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  1. #81
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    Flame Spirit

    http://www.enworld.org/forum/general...atures-39.html

    Flame Spirit, Least
    Small Elemental (Extraplanar, Fire)
    Hit Dice: 2d8 (9 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
    Base Attack/Grapple: +1/-2
    Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
    Full Attack: Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Burn (DC 13), fiery eyes, fire shuriken, spell-like abilities
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
    Saves: Fort +0, Ref +5, Will +0
    Abilities: Str 12, Dex 15, Con 10, Int 6, Wis 11, Cha 11
    Skills: Listen +2, Spot +3
    Feats: Ability Focus (burn), Weapon Finesse (B)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually neutral
    Advancement: 3 HD (Small)
    Level Adjustment: —

    Flame Spirit, Lesser
    Medium Elemental (Extraplanar, Fire)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +3/+5
    Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or fire shuriken +6 ranged (1d10+2 fire/19-20)
    Full Attack: Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or 2 fire shuriken +6 ranged (1d10+2 fire/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Burn (DC 16), fiery eyes, fire shuriken, spell-like abilities
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
    Saves: Fort +3, Ref +7, Will +1
    Abilities: Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 11
    Skills: Listen +3, Spot +4
    Feats: Ability Focus (burn), Combat Reflexes, Weapon Finesse (B)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually neutral
    Advancement: 5-7 HD (Medium)
    Level Adjustment: —

    Flame Spirit, Greater
    Large Elemental (Extraplanar, Fire)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +6/+14
    Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or fire shuriken +9 ranged (1d10+4 fire/19-20)
    Full Attack: Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or 3 fire shuriken +9 ranged (1d10+4 fire/19-20)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Burn (DC 19), fiery eyes, fire shuriken, spell-like abilities
    Special Qualities: Cannot cross water, damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
    Saves: Fort +5, Ref +10, Will +2
    Abilities: Str 18, Dex 19, Con 16, Int 6, Wis 11, Cha 13
    Skills: Listen +5, Spot +6
    Feats: Ability Focus (burn), Combat Reflexes, Power Attack, Weapon Finesse (B)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral
    Advancement: 9-15 HD (Large)
    Level Adjustment: —

    A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.

    Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.

    Least flame spirits are relatively docile, and are often summoned to appear inside lanterns to serve as light sources. As long as the summoner provides the least flame spirit with combustible materials for consumption, it passively remains inside the lantern. A least flame spirit's flames are pure white, with tiny red eyes.

    Lesser flame sprits are more independent. They prefer to consume volcanic ash, basalt, and other volcanic rock. As a result, they are often found near active volcanos when left to their own devices. They are dull orange in color with black eyes.

    Greater flame spirits are somewhat arrogant. They often serve wu jen as bodyguards or to power huge furnaces used in magical experiments. While they will consume any type of combustible material, they prefer seasoned wood and fresh parchment. The colored flames of a greater flame spirit's body are an ever-shifting pattern of yellow, red, and green, while its eyes are a deep red.

    A least flame sprit is 1 foot in diameter and weighs 1 pound. A lesser flame sprit is 6 feet in diameter and weighs 18 pounds. A greater flame sprit is 10 feet in diameter and weighs 70 pounds.

    Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.

    Flame spirits can be summoned via summon monster and summon nature's ally spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.

    COMBAT

    Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.

    Burn (Ex): A flame spirit’s slam attack deals bludgeoning damage plus fire damage from the spirit’s flaming body. Those hit by a flame spirit’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

    Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit’s attack, and also catch on fire unless they succeed on a Reflex save.

    Cannot Cross Water (Ex): A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.

    Fiery Eyes (Su): As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.

    Fire Shuriken (Su): Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.

    Spell-Like Abilities (Least): 3/day—produce flame. Caster level 2nd. The save DCs are Charisma-based.

    Spell-Like Abilities (Lesser): At will—produce flame; 1/day—pyrotechnics (DC 12). Caster level 4th. The save DCs are Charisma-based.

    Spell-Like Abilities (Greater): At will—produce flame; 3/day—pyrotechnics (DC 13); 1/day—fire shield (warm only). Caster level 8th. The save DCs are Charisma-based.

    Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
    Last edited by Shade; Tuesday, 7th December, 2010 at 08:56 PM.
    - Shade

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    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

 

  • #82
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    Minor Trickster (Lvl 4)

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    Drowned Maiden

    http://www.enworld.org/forum/general...gazine-24.html

    Drowned Maiden
    Medium Undead
    Hit Dice: 7d12 (45 hp)
    Initiative: +6
    Speed: Fly 30 ft. (perfect) (6 squares)
    Armor Class: 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14
    Base Attack/Grapple: +3/-
    Attack: Incorporeal touch +5 melee or +3 against ethereal foes (1d4)
    Full Attack: Incorporeal touch +5 melee or +3 against ethereal foes (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Captivating gaze, drowning embrace, manifestation, vile wake
    Special Qualities: Darkvision 60 ft., incorporeal traits, spell resistance 17, +2 turn resistance, undead traits
    Saves: Fort +2, Ref +4, Will +7
    Abilities: Str 10, Dex 14, Con , Int 14, Wis 14, Cha 18
    Skills: Bluff +16, Diplomacy +20, Disguise +4 (+6 acting), Intimidate +8, Listen +12, Perform (song) +14, Sense Motive +14, Spot +12
    Feats: Improved Initiative, Negotiator, Persuasive
    Environment: Any land or Ethereal Plane
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always chaotic, never good
    Advancement: 814 HD (Medium)
    Level Adjustment:

    This humanoid woman is garbed in tattered clothing, the colors washed out to a faded, watery green. Her pale skin has a greenish tint, and her long greenish-blond hair appears to have water plants woven into it.

    A potoplenytsia, or "drowned maiden", is the spirit of a murder victim, usually a woman, who was drowned. Most potoplenytsia desire revenge on their murderer, and will do all in their power to gain this revenge. This is not always easy since the spirit of the drowned maiden is tied to the body of water in which it was drowned.

    Drowned maidens are found in any climate or region capable of sustaining open bodies of water, but seem to be more common in ponds, streams and small lakes of the more temperate climates. Drowned maidens usually appear within 5 feet of the shoreline, near the spot where they were murdered, but may appear anywhere in "their" body of water. They cannot come onto dry land, but can manifest in water as shallow as 1 inch deep, thus the occasional reports of potoplenytsia who "walk" the shoreline or who sit by the edge of the water.

    Various coins and items of jewelry can often be found submerged in the shallows or covered with a layer of sediment near places where drowned maides are known to appear. These items are all that is left of the maiden's victims, and as such, increase with the passing of the years.

    A potoplenytsia is 5 to 6 feet tall and weightless.

    Drowned maidens speak any languages they knew in life (usually Common).

    COMBAT

    Drowned maidens attempt to lure victims to their deaths with a captivating gaze, or tangle the nets of fishermen and overturn their boats, drowning them in a watery embrace.

    Captivating Gaze (Su): A drowned maiden can attract another creature toward itself just by making eye contact. She can use captivating gaze an unlimited number of times against her killer (the creature who caused her to die and become a drowned maiden), but otherwise may only use captivating gaze 3/day. Captivating gaze is similar to a gaze attack, except that the maiden must use a standard action, and those merely looking at her are not affected. Anyone the potoplenytsia targets must succeed on a DC 17 Will save or become captivated. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same drowned maiden's gaze for 24 hours. The save DC is Charisma-based, and gains a +4 racial bonus against the drowned maiden's killer. The ability has a range of 30 feet.

    A captivated victim walks toward the drowned maiden, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the drowned maiden stands there and offers no resistance to the monsters attacks.

    Drowning Embrace (Su): When manifested, a drowned maiden can try to drown any creature it touches with an incorporeal touch attack. Furthermore, a creature that hits a drowned maiden with a natural weapon or touch attack exposes themselves to the maiden's drowning embrace (the drowned maiden is usually immune to damage from such attacks, since it is incorporeal when manifested).

    Creatures exposed to the maiden's drowning embrace must succeed on a DC 17 Reflex save or be pulled underwater by an unnatural current. Any creature who cannot breath water who is pulled under must immediately begin Constitution checks to resist drowning (see Water Dangers in the DMG for the risks and effects of drowning). A victim can escape a drowning embrace using the same rules as escaping a grapple, except the drowned maiden uses its Charisma modifier instead of its Strength modifier in the contest (+7 grapple modifier for a typical drowned maiden). A potoplenytsia can hold as many creatures in a drowning embrace as it can fit within its reach, with no penalties on its checks. The save DC is Charisma-based.

    Manifestation (Su): A potoplenytsia dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a potoplenytsia manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested potoplenytsia 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 potoplenytsia can pass through solid objects at will, and its own attacks pass through armor. A manifested potoplenytsia always moves silently. A manifested potoplenytsia can strike with its touch attack or with a ghost touch weapon. A manifested potoplenytsia remains partially on the Ethereal Plane, where is it not incorporeal. A manifested potoplenytsia can be attacked by opponents on either the Material Plane or the Ethereal Plane. The potoplenytsia's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting potoplenytsia 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. When a spellcasting potoplenytsia manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested potoplenytsia's touch spells dont work on nonethereal targets.

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

    Vile Wake (Su): As a free action, a drowned maiden can create powerful waves or currents in a body of water she is in contact with. These waves can be formed over any area within a 10-ft. radius of the drowned maiden, turning the area into difficult terrain. A drowned maiden gains cover while using vile wake (+2 to Reflex saves and +4 to AC).

    As a standard action, a drowned maiden can use her vile wake to try to push back or knock over opponents. Resolve this as a bull rush or overrun attack that does not provoke an attack of opportunity, except the drowned maiden uses her Charisma modifier on this check instead of her Strength modifier.

    Note: Originally appeared as "rusalka" in Polyhedron Gencon Special Edition. Renamed to avoid confusion with existing creature of the same name.

    Originally appeared in Polyhedron Gencon Special Edition (1999).
    Last edited by Shade; Tuesday, 18th January, 2011 at 03:59 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #83
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    Lost Soul

    http://www.enworld.org/forum/general...ettings-2.html

    Lost Soul, Medium
    Medium Undead (Extraplanar)
    Hit Dice: 4d12+4 (30 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 13 (+3 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+4
    Attack: Claw +7 melee (1d4+2)
    Full Attack: 2 claws +7 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful groans (DC 13), gnaw, improved grab
    Special Qualities: Absorb corpse, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 2, unholy toughness, undead traits
    Saves: Fort +1, Ref +1, Will +4
    Abilities: Str 15, Dex 10, Con , Int 5, Wis 10, Cha 12
    Skills: Listen +3, Search +1, Spot +8
    Feats: Reckless Offense, Weapon Focus (claw)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 3
    Treasure: 25% coins; no goods; no items
    Alignment: Always chaotic evil
    Advancement: 5-7 HD (Medium)
    Level Adjustment:

    Lost Soul, Large
    Large Undead (Extraplanar)
    Hit Dice: 8d12+8 (60 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
    Base Attack/Grapple: +4/+14
    Attack: Claw +10 melee (1d6+6)
    Full Attack: 4 claws +10 melee (1d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Frightful groans (DC 15), gnaw, improved grab
    Special Qualities: Absorb corpse, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 4, unholy toughness, undead traits
    Saves: Fort +2, Ref +2, Will +6
    Abilities: Str 23, Dex 10, Con , Int 5, Wis 10, Cha 12
    Skills: Listen +5, Search +1, Spot +10
    Feats: Power Attack, Reckless Offense, Weapon Focus (claw)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 5
    Treasure: 25% coins; no goods; no items
    Alignment: Always chaotic evil
    Advancement: 9-15 HD (Large)
    Level Adjustment:

    Lost Soul, Huge
    Huge Undead (Extraplanar)
    Hit Dice: 16d12+16 (120 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
    Base Attack/Grapple: +8/+26
    Attack: Claw +17 melee (1d8+10/19-20)
    Full Attack: 8 claws +17 melee (1d8+10/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Frightful groans (DC 19), gnaw, improved grab
    Special Qualities: Absorb corpse, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 8, unholy toughness, undead traits
    Saves: Fort +5, Ref +5, Will +10
    Abilities: Str 31, Dex 10, Con , Int 5, Wis 10, Cha 12
    Skills: Listen +9, Search +1, Spot +14
    Feats: Awesome Blow, Improved Bull Rush, Improved Critical (claw), Power Attack, Reckless Offense, Weapon Focus (claw)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 9
    Treasure: 25% coins; no goods; no items
    Alignment: Always chaotic evil
    Advancement: 17-31 HD (Huge)
    Level Adjustment:

    Lost Soul, Gargantuan
    Gargantuan Undead (Extraplanar)
    Hit Dice: 32d12+62 (270 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-4 size, +12 natural), touch 6, flat-footed 18
    Base Attack/Grapple: +16/+42
    Attack: Claw +27 melee (2d6+14/19-20)
    Full Attack: 16 claws +27 melee (2d6+14/19-20)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Frightful groans (DC 27), gnaw, improved grab
    Special Qualities: Absorb corpse, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 12, unholy toughness, undead traits
    Saves: Fort +10, Ref +10, Will +18
    Abilities: Str 39, Dex 10, Con , Int 5, Wis 10, Cha 12
    Skills: Listen +17, Search +1, Spot +22
    Feats: Awesome Blow, Cleave, Dire Charge, Epic Toughness, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Power Attack, Reckless Offense, Snatch, Weapon Focus (claw)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 14
    Treasure: 25% coins; no goods; no items
    Alignment: Always chaotic evil
    Advancement: 33-63 HD (Gargantuan)
    Level Adjustment:

    Lost Soul, Colossal
    Colossal Undead (Extraplanar)
    Hit Dice: 64d12+184 (600 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (-8 size, +17 natural), touch 2, flat-footed 19
    Base Attack/Grapple: +32/+66
    Attack: Claw +47 melee (3d6+18/19-20)
    Full Attack: 32 claws +47 melee (3d6+18/19-20)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Frightful groans (DC 43), gnaw, improved grab
    Special Qualities: Absorb corpse, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 16, unholy toughness, undead traits
    Saves: Fort +21, Ref +21, Will +34
    Abilities: Str 47, Dex 10, Con , Int 5, Wis 10, Cha 12
    Skills: Listen +33, Search +1, Spot +38
    Feats: Awesome Blow, Cleave, Dire Charge, Epic Prowess (x4), Epic Toughness (x4), Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Overrun, Improved Sunder, Power Attack, Reckless Offense, Snatch, Stand Still, Weapon Focus (claw)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 21
    Treasure: 25% coins; no goods; no items
    Alignment: Always chaotic evil
    Advancement: 64+ HD (Colossal)
    Level Adjustment:

    A tangled mass of rotting bodies shambles forth. The faces of the dead peer out from the central mass, looking as wretched and as pained as the moans they emit.

    A lost soul is an amalgamation of zombie-like beings in a single entity. Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.

    Lost souls roam the lands, seeking living wanderers to add to their tangled masses. While each tortured member of a lost soul has a fleeting memory of its previous existence, the entity has but a single mind full of chaotic images and hatred of the living.

    A Medium lost soul is 5 to 6 feet tall and weighs around 300 pounds, the typical weight of two Medium humanoid corpses. Big lost souls are far heavier than the total weight of their component corpses, for they conjure additional flesh created from soil and shadow-stuff, using processes similar to the create food and drink and shadow evocation spells. For example, a Huge lost soul weighs between 4,000 and 32,000 pounds and contains from 26 to 56 corpses. That many corpses would typically weigh between 4,000 and 8,500 pounds--any extra weight is conjured flesh, which evaporates or crumbles to dust if the lost soul is destroyed.

    Lost souls do not speak, but emit an eerie groan that consists of many voices merged into one.

    COMBAT

    Lost souls go into a frenzy when they see living beings, seeking to reclaim the warm spark of life that they have lost.

    A lost soul can use only four claw attacks at once against a Small or Medium opponent. Against a larger foe, it can use four additional claws for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one claw. It can use a maximum of four claws against all foes in any single 5-foot by 5-foot area.

    Absorb Corpse (Su): If a lost soul kills a humanoid or monstrous humanoid it can merge the body with its own flesh as a move action. For every victim it absorbs in this fashion, the lost soul gains 1 HD; for every 2 HD it advances, it gains an additional claw attack. A lost soul gains no additional benefits (such as skills or feats) until it reaches the next size category.

    Absorbed victims cannot be returned to life with a raise dead or resurrection spell without first destroying the lost soul it has become part of, although it can be brought back to life with a wish or true resurrection (this removes the HD, attack and fast healing advancement the absorbed victim gave the lost soul).

    Two or more lost souls can absorb each other, merging together into a single lost soul as a full-round action. The Hit Dice of the resulting monster equals the sum of the individual lost souls' HD.

    All-Around Vision (Ex): A lost soul's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

    Frightful Groans (Su): Lost souls constantly emit terrifying moans and shrieks, all living creatures within a 300-foot spread must succeed on a Will save or be affected for 2d4 rounds. Affected creatures are shaken if they have at least as many HD as the lost soul, frightened if they have fewer HD than the lost soul, but at least half the lost soul's HD; or panicked if the lost soul has more than twice their HD. (For example, when facing a 6 HD lost soul, creatures of 1-2 HD become panicked, 3-5 HD creatures become frightened, and 6+ HD creatures become shaken). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same lost soul's frightful groans for 24 hours. The save DC is Charisma-based

    Gnaw (Ex): When a lost soul makes a full attack it can make an additional bite attack against any opponent it is grappling (+6 melee, 1d6+1 damage), in addition to its normal claw attacks. It can bite as many opponents as it can grapple. It can also bite a single grappled foe with a standard attack.

    Improved Grab (Ex): To use this ability, a lost soul must hit an opponent of any size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can gnaw. A lost soul can grapple as many opponents as it has claw attacks at the same time.

    Unholy Toughness (Ex): A lost soul gains bonus hit points equal to its Charisma modifier times its Hit Dice.

    In Ravenloft
    Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. Corporeal lost souls are hunted by arcane heads, which feed upon their undead flesh. Physical lost souls cannot enter dreamscapes.

    Originally appeared in Nightmare Lands (1995).
    Last edited by Shade; Wednesday, 9th February, 2011 at 09:04 PM.
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    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #84
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    Wastrel

    http://www.enworld.org/forum/general...nsters-36.html

    Wastrel
    Tiny Magical Beast (Extraplanar)
    Hit Dice: 1d10 (5 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +1/12
    Attack: Bite +5 melee (1d35)
    Full Attack: Bite +5 melee (1d35)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: Life leeching
    Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 12
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 12
    Skills: Spot +12
    Feats: Dodge, Flyby Attack (B), Mobility (B), Weapon Finesse (B)
    Environment: Gray Wastes of Hades
    Organization: Solitary or flock (10-100)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral evil
    Advancement:
    Level Adjustment: +2 (cohort)

    This creature resembles a large raven, but its plumage is unusually shabby and mottled with unhealthy streaks of gray, brown, and black. Its beak and legs are a rusty red, and its eyes are large and sinister.

    A wastrel appears innocuous enough at first. Its easy to take the wastrel as nothing more than a common bird suffering from some kind of wasting disease. Theyre lazy and awkward fliers, and their call is a rough sort of croaking noise.

    Wastrels are about 2 feet long and have wingspans of about 3 feet.

    Wastrels speak Abyssal.

    A wastrel can be acquired as a familiar by a 6th-level arcane spellcaster of neutral evil alignment with the Improved Familiar feat. A wastrel familiar can speak one additional language of its master's choice as a supernatural ability.

    COMBAT

    Wastrels attack with their beaks until they wound an opponent, then retreat and use their life leeching power to wear their victim down. A group of wastrels divides its numbers to try to wound as many opponents as possible. Wastrels will retreat after a few rounds of combat if they are unable to draw blood, but often return to attack later, especially if their prey appears to be at a disadvantage.

    Life Leeching (Su): Wastrels have the uncanny ability to slowly drain the life-force from a creature they have wounded. To use life leeching, a wastrel must first establish a "blood-link" with the victim. It does this by hitting an opponent with its bite attack and drawing blood. A wastrel can only maintain one blood-link at a time, and can unerringly sense the direction and distance of the creature it has a blood-link with. A blood-link is broken if the wastrel and its victim are even more than a mile apart, the wastrel can also cancel a blood-link as a free action. The blood-link can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt is enough to break the link. A magic circle against evil or similar spell will break a blood-link.

    Once it establishes a blood-link, the wastrel can leech its victim's life force. After every 24 hours of life leeching the victim takes 1 point of Constitution damage. Life leeching has a 300 foot range, but the bird doesn't have to stay within 100 yards the entire day provided it can average 300 feet or less from its victim throughout the course of a 24-hour period. Life leeching does not require line of sight or line of effect, but any barrier that breaks the blood-link will also stop the Con damage. A protection from evil spell prevents the Con damage but does not break the blood-link.

    If more than one wastrels life leeches the same victim, the rate of the leeching is multiplied by the number of birds, i.e. 4 wastrels life leeching a single creature would leech 1 point of Constitution every 6 hours.

    Skills: A wastrel has a +6 racial bonus on Spot checks.

    Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
    Last edited by Shade; Wednesday, 8th December, 2010 at 02:26 PM.
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    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

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  • #85
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    Black Burner

    http://www.enworld.org/forum/general...nsters-66.html

    Black Burner
    Tiny Animal
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +3
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-11
    Attack: Slam +5 melee (1d4-3)
    Full Attack: Slam +5 melee (1d4-3)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: Flammable
    Special Qualities: Blindsight 120 ft., hold breath, low-light vision
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 4
    Skills: Listen +7, Spot +7, Swim +10
    Feats: Weapon Finesse
    Environment: Cold aquatic
    Organization: Solitary, pair, or school (3-12)
    Challenge Rating: 1/6
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    This creature resembles a tiny whale, with a chubby body, wide mouth, and a puckered blowhole. Its skin is dark black.

    The black burner is actually a small marine mammal. It gets its name from the flammable black oil it secretes through tiny pores. This oil covers its entire surface, preventing it from freezing when removed from the water.

    Black burners are popular among arctic travelers, for their bodies can be burns as fuel. Unscrupulous spellcasters have been known to intentionally alight summoned black burners to wreak havoc among their adversaries before the tiny cetaceans expire. Druids and other nature-lovers find such acts reprehensible, and such acts rarely go unpunished if witnessed.

    A black burner is 1 to 2 feet long and weighs about 2 pounds.

    COMBAT

    Black burners are generally inoffensive creatures, attacking with their slams only as a last resort. If one member of a school is in danger, others will sometimes come to their aid, however.

    Blindsight (Ex): Black burners can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the black burner to rely on its vision, which is approximately as good as a human’s.

    Flammable (Ex): A black burner (alive or dead for no more than 1 week) burns easily due to the special oils in its flesh. If lit carefully, a black burner corpse can be kept burning as a small fire for up to 3d4 hours. If lit quickly, a live or dead black burner can be lit and thrown as a splash weapon as a full-round action, following the rules for alchemist's fire otherwise.

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

    Skills: A black burner uses its Dexterity modifier instead of its Strength modifier for Swim checks. A black burner has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *A black burner has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsight is negated.

    In the Realms
    Black burners are found primarily in the oceans and rivers of the Great Glacier.

    Originally appeared in FR 14 - The Great Glacier (1992).
    Last edited by Shade; Tuesday, 14th December, 2010 at 05:03 PM.
    - Shade

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    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #86
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    Explodestools

    http://www.enworld.org/forum/general...plants-31.html

    Explodestools (CR 2)
    Explodestools appear to be small mushrooms of an edible nature, which grow mixed with normal mushrooms of similar appearance. A DC 18 Spot check or DC 18 Knowledge (nature) check is sufficient to detect the presence of explodestools within a patch of mushrooms.

    If a creature weighing over 8 pounds steps in a 5-ft. square containing explodestools, all the fungi in the square explode, dealing 1d8 points of sonic damage to everything within a 10-foot-radius spread. Additionally, the creature must succeed on a DC 15 Fortitude save or become deafened for one hour. An explodestool will similarly explode if it is plucked or takes any weapon, force, or sonic damage (including sonic damage from the explosion of other explodestools). Any amount of acid, cold, or fire damage destroys explodestools without setting them off.

    If a creature recognizes the presence of explodestools within a patch of fungi, he or she can avoid setting off the explodestools by moving at half speed through the patch and succeeding on a DC 10 Reflex save or DC 12 Balance check.

    Originally appeared in Dragon Magazine #89 (1984).
    Last edited by Shade; Tuesday, 7th December, 2010 at 03:17 PM.
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    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

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    "Yeah, I can fly." - Tony Stark, Iron Man
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    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #87
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    Rat, Gigantic

    http://www.enworld.org/forum/general...vermin-43.html

    Rat, Gigantic
    Huge Animal
    Hit Dice: 16d8+96 (168 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), climb 20 ft., swim 30 ft.
    Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
    Base Attack/Grapple: +12/+30
    Attack: Bite +21 melee (3d6+15/19-20 plus disease)
    Full Attack: Bite +21 melee (3d6+15/19-20 plus disease)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Disease, gnaw, improved grab, stench, trample 2d8+10
    Special Qualities: Dire, low-light vision, resistant to disease, scent
    Saves: Fort +16, Ref +12, Will +13
    Abilities: Str 30, Dex 15, Con 22, Int 2, Wis 12, Cha 4
    Skills: Climb +18, Hide +4, Listen +6, Move Silently +5, Spot +6, Swim +18
    Feats: Alertness, Improved Critical (bite), Power Attack, Stealthy, Weapon Focus (bite)
    Environment: Any
    Organization: Solitary or pack (5-10)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 17-24 HD (Huge); 25-48 HD (Gargantuan)
    Level Adjustment: —

    This gigantic rat is five times longer than a man is tall. Its fur is matted with reeking filth that could make even a half-orc retch.

    Gigantic rats are omnivorous scavengers, but will attack to defend their nests and territories.

    A typical gigantic rat is 30 feet long and weighs about 30,000 pounds.

    COMBAT

    Gigantic rats attack fearlessly, biting and chewing with their sharp incisors.

    Disease (Ex): Filth fever—bite, Fortitude DC 24, incubation period 1d3 days, damage 2d4 Dex and 2d4 Con. The save DC is Constitution-based.

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

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

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

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

    Stench (Ex): Bits of offal, carrion, and refuse cling to a gigantic rat's fur. A creature within 20 feet of a gigantic rat must succeed on a DC 24 Fortitude save or be sickened for 1d6 rounds. A creature that successfully saves can't be affected by that gigantic rat's stench ability for 24 hours. The save DC is Constitution-based.

    Trample (Ex): As a standard action during its turn each round, a gigantic rat can trample a Large or smaller opponent. This attack deals 2d8+10 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 28) for half damage. The save DC is Strength-based.

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

    Originally appeared in Adventure Pack I (1987).
    Last edited by Shade; Monday, 6th December, 2010 at 04:34 PM.
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    "Hairy balls of the Gods!" - Korgoth of Barbaria

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    "Yeah, I can fly." - Tony Stark, Iron Man
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    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

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    Eel, Weed

    http://www.enworld.org/forum/general...onsters-7.html

    Eel, Weed
    Small Animal (Aquatic)
    Hit Dice: 1d8 (4 hp)
    Initiative: +7
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
    Base Attack/Grapple: +0/-5
    Attack: Bite +4 melee (1d3-1 plus poison)
    Full Attack: Bite +4 melee (1d3-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low-light vision, scent
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
    Skills: Hide +11 (+15 in coral reef or rock, +19 in weeds or kelp), Listen +2, Move Silently +5, Spot +2, Swim +7
    Feats: Improved Initiative, Weapon Finesse (B)
    Environment: Warm aquatic
    Organization: Solitary or colony (10-60)
    Challenge Rating: 1/2
    Treasure: Standard coins, 50% goods (gems and jewelery only), no items
    Alignment: Always neutral
    Advancement: 2 HD (Small); 3-4 HD (Medium)
    Level Adjustment: —

    What appeared to be nothing more than a strand of seaweed reveals itself to be a six-foot eel.

    Weed eels are found in both fresh and salt water, usually in depths of 25 to 40 feet. They live in colonies, sharing food and home alike. Each colony has a lair consisting of a central cave, roughly 30 feet long and 20 feet wide and high. The floor of the central cave is covered with small stones, coins, and gems that the eels have scavenged. Radiating from this central cave are a series of 6-foot-diameter tunnels, which in turn lead to a network of 6 to 8-inch-diameter holes. These are the homes of the individual eels that make up the colony.

    A typical weed eel is 6 feet long and weighs 10 to 12 pounds.

    COMBAT

    Weed eels are fiercely protective of their lairs, especially the central cave where their young are raised. If an attempt is made to enter any hole, the eel to whom it belongs will always strike with incredible speed.

    Poison (Ex): Bite, Fortitude DC 10; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

    Skills: Weed eels have a +4 racial bonus on Hide and Spot checks. The bonus on Hide checks improves to +8 in areas of coral or rock, and to +12 in areas of weeds or kelp.

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

    Originally appeared in Monster Manual (1977).
    Last edited by Shade; Tuesday, 4th January, 2011 at 04:25 PM.
    - Shade

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    "Hairy balls of the Gods!" - Korgoth of Barbaria

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    "Yeah, I can fly." - Tony Stark, Iron Man
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    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #89
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    Genie, Tasked, Deceiver

    http://www.enworld.org/forum/general...-genies-8.html

    Genie, Tasked, Deceiver
    Medium Outsider (Air, Extraplanar)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
    Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +9/+14
    Attack: Claw +14 melee (1d8+5/18-20 plus eye gouge)
    Full Attack: 2 claws +14 melee (1d8+5/18-20 eye gouge)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Augmented critical, disbelieve, eye gouge, spell-like abilities
    Special Qualities: Darkvision 60 ft., displacement, illusory life, perfect liar, plane shift, spell resistance 16, telepathy 100 ft.
    Saves: Fort +9, Ref +11, Will +7
    Abilities: Str 20, Dex 19, Con 14, Int 16, Wis 11, Cha 19
    Skills: Bluff +19, Concentration +15, Diplomacy +6, Disguise +12 (+14 acting), Escape Artist +17, Forgery +18, Hide +25, Intimidate +6, Knowledge (the planes) +16, Listen +13, Move Silently +17, Sleight of Hand +19, Spellcraft +9, Spot +13, Survival +0 (+2 on other planes), Use Rope +4 (+6 bindings)
    Feats: Deceitful, Improved Initiative (B), Persuasive, Quicken Spell-Like Ability (shadow evocation), Quicken Spell-Like Ability (solipsism)
    Environment: Elemental Plane of Air
    Organization: Solitary or pair
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually neutral evil
    Advancement: 10-12 HD (Medium); 13–21 (Large)
    Level Adjustment: +6

    This being resembles a tall, gaunt human with thin arms and legs and large hands and feet. Its long fingers end in steely claws. Blond hair covers its large head. Its heterochromic eyes are striking, one blue and one brown. Its skin is a mottled grey.

    Deceiver genies are djinn perverted to a life of deception and illusion. These immature pranksters will gladly give up food, sleep, and treasure in pursuit of a truly cruel scheme. Deceiver genies see the entire world as a fiction, a game, or a toy created for their manipulation and amusement. While this may be entertaining for those siding with these tasked genies, it is rarely amusing for those they seek to deceive.

    Favorite tricks of the deceiver genies include sending hapless victims over illusory bridges, chasing illusory oases, or even making them argue with one another over trivia, rumors, and gossip. They also enjoy sending unnerving messages to sentries, caravan guards, and other watchmen. The only trick they dislike is taking the place of others, for they are uncomfortable staying near others for more than a few minutes. They will pretend to be someone else only when a larger plot requires it.

    Deceiver genies sometimes cooperate with others of their kind to build and then hide a village in remote regions, but most are found in service to more powerful genies, such as noble djinn and the most powerful of jann. Anyone wishing to bind such a genie must always exercise caution: loyalty to a master does not include loyalty to a master’s retainers in the code of a deceiver genie. When idle, deceiver genies spin webs of lies around their masters, generally to provoke them into some disastrous action which the deceiver finds amusing.

    Deceiver genies are great fans of the arts, which they consider a somewhat formal but endlessly fascinating form of lying. Deceiver genies will never harm a storyteller, rawun, or tasked artist genie, though they may still confuse them.

    A deceiver genie is about 7 feet tall and weighs about 250 pounds.

    Deceiver genies speak Abyssal, Auran, Celestial, Common, Ignan and Infernal.

    COMBAT

    Deceiver genies are cowards, preferring flight to fight. If forced into melee, they fight with a hysterical, terrified fury, slashing with their nails and attempting to tear out an opponent’s eyes. Given the chance to prepare for battle, deceiver genies create illusory minions to serve them in battle. These are often reinforced by real minions of the same type to sow chaos.

    Augmented Critical (Ex): A deceiver genie claws threaten a critical hit on a natural attack roll of 18–20, and allow it to use its eye gouge special attack on a successful critical hit.

    Disbelieve (Sp): Once per day, a deceiver genie can use break enchantment to attempt to dispel an illusion effect. This cannot be used on any non-illusions. Caster level 24th.

    Displacement (Su): A light-bending glamer continually surrounds a deceiver genie, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the genie by some means other than sight. A true seeing effect allows the user to see the genie's position, but see invisibility has no effect.

    Eye Gouge (Ex): If a deceiver genie scores a critical hit with a claw attack, the target must succeed on a DC 18 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness/deafness can heal the injury. The save DC is Dexterity based.

    Illusory Life (Ex): A deceiver genie's life of trickery and shifting images makes it susceptible to its own game. As a result, a deceiver genie has a -4 racial penalty on saves vs. illusions.

    Perfect Liar (Su): A deceiver genie is such a convincing liar that it is immune to discern lies and similar effects. Additionally, its alignment cannot be determined by any magical means short of a wish or miracle.

    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: At will—disguise self, false vision, misdirection (DC 16), tongues, whispering wind; 2/day—major image (DC 17), mirage arcana (DC 19), quickened shadow evocation (DC 19), quickened solipsism (new spell; see below); 1/day—project image (DC 21), sunbeam (DC 21); 1/week—mass suggestion (DC 20), permanent image (DC 20), programmed image (DC 20), veil (DC 20). Caster level 24th. The save DCs are Charisma-based.

    Skills: A deceiver genie has a +8 racial bonus on Hide checks, thanks to its displacement ability.

    New Spell

    Solipsism
    Illusion (Shadow)
    Level: Brd 6, Clr 6, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: See text
    Effect: See text
    Duration: Concentration
    Saving Throw: Will disbelief (Special, see text)
    Spell Resistance: Yes; see text

    You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Solipsism can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th-level or lower, except its duration is as long as the caster concentrates. The illusory objects, forces, or creatures created by solipsism appear to be transparent images superimposed on vague, shadowy forms.

    Solipsism is the opposite of normal illusions in that creatures must make an active effort to believe (rather than disbelieve) in the illusion to be affected by it. The spell has no effect on those who do not believe. The objects and creatures "conjured" by solipsism become real to those who believe in them, with all the normal properties their form and function allow. Thus, a solipsistic wall of stone bridging a chasm could be crossed by the caster and those who believed. All others would see the caster apparently walking out onto nothingness. Likewise, a solipsistic summon monster spell can create a creature that can carry believers on its back, or attack believers to cause real damage.

    The caster of solipsism automatically believes in the reality of their solipsistic illusions. Other characters must deliberately try to believe in the illusion and succeed on a DC 19 Will save to be affected by this spell. A failed save means the character cannot convince themselves of the illusion's reality and the solipsism has no effect on them. To believe in the illusion, a character must study it closely or interact with it in some fashion (this usually requires a move action). A character can make a single attempt to believe each round.

    Once they successfully believe in the solipsism, believers will continue to be affected by its "conjurations" for the duration of the spell. Believers can automatically stop believing in the solipsism as a free action, but if they do so and decide to "re-believe" they need to succeed at the Will save again. The effects of solipsism continue for as long as the spell's caster maintains concentration. The caster can dissolve discrete elements of the illusion (e.g. a single creature out of a group, or one arrow in a quiver, but not part of a single object or creature) while continuing to concentrate on the rest of the solipsism, but such dissolved elements can not be re-believed into pseudo-existence except by casting the spell again.

    Objects automatically fail their Will saves against this spell.

    Originally appeared in ALQ2 - Assassin Mountain (1993).
    Last edited by Shade; Tuesday, 4th January, 2011 at 04:03 PM.
    - Shade

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    Rise Against - "The Good Left Undone"

  • #90
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    Undead Mass, Battlefield

    http://www.enworld.org/forum/general...atures-65.html

    Undead Mass, Battlefield
    Gargantuan Undead
    Hit Dice: 24d12 (156 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), climb 20 ft.
    Armor Class: 32 (-4 size, +1 Dex, +15 natural, +10 armor), touch 7, flat-footed 31
    Base Attack/Grapple: +12/+50
    Attack: Trident +22 melee (4d6+14 plus 1d6 electricity) or bite +22 melee (1d6+14 plus 1d6 electricity) or claw +22 melee (1d4+14 plus 1d6 electricity) or slam +22 melee (1d4+14 plus 1d6 electricity) or trident +9 ranged (4d6+14)
    Full Attack: Trident +22/+17/+12 melee (4d6+14 plus 1d6 electricity) and 7 tridents +22 melee (4d6+14 plus 1d6 electricity) and 8 bites +22 melee (1d6+14 plus 1d6 electricity) and 8 claws +22 melee (1d4+14 plus 1d6 electricity); or 8 bites +22 melee (1d6+14 plus 1d6 electricity) and 8 claws +22 melee (1d4+14 plus 1d6 electricity) and 8 slams +22 melee (1d4+14 plus 1d6 electricity); or 8 tridents +9 ranged (4d6+14)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Assimilate corpse, charnel flail, enhanced multiattack, enhanced multiweapon fighting, improved grab, lightning, shock
    Special Qualities: All-around vision, blind-sight, darkvision 60 ft., integrated armor, repaired by electricity, undead traits
    Saves: Fort +8, Ref +9, Will +14
    Abilities: Str 38, Dex 13, Con —, Int —, Wis 10, Cha 1
    Skills: Climb +22
    Feats: —
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    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. Bits and pieces of various types of armor are integrated throughout the mass. Its many hands wield numerous metal tridents, while its mouths open and shut and its 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

    Battlefield undead masses are proficient with all simple and martial melee weapons.

    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.

    Assimilate Corpse (Su): A battlefield undead mass can absorb a corpse simply by moving over it. The battlefield undead mass gains an additional natural attack for 10 rounds.

    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.

    Enhanced Multiweapon Fighting (Ex): A battlefield undead mass can wield weapons in all its limbs simultaneously without suffering any attack penalties.

    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).

    Integrated Armor (Ex): Most corpses a battlefield mass absorbs are armored, and as a result, bits and pieces of armor are integrated into its mass. When combined with the weapon fragments that dot its hide, this grants the battlefield undead mass a +10 armor bonus. This bonus increases by +1 for each 3 additional hit dice the mass gains.

    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.

    Shock (Ex): A battlefield undead mass generates so much electricity that its mere touch deals additional electricity damage. Metallic weapons wielded by the battlefield undead mass also conduct this electricity.

    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).
    Last edited by Shade; Monday, 20th December, 2010 at 10:30 PM.
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

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