+23 scrolls), Spot +20, Survival +4 (+6 on other planes), Use Magic Device +20 (+22 scrolls)
Feats: Greater Spell Focus (enchantment), Greater Spell Focus (necromancy), Heighten Spell, Spell Focus (enchantment), Spell Focus (necromancy)
Environment: The Nightmare Lands
Organization: Solitary or circlet (Mullonga plus 13 arcane heads)
Challenge Rating: 15
Treasure: Triple standard
Alignment: Lawful evil
Advancement: —
Level Adjustment: —

This hunched, old woman is dressed in animal skins and carrying a gnarled staff. Her leathery brown flesh looks as if it has been parched in the hottest desert, beneath a blazing, unforgiving sun.

The aboriginal witch Mullonga may look like an old woman who is so small as to be harmless, but she is powerful, evil and malicious.

Mullonga rules over a nightmare land which she can reshape to her will into various "dreamscapes". Her dreamscapes are sinister, terror-filled places, including many ghettoes populated by imprisoned souls and monsters. Hidden somewhere among these ghettoes is an artifact, the Dream Web, which grants Mullonga her spellcasting and dreamscape shaping powers.

She constantly searches for wanderers to fuel her arcane experiments. Mullonga has a number of workshops where she conducts these experiments, which have resulted in the creation of the arcane heads and other terrors that now serve the witch. Mullonga is often accompanied by night hags, nightmares, ennui, and golems of various varieties. Her ghettoes are also haunted by things that did not turn out the way the witch had planned.

Mullonga is 5 feet tall and weighs 90 pounds.

Mullonga speaks Abyssal, Celestial, Common, and Infernal in a voice as dry and brittle as a mummy’s wrappings.

COMBAT

Mullonga often attempts to insinuate herself into a company of wanderers, using illusions to cast herself as a mage lost in the mists. If she is accepted into a company, she begins to sow false information. She does this in an effort to create fear in the wanderers—fear she can later use in dreams.

Mullonga prefers to rely upon her magic, but if forced into melee, her gnarled hands become grotesquely extended claws.

Dream Haunting (Su): Mullonga can visit the dreams of sleeping individuals currently shaken, frightened, or panicked by her terrify ability. To invade someone’s dreams, Mullonga can become incorporeal and enter the victim's body. The sleeper suffers from tormenting dreams and takes 1d3 points of Constitution drain upon awakening. After ending the dream haunting Mullonga gains a +1 bonus to her caster level for one hour for each full hour she spent haunting her victim's dreams. Furthermore, for the duration of this CL bonus the dream haunting victim always meets the requirements of Mullonga's frightful casting ability (as if the victim was a creature with a fear condition within 60 ft. of Mullonga). If the victim awakens while being dream haunted, Mullonga is automatically expelled, becomes corporeal, loses her CL bonus, and becomes shaken for 1d6 rounds. Mullonga does not have the inherent ability to become incorporeal except to haunt a victim's dreams.

Frightful Casting (Su): Mullonga uses fear to strengthen her spells. Whenever a creature with any fear condition (shaken, frightened, or panicked) is within 60 ft. of Mullonga, the DCs of all her spells increase by +1. This bonus stacks with the bonus from Spell Focus and similar feats.

Furthermore, if a creature with a fear condition is targeted by Mullonga, or caught within the area of one of Mullonga's spells, the DC of that spell increases by an additional +1. If the creature is frightened, the spell is also automatically empowered (as per the Empower Spell feat). If the creature is panicked, the spell is automatically maximized (as per the Maximize Spell feat). If more than one creature within the spell's area of effect possesses a fear condition, use the most debilitating condition to determine the effect on Mullonga's spell.

Mistress of Creation (Su): Mullonga can use any magic item, even spell completion items such as wands or scrolls. She can also create any item or construct as though she had the necessary feats and prerequisite spells or other requirements. Mullonga can also create undead as if using any spell capable of undead creation, such as animate dead or create greater undead, provided she has the necessary corpses.

Spells: Mullonga casts spells as a 13th-level wizard. All spells Mullonga casts are automatically quickened and do not require somatic, material or verbal components. Since Mullonga draws her spellcasting power from an artifact called the dream web, Mullonga need only rest for 1 hour and make physical contact with this artifact to regain her entire spell selection.

Typical Wizard Spells Prepared (4/5/5/5/4/3/2/1; save DC 13 + spell level, enchantment and necromancy spells DC 15 + spell level):
0—dancing lights, detect magic, detect poison, read magic;
1st—burning hands, chill touch, disguise self, hypnotism, magic missile;
2nd—alter self, blindness/deafness, detect thoughts, scare, spectral hand;
3rd—displacement, fireball, hold person, magic circle against good, slow;
4th—black tentacles, confusion, fear, polymorph;
5th—faithful hound, mirage arcana, shadow evocation;
6th—flesh to stone, permanent image;
7th—mass hold person.

Terrify (Su): Mullonga can spook creatures that understand her speech with a lengthy recitation of ghost stories or other frightening tales, often about missing travelers. The subjects must make a DC 20 Will save or become engrossed in conversation with Mullonga as if fascinated. After 10 minutes, if Mullonga still speaks, each subject must make an additional DC 20 Will save or become shaken (already shaken characters become frightened and already frightened characters become panicked). Frightened or panicked subjects of Mullonga's terrify ability do not flee from her, not seeing her as the cause of their fear; they do however flee or fight any attackers. This fear decreases by one step each hour after Mullonga ceases using this ability. This is a language-dependent, mind-affecting fear effect. The save DCs are Charisma-based.

In Ravenloft
Mullonga is one of the most active members of the Nightmare Court. She controls the Ghettoes in the City of Nod, a demiplane with the divinely morphic trait. The shifting streets of this roving neighborhood are an extension of the witch.

Orginally appeared in Nightmare Lands (1995).
 
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Shade

Monster Junkie
Spectral Wizard

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-15.html

This man was apparently a spellcaster, for he is dressed in a robes covered in arcane sigils. However, its body and clothing is insubstantial, and most of the color has been drained from its hair, eyes, and skin. In the darkness, it casts an unearthly glow.

Spectral wizards are undead creatures who voluntarily entered an eternal unlife to continue their magical pursuits. This transition requires mysterious rituals and a sacrifice of arcane power to fuel the wizard's unending existence.

Spectral wizards often make lairs in their former homes or in a place where other wizards live. All continue to memorize spells from their books and scrolls, and many become involved in research into new spells or magical items. Spectral wizards have difficulty studying because of their immaterial state.

Although most spectral wizards are evil, a few good and neutral wizards pursue an undead existence to continue their studies for the benefit of others.

A spectral wizard speaks any languages it knew in life.

Creating a Spectral Wizard
"Spectral wizard" is a template that can be added to any creature capable of casting arcane spells (referred to hereafter as the base creature). A spectral wizard has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s.

Speed: Spectral wizards have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the spectral wizard manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: A spectral wizard retains all the attacks of the base creature, attacks relying on physical contact only affect creatures on the Material plane when the spectral is fully manifests (see below). It gains an incorporeal touch attack (see numbing touch) which it can only uses when it manifests.

Full Attack: A spectral wizard retains all the attacks of the base creature, attacks relying on physical contact only affect creatures on the Material plane when the spectral is fully manifests (see below). It gains an incorporeal touch attack (see numbing touch) which it can only uses when it manifests.

Damage: A spectral wizard retains the base creature's damage values, but usually can only damage ethereal creatures with these attacks. It can use the base creature's damage values against nonethereal opponents when it fully manifests (see below). It has an incorporeal touch attack that does 1d6 points of damage and causes numbness (see numbing touch), but can only be used when the spectral wizard manifests.

Special Attacks: A spectral wizard retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 spectral wizard's HD + spectral wizard's Cha modifier unless otherwise noted.

Manifestation (Su): A spectral wizard normally dwells on the Ethereal Plane where, as an ethereal creature, it cannot affect or be affected by anything in the material world. However, a spectral wizard can partially or fully manifest on the Material Plane. It takes 1 move action for a spectral wizard to partially manifest and 1 full-round action to fully manifest. It takes the spectral twice as long to manifest in areas of bright light, such as daylight or a continual flame spell. A spectral wizard may un-manifest as a move action.

A spectral wizard has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Manifested spectral wizards can be attacked by foes from either the Material or Ethereal Planes, but are somewhat protected by incorporeality unless fully manifested.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets.

A partially manifested spectral wizard becomes visible but incorporeal on the Material Plane. It can pass through solid objects at will, and has an incorporeal touch attack. Its incorporeality protects it from foes on the Material Plane, but not from foes on the Ethereal Plane. Its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A partially manifested spectral wizard's touch spells don't work on nonethereal targets.

A fully manifested spectral wizard has assumed physical substance on the Material Plane and loses the incorporeal subtype. Fully manifest spectral wizards have no incorporeal touch attack, but can manipulate material objects, wield weapons (using Str to modify melee attack rolls), grapple creatures, and cast spells, since they are corporeal. Fully manifested spectral wizards are also affected normally by non-magic weapons and mundane fire, cold and acid, but they retain their deflection bonus to AC and remain weightless. Despite being corporeal, spectral wizards are still ethereal and interact normally with foes on the Ethereal Plane. Its spells affect targets both on the Material Plane and Ethereal Plane normally.

Numbing Aura (Su): Any creature that approaches within 10 feet of a spectral wizard feels its body begin to tingle all over. The creature must make a Fortitude save or become slightly numb, taking a -1 penalty on all attack rolls, Strength- and Dexterity-based skill and ability checks, and Reflex saves. This penalty lasts as long as the victim is within 10 feet of the spectral wizard; a creature leaving and re-entering the numbing aura must make a new save each time it enters the aura.

Numbing Touch (Su): Any living creature a spectral wizard hits with its touch attack must succeed on a Fortitude save or be suffer incapacitating numbness in either its head or a limb (spectral wizard's choice) for 1d3 minutes. A numbed arm makes it impossible for the subject to cast spells with somatic components or to use objects with that arm. A numbed leg forces the subject to fall prone and reduces its land speed to 10 feet (or 5 ft. if all its legs are numbed). A numbed head makes it impossible for the subject to speak, which also prevents it from casting spells with verbal components. Numbness can be removed with a dispel magic or lesser restoration spell if the caster succeeds at a caster level check against a DC of 10 + the spectral wizard's hit dice.

Spells: A spectral wizard can cast any spells it could cast while alive, but its caster level is permanently reduced by three.

Special Qualities: A spectral wizard retains all the base creature’s special qualities and gains those described below.

Creepy (Su): A spectral wizard, even when fully manifested and corporeal, never makes noise without choosing and may move silently at will.

Immunities (Ex): Spectral wizards have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Turn Resistance (Ex): A spectral wizard has +2 turn resistance.

Abilities: Same as the base creature, except that the spectral wizard has no Constitution score, and its Charisma score increases by +4.

Skills: Spectral wizards have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Environment: Any.
Organization: Solitary or pair.
Challenge Rating: Same as the base creature.
Treasure: No coins, no goods, double items.
Alignment: Always neutral, never lawful or chaotic.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.


Sample Spectral Wizard

Spectral Wizard
13th-level Human Wizard
Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13 or 13 (+3 Dex), touch 10, flat-footed 13
Base Attack/Grapple: +6/+5
Attack: Incorporeal touch +9 melee or +5 against ethereal foes (1d6 plus numbing touch or 1d6-1 plus numbing touch against ethereal foes); or +1 shock returning dagger +6 melee (1d4/19-20 plus 1d6 electricity) or +1 shock returning dagger +10 ranged (1d4/19-20 plus 1d6 electricity)
Full Attack: Incorporeal touch +9 melee or +5 against ethereal foes (1d6 plus numbing touch or 1d6-1 plus numbing touch against ethereal foes); or +1 shock returning dagger +6/+1 melee (1d4/19-20 plus 1d6 electricity) or +1 shock returning dagger +10 ranged (1d4/19-20 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Manifestation, numbing aura (DC 19), numbing touch (DC 19), spells
Special Qualities: Creepy, immunity to cold, electricity, polymorph, and mind-affecting attacks, incorporeal traits, summon familiar, +2 turn resistance, undead traits
Saves: Fort +4, Ref +7, Will +9
Abilities: Str 8, Dex 16, Con —, Int 20, Wis 12, Cha 17
Skills: Concentration +16 (+20 casting defensively), Decipher Script +10, Hide +11, Knowledge (arcana) +21, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +10, Search +13, Spellcraft +22 (+24 scrolls), Spot +10, Survival +1 (+3 on other planes), Use Magic Device +6 (+10 scrolls)
Feats: Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (enchantment), Greater Spell Focus (necromancy), Scribe Scroll (B), Spell Focus (enchantment), Spell Focus (necromancy), Spell Penetration
Environment: Any
Organization: Solitary or pair
Challenge Rating: 13
Treasure: No coins, no goods, double items
Alignment: Always neutral, never lawful or chaotic
Advancement: By character class
Level Adjustment: +3

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

Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level, enchantment and necromancy spells DC 17 + spell level).
0—detect magic, ghost sound, prestidigitation, touch of fatigue;
1st—chill touch, magic missile, ray of enfeeblement (2), reduce person, shield;
2nd—false life, gust of wind, hideous laughter, scare, touch of idiocy;
3rd—dispel magic, ray of exhaustion, slow, vampiric touch;
4th—black tentacles, crushing despair, enervation, phantasmal killer;
5th—cloudkill, mage's private sanctum, mind fog.

Skills: Spectral wizards have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

Possessions: Headband of intellect +4, wand of spectral hand (50 charges).

Originally appeared in HHQ2 – Wizard’s Challenge (1992).
 
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Shade

Monster Junkie
Genie, Tasked, Miner

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

Genie, Tasked, Miner
Large Outsider (Earth, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (2d6+6)
Full Attack: 2 claws +11 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Collapse mine, spell-like abilities
Special Qualities: Darkvision 60 ft., dig, plane shift, immunity to earth, minecunning, telepathy 100 ft., tunneling
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 22, Dex 9, Con 16, Int 11, Wis 13, Cha 11
Skills: Appraise +9 (+11 gems)*, Craft (gemcutting) +9*, Knowledge (architecture and engineering) +9*, Knowledge (dungeoneering) +9*, Listen +14, Profession (miner) +10*, Search +6 (+8 to find secret doors or hidden compartments), Sense Motive +7, Spot +7, Survival +1 (+3 underground)
Feats: Endurance, Improved Initiative (B), Improved Sunder, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 (Huge)
Level Adjustment: +6

This hairless genie is as wide as it is tall. Its thick, powerful arms end in exaggerated claws, encrusted with dirt. Its bullet-shaped head sports a tiny snout.

Miner genies were once dao, but they have been corrupted by the yak folk into a new form, tasked only to dig and carry stone.

Miner genies' claws are so exaggerated that they can no longer use their hands to eat, instead feeding upon stone using their tiny snouts. Their claws grow so quickly that if miner genies stop mining for more than a week the claws become ingrown, crippling the miner genie.

Miner genies prefer to live a solitary existence in dim light and dusty mines, where no genie or slave can see the dishonorable state to which they have been reduced. Miner genies never mate or bear children of their own, but are remarkably kind and gentle around the children of the dao. Miner genies are occasionally allowed to serve as guardians for the illegitimate children of noble dao. These children are raised in the dim and despairing world of the miner genies until the dao parents think it is safe to declare their true parentage. A few of these children have been known to become miner genies themselves if left too long among the tasked genies.

Miner genies are not magically bound to serve the yakmen, and desire nothing more than to one day revolt and kill their masters. Although they know that the dao are helpless against the yakmen, the miners are irrationally angry that the dao do nothing to save them.

A miner genie is about 8 feet tall and weighs about 1,000 pounds. Miner genies are as wide as they are tall.

Miner genies speak Auran, Common, and Terran.

COMBAT

Because of their oversized claws, miner genies cannot wield weapons. They generally only attack when provoked, but they are grim, self-pitying, and prone to fits of sudden rage.

Collapse Mine (Su): As a standard action, a miner genie can strike the wall of ceiling of any excavation that was constructed or repaired by a miner genie, causing a collapse. All creatures within a 20-ft. radius must succeed on a DC 19 Reflex save or be buried and take 3d10 points of damage (similar to the slide zone of a cave in). Those that save take half damage and are not buried. A buried creature takes 1d6 points of nonlethal damage per round until it is freed (which requires a DC 19 Strength check by either the buried creature or an ally). Furthermore, any creature within a 30-foot-radius spread but outside the slide zone must succeed on a DC 19 Reflex save or take 1d10 points of damage from falling debris. Collapse mine does not affect miner genies, due to their immunity to earth effects. The save and check DCs are Strength-based.

Dig (Su): Three times per day, a miner genie can supernaturally dig through dirt. This functions as a move earth spell, with the following differences. Each round that the miner maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth spell, the miner's dig ability may form tunnels. Caster level 9th. This is the equivalent of an 3rd-level spell.

Immunity to Earth (Ex): A miner genie is immune to the detrimental effects of spells with the earth descriptor. Additionally, it takes no damage from cave-ins or collapses, nor is its movement hampered by rockslides, rubble, or other earth-related effects.

Minecunning (Ex): This ability grants a miner genie a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps or new construction. Something that isn't stone but that is disguised as stone also counts as unusual stonework. Minecunning also grants a +4 racial bonus on Search checks to notice valuable mineral deposits and geological hazards, such as veins of ore, unstable rocks, subterranean poison gas and so forth.

If a miner genie comes within 30 feet of unusual stonework, a geological hazard or a mineral deposit it can make a Search check to notice it as if it were actively searching. A miner genie can also use the Search skill to find stonework traps as a rogue can.

A miner genie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

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: 1/day—gaseous form, water breathing. Caster level 6th. The save DCs are Charisma-based.

Tunneling (Ex): A miner genie can tunnel through solid stone at its burrow speed, leaving behind an intact tunnel.

Skills: Miner genies have a +4 racial bonus on Listen checks. *Miner genies have a +4 racial bonus on Appraise, Craft, Knowledge and Profession skills related to stone and stonework.

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

Monster Junkie
Undead Mass

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-65.html

Undead Mass
Gargantuan Undead
Hit Dice: 24d12 (156 hp)
Initiative: +0
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +12/+48
Attack: Bite +20 melee (1d6+12 plus 1d6 electricity) or claw +20 melee (1d4+12 plus 1d6 electricity) or slam +20 melee (1d4+12 plus 1d6 electricity)
Full Attack: 8 bites +20 melee (1d6+12 plus 1d6 electricity) and 8 claws +20 melee (1d4+12 plus 1d6 electricity) and 8 slams +20 melee (1d4+12 plus 1d6 electricity)
Space/Reach: 20 ft./15 ft.
Special Attacks: Charnel flail, enhanced multiattack, improved grab, lightning
Special Qualities: All-around vision, blind-sight, darkvision 60 ft., repaired by electricity, undead traits
Saves: Fort +8, Ref +8, Will +14
Abilities: Str 35, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills: Climb +20
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral evil
Advancement: 25-35 HD (Gargantuan); 36-72 HD (Colossal)
Level Adjustment: —

A wretched mass of rotting limbs and faces sludges forth. Hands grasp, mouths open and shut, rheumy eyes look all around it, all while emitting a cacophany of moans and cries.

An undead mass is a vile undead conglomeration created by the most twisted of necromancers. Undead masses are primarily used as guardians and slayers, who are occasionally unleashed upon small villages and similar settlements to sow fear and chaos. They can also be used as brute labourers or as necromantic engines: some great magical machines have an undead mass built inside, whose many strong arms and electrical energy power the device. Should such a death machine be destroyed, the undead mass inside will smash its way out and attack.

Greater undead masses are known to exist. These "battlefield undead masses" wield weapons and subsume the slain to increase their own bulk and prowess.

An undead mass is about 25 feet in diameter and 3 to 8 feet in height, weighing roughly 40 tons.

COMBAT

Upon sensing intruders, an undead mass simply flows toward it and attacks with as many of its natural weapons as possible. Should prey move out of reach (such as via flight), an undead mass forms a charnel flail and seeks to grab the opponent. If adversaries prove resilient, it instinctively unleashes its lightning.

All-Around Vision (Ex): Undead masses are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Charnel Flail (Ex): As a standard action, an undead mass can whip out a conglomeration of limbs and dismembered flesh that makes a single bite, claw or slam attack (+20 melee) with a reach of 40 ft., which does 6d6+18 points of damage if it hits.

Enhanced Multiattack (Ex): An undead mass fights with a number of assimilated natural weapons. The undead mass does not suffer an attack or damage penalty for attacking with multiple natural weapons. An undead mass can use only three natural attacks at once against a Small or Medium opponent. Against a larger foe, it can use three additional natural attacks for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the undead mass can use only one natural attack. It can use a maximum of three natural attacks against all foes in any single 5-foot by 5-foot area.

Improved Grab (Ex): To use this ability, an undead mass must hit with a natural 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. Undead masses have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Lightning (Su): An undead mass can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 18d6 points of electricity damage. These "twinned" lightning bolts cannot overlap. Once per day an undead mass can produce a lightning bolt that strikes a target within 400 feet for 24d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 12d6 electricity damage, in a similar fashion to a chain lightning spell. A DC 22 Reflex save halves the damage of any bolt. The save DCs are Constitution-based.

Repaired by Electricity (Ex): A magical attack that deals electricity damage breaks heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the undead mass to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an undead mass hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. An undead mass golem gets no saving throw against attacks that deal electricity damage.

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

Advanced Undead Masses
An undead mass gains an additional bite, claw and slam attack for every 3 additional Hit Dice gained.

Originally appeared in PC 2 - Top Ballista (1989).
 
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Shade

Monster Junkie
Wind Spirit (Marut)

http://www.enworld.org/forum/general-monster-talk/294035-converting-first-edition-monsters-5.html

Wind Spirit (Marut)
Medium Outsider (Air, Extraplanar)
Hit Dice: 16d8+80 (132 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16
Base Attack/Grapple: +16/+23
Attack: +1 thundering shock greatsword +26 melee (2d6+13 plus 1d6 electricity/17-20 plus 1d6 electricity plus 1d8 sonic damage on a critical hit)
Full Attack: +1 thundering shock greatsword +26/+21/+16/+11 melee (2d6+13 plus 1d6 electricity/17-20 plus 1d6 electricity plus 1d8 sonic damage on a critical hit)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial training, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, spell resistance 26
Saves: Fort +15, Ref +16, Will +14
Abilities: Str 25, Dex 22, Con 21, Int 14, Wis 18, Cha 17
Skills: Balance +8, Bluff +22, Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +25, Intimidate +24, Jump +9, Knowledge (nature) +21, Knowledge (the planes) +21, Listen +23, Sense Motive +23, Spot +23, Survival +4 (+6 in aboveground natural environments, +6 on other planes), Tumble +25, Use Magic Device +22, Use Rope +6 (+8 bindings)
Feats: Combat Reflexes, Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Flyby Attack (B), Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Elemental Plane of Air
Organization: Solitary, storm (2-10), or troop (10-100)
Challenge Rating: 15
Treasure: None (except +1 thundering shock greatsword)
Alignment: Always neutral
Advancement: 17-32 HD (Medium); 33-48 HD (Large)
Level Adjustment: —

The being before you resembles a heroically proportioned man wielding a golden greatsword that crackles with lightning. He roars with excitement, revealing teeth that gleam like iron.

Wind spirits, or maruts, serve as troops for gods. Legends claim they are created from winds on the Elemental Plane of Air. All wind spirits are male.

Maruts live only for battle. They will serve any deity, regardless of alignment, although they are most commonly found in the employ of wind deities. When not in battle, wind spirits make their homes in clouds, assisting wind deities with changes to the weather.

A wind spirit is about 7½ feet tall and weighs about 250 pounds.

Wind spirits speak Auran, Celestial, and Sylvan.

COMBAT

Wind spirits are outstanding fighters, wielding their magical greatswords with martial mastery. A wind spirit utilizes chain lightning and greater shout to help break resistance and clear a path for its comrades.

Martial Training (Ex): A wind spirit qualifies for feats as if it were a fighter of a level equal to its Hit Dice.

Spell-Like Abilities: At will—control winds (DC 18), invisibility (self only); 1/day—chain lightning (DC 19), control weather, greater shout (DC 21). Caster level 16th. The save DCs are Charisma-based.

Originally appeared in Deities and Demigods Cyclopedia (1980).
 
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Shade

Monster Junkie
Skullcap Ivy

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-28.html

Skullcap Ivy
Diminutive Plant
Hit Dice: ½d8 (2 hp)
Initiative: -5
Speed: 0 ft. or fly 5 ft. (clumsy)
Armor Class: 10 (+4 size, -5 Dex, +1 natural), touch 9, flat-footed 10
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Spores
Special Qualities: Plant traits, symbiosis
Saves: Fort +2, Ref —, Will -4
Abilities: Str –, Dex –, Con 11, Int –, Wis 2, Cha 1
Skills: —
Feats: —
Environment: Any temperate land
Organization: Solitary or patch (3-5)
Challenge Rating: —
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny); 2 HD (Small)
Level Adjustment: —

Add the following to the host's descriptive text:

From atop the creature's head sprouts ivy-like shoots with broad, heart-shaped leaves.

Skullcap ivy is a symbiotic plant that makes its home on the scalps of sentient creatures. It begins as a floating, wispy seed pod, borne on the air like dandelion fluff. When a seed pod lands on a humanoid head, it burrows into the scalp and takes root. As the plant matures, it spreads along the scalp, creating a vast network of ivy-like shoots with broad, heart-shaped leaves. It kills off hair follicles in the scalp, so as the host organism starts growing shoots of green ivy from the head, the host simultaneously loses his or her natural hair. In time, the hair is completely replaced with plant growth. If the ivy is later removed, the hair does not grow back.

Skullcap ivy is an opportunistic symbiote, taking advantage of any chance encounter with its favorite environment: the scalp of an intelligent mammal. If the wind does not find it a potential host, the seed pod sinks roots into the soil and becomes a normal, earth-based plant. When the time comes for it to take to seed, however, it casts its pods to the fortunes of the wind, trying once again to find a suitable host.

Skullcap ivy is popular among druids, fey, rangers, and other sylvan humanoids.

COMBAT

Skullcap ivy is benign. The biggest threat it produces to unwilling hosts is its annual eruption of spores.

Spores (Ex): Once a year, skullcap ivy produces hundreds of thistledown-like seeds. Should one of these seeds land on a suitable host (any warm-blooded sapient creature with hair), the creature must succeed at a DC 10 Fortitude save or the seed takes root and grows into a new skullcap ivy plant in 1d3 weeks. A skullcap ivy infestation can be removed by anything that kills the plant: the simplest method is rubbing the infested areas with strong alcohol before the plant germinates. However, some adventurers intentionally apply skullcap ivy spores and automatically fail their saves. The save DC is Constitution-based.

Symbiosis (Ex): Skullcap ivy grows on the head of intelligent mammals, replacing the hair of its host. The host reaps several benefits and a few disadvantages. For one, as long as the skullcap ivy has adequate sunlight and water, the host requires half as much food and water as usual (if kept out of sunlight, as in a dungeon, the ivy nourishes itself from the host's bloodstream and requires only half the food of a Diminutive animal, which is a negligible amount compared to a Medium or Small humanoid's daily intake). Furthermore, the host and ivy provide gasses for each other to breath, so the host can breathe nonmagical poisonous gas indefinitely, and need not start holding its breath for 1 minute in vacuum.

On the other hand, while a skullcap ivy is immune to spells that target plant monsters, the host becomes vulnerable to entangle and similar spells. Specifically, if the ivy or the host is in the area of an entangle spell, the host must succeed on a Fortitude save, or the ivy will grow and start to strangle its host, following the normal rules for suffocation. Also, skullcap ivy produces sweet-smelling blooms during the spring months which attract pollinating insects, including monsters such as giant bees.

Originally appeared in Dragon Magazine #259 (1999).
 
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