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Shade

Monster Junkie
Snake Grass

http://www.enworld.org/forum/genera...erting-monsters-first-edition-modules-62.html

Snake Grass
Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Snakes +1 melee (2d4 plus poison)
Full Attack: Snakes +1 melee (2d4 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Poison, pruned growth
Special Defenses: All-around vision, darkvision 60 ft., low-light vision, plant traits, scent
Saves: Fort +6, Ref +0, Will -1
Abilities: Str 10, Dex 10, Con 16, Int —, Wis 8, Cha 3
Skills: Search +4, Spot +3
Feats: Combat Reflexes (B), Weapon Finesse (B)
Environment: Any temperate or warm land
Organization: Solitary or bed (2-8)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The patch of grassy reeds bear tiny snakelike heads at its tips. The heads hiss and curl tiny tongues at intruders.

Snake grass is an odd carnivorous plant that seems to possess the heads of vipers at the ends of its reeds. Sage speculate that it was originally created by yuan-ti experimentation or medusae magic.

Snake grass grows to a height of about 6 feet.

COMBAT

Snake grass simply attempts to bite any creature that wanders within its reach with its snakeheads.

All-Around Vision (Ex): Snake grass is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d3 Dex, secondary damage 1d3 Str. The save DC is Constitution-based.

Pruned Growth (Ex): Whenever a patch of snake grass has taken 5 hp of slashing damage, its damaged reeds sprout new snake heads. This increases the damage of its snakes attack by an additional die. The maximum additional damage dice equals the total Hit Dice of the snake grass (so a standard patch can grow up to 4d4 damage). Extra heads gained from pruned growth wither and die within a day, returning the damage of the snakes attack to its original amount.

Originally appeared in I13 - Adventure Pack I (1987).
 
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Shade

Monster Junkie
Shadowsponge (Air Stealer)

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-60.html

Shadowsponge (Air Stealer)
Huge Aberration
Hit Dice: 7d8+49 (80 hp)
Initiative: -2
Speed: Fly 30 ft. (6 squares)(average)
Armor Class: 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11
Base Attack/Grapple: +5/+17
Attack: Slam +8 melee (1d4+6)
Full Attack: Slam +8 melee (1d4+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, overrun, steal air, toxic fumes
Special Qualities: All-around vision, oozelike, sense air
Saves: Fort +12, Ref +0, Will +4
Abilities: Str 18, Dex 6, Con 24, Int 3, Wis 11, Cha 3
Skills: Search +0, Spot +14
Feats: Endurance, Iron Will, Weapon Focus (slam)
Environment: Space
Organization: Solitary or group (2-6)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Level Adjustment: —

A massive, greyish sponge floats through space. Hundreds of rubbery, many-branched air sacs protrude from a central mass, while many small eyes dot its surface.

Shadowsponges are semi-intelligent space creatures that feed on nutrients gleaned from gases, absorbed light, and low level electrical and heat energy. They are often called "air stealers" due to their propensity to absorb all breathable air rapidly from an area. Shadowsponges possess a rudimentary herd mentality, and move instinctively together toward atmospheres in space. They avoid the large, stable atmospheres of worlds.

Sages speculate that shadowsponges are merely a stage in the lives of more advanced fungoid creatures. This stage, it is thought, ends when a sponge reaches a certain inner state by absorbing the nutrients it needs from absorbed gases. It then enters a world's atmosphere and falls to the surface, metamorphosing into spores to begin life anew in some other form. To date, this hypothesis cannot be definitively proven.

Shadowsponges never collide with each other or fight among themselves. They seem capable of rejoining scattered portions of themselves, or even joining with another sponge to form a larger whole, and have no reproductive lives or family units.

A shadowsponge's spongy body is mostly air, making it remarkably lightweight - a typical shadowsponge is a sphere roughly 18 feet in diameter, weighing around 6,000 pounds.

COMBAT

A shadowsponge drifts in space until it senses the approach of an atmosphere. It then attacks single-mindedly, absorbing precious air. A captive shadowsponge refuses to eat or drink, so perishes within a few days.

All-Around Vision (Ex): Shadowsponges are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks.

Engulf (Ex): A shadowsponge can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The shadowsponge merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the shadowsponge, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the shadowsponge moves forward. Engulfed creatures are considered to be grappled and trapped within its body, every round they are engulfed they take 1d4+4 points of bludgeoning damage and are exposed to the shadowsponge's toxic fumes (see below). The save DC is Strength-based.

Oozelike (Ex): A shadowsponge is immune to poison, sleep effects, paralysis, polymorph, and stunning. It is not subject to critical hits or flanking.

Overrun (Ex): A shadowsponge that hits with a slam attack can attempt to overrun its opponent (+3 check modifier) as a free action without provoking an attack of opportunity. If the shadowsponge fails it has no risk of falling prone.

Sense Air (Ex): A shadowsponge can "smell" breathable air. It can sense the presence and approximate direction of any breathable atmosphere within a range of three miles.

Steal Air (Ex): A shadowsponge can rapidly absorb oxygen and other life-giving gases. Every minute a shadowsponge is in a breathable atmosphere, it absorbs one day's worth of air for every Hit Die it possesses (a "day's worth" being as much air as a single Medium creature normally breathes in 24 hours). A shadowsponge can quickly exhaust small volumes of air such as a spelljammer ship's air-envelope, asphyxiating all air-breathing creatures within. Shadowsponges can store up to 10 day's worth of air for every Hit Die they possess.

Toxic Fumes (Ex): A shadowsponge's interior is filled with corrosive and poisonous vapors. Any creature exposed to these toxic fumes must make a DC 20 Fortitude save each round, or be blinded for 1d4 rounds and take 2d6 acid damage plus 1d4 Str damage and 1d4 Con damage. Even with a successful save, a victim is still dazzled for 1d4 rounds and take 1d6 acid damage. The save DC is Constitution-based.

If a shadowsponge is struck by a fire or electrical damage it will produce toxic fumes for 1 round, covering a radius equal to three times the shadowsponge's reach (30 feet radius for a typical shadowsponge).

When slain, a shadowsponge produces toxic fumes for 1d3 rounds, covering a radius equal to six times the shadowsponge's reach (60 feet radius for a typical shadowsponge).

A strong wind (21+ mph) disperses the toxic fumes in 1 round.

Herd Clouds
Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups.

Herd Cloud
Huge Aberration
Hit Dice: 8d8+64 (100 hp)
Initiative: -2
Speed: Fly 30 ft. (6 squares)(average)
Armor Class: 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11
Base Attack/Grapple: +6/+18
Attack: Slam +9 melee (1d4+6)
Full Attack: Slam +9 melee (1d4+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, lightning, overrun, steal air, toxic fumes
Special Qualities: All-around vision, oozelike, sense air
Saves: Fort +14, Ref +0, Will +8
Abilities: Str 18, Dex 6, Con 26, Int 11, Wis 15, Cha 7
Skills: Diplomacy +9, Search +4, Spot +17
Feats: Endurance, Iron Will, Weapon Focus (slam)
Environment: Space
Organization: Solitary, group (1 plus 2-6 shadowsponges) or herd (1-6 plus 5-40 shadowsponges)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

Lightning (Su): A herd cloud can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 6d6 points of electricity damage. These "twinned" lightning bolts cannot overlap. Once per day a herd cloud can produce a lightning bolt that strikes a target within 400 feet for 9d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 4d6 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.

In Spelljammer
Desperate spacefarers occasionally trap shadowsponges in a spacewreck or other large, sturdy spacegojng storage container. These shadowsponges are forcibly dragged through planetoid atmospheres or skim the atmospheres of worlds, thereby gaining a portable atmosphere for oversized crews and long space voyages. Trapped shadowsponges are also set adrift and used offensively against a hostile planetoid, base, ship, or elven armada craft.

Shadowsponges imprisoned or brought into contact with planetary atmospheres will take on and store air usable in space voyages, but the shock of this treatment seems to ultimately kill them, poisoning the surrounding air.

Originally appeared in SJR1 - Lost Ships (1990).
 
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Shade

Monster Junkie
Morena

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-60.html

Morena
Small Magical Beast (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Bite +7 melee (1d4+1/19-20)
Full Attack: Bite +7 melee (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, lock jaws
Special Qualities: Darkvision 60 ft., fast healing 1, low-light vision, undulating displacement
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 12, Dex 17, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +8*, Spot +6, Swim +9
Feats: Fleet of Foot, Iron Will, Run (B), Weapon Finesse (B)
Environment: Warm aquatic
Organization: Solitary or seething (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Small); 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —

This gray-green fish resembles a moray eel. It writhes so furiously that it is nearly impossible to pinpoint its exact location.

A morena is similar to a moray eel, but it is far more aggressive. A morena is so aggressive, in fact, that most aquatic predators, even sharks, avoid it.

Like moray eels, morenas reside in coral reef niches or caves.

A morena is 3 to 5 feet long and weighs up to 100 pounds.

COMBAT

Morena prefer to lie in wait in their lairs, then strike swiftly from ambush.

Improved Grab (Ex): To use this ability, a morena must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can lock jaws. A morena has a +8 racial bonus on grapple checks (already included in the statistics above).

Lock Jaws (Ex): A morena can lock its jaws onto a creature it is grappling as a standard action, automatically dealing 2d4+2 points of damage each round. A jaw-locked morena can be struck with a weapon or grappled itself. To remove a jaw-locked morena through grappling, the opponent must achieve a pin against the morena.

Undulating Displacement (Su): A swimming morena distorts light around itself, making its apparent position undulate from side to side of its true location when viewed from more than 5 feet away. Any ranged or reach attack against a moving morena has a 50% miss chance, as if the morena had total concealment, although this displacement does not prevent enemies from targeting the morena normally. A true seeing spell reveals its true location.

A morena only gains this miss chance on rounds it spends a move action to swim. Undulating displacement does not function if the morena is grappled or heavily encumbered.

Skills: A morena 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 morena gains a +8 racial bonus on Hide checks when in reefs or caves.

Originally appeared in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
Mimic, Killer

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Killer
Large Aberration (Shapechanger)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (1d8+6)
Full Attack: 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 13, Cha 10
Skills: Climb +9, Disguise +12, Listen +7, Spot +7
Feats: Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 10 HD (Large); 11–20 HD (Huge); 21-30 (Gargantuan)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

Killer mimics are a larger, more savage variety of the common mimic.

A killer mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical killer mimic has a volume of 100 cubic feet (about 4 feet by 4 feet by 6 feet) and weighs about 4,500 pounds.

Killer mimics cannot speak.

COMBAT

A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod.

Killer mimics are almost as adept at mimicry as their intelligent cousins. They are little more than savage beasts, incapable of negotiating or surrender, and mostly fight to the death.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Crush (Ex): A killer mimic deals 1d8+6 points of damage with a successful grapple check.

Mimic Shape (Ex): A killer mimic can assume the general shape of any object that fills roughly 100 cubic feet (about 4 feet by 4 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

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

Originally appeared in Monstrous Compendium Volume Two (1989).
 

Shade

Monster Junkie
Mimic, Metal

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Metal
Large Aberration (Shapechanger)
Hit Dice: 10d8+30 (75 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Slam +13 melee (2d6+6)
Full Attack: 2 slams +13 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 12
Skills: Climb +11, Disguise +15, Listen +10, Spot +10
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-23 HD (Huge); 24-35 HD (Gargantuan)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach.

A metal mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical metal mimic has a volume of 200 cubic feet (about 5 feet by 5 feet by 8 feet) and weighs about 7,000 pounds.

Metal mimics speak Common.

COMBAT

Metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Create Light (Sp): Four times per day, a metal mimic can create light. This functions as the light spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.

Crush (Ex): A metal mimic deals 2d6+6 points of damage with a successful grapple check.

False Magic Aura (Su): Once per day, a metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 16). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.

Mimic Shape (Ex): A metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

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

Originally appeared in Dragon Magazine #101 (1985).
 

Shade

Monster Junkie
Mimic, Killer Metal

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Killer Metal
Large Aberration (Shapechanger)
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (2d6+6)
Full Attack: 2 slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 23, Dex 12, Con 17, Int 4, Wis 13, Cha 12
Skills: Climb +11, Disguise +12, Listen +8, Spot +8
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach. Killer metal mimics are a smaller and less intelligent version of the standard metal mimic.

A killer metal mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical killer metal mimic has a volume of 150 cubic feet (about 5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Killer metal mimics cannot speak.

COMBAT

Killer metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. Killer metal mimics are instinctively aggressive and usually fight to the death. They may occasionally flee a fight, but never negotiate like their intelligent cousins.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Create Light (Sp): Four times per day, a killer metal mimic can create light. This functions as the light spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.

Crush (Ex): A killer metal mimic deals 2d6+6 points of damage with a successful grapple check.

False Magic Aura (Su): Once per day, a killer metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 15). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.

Mimic Shape (Ex): A killer metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: A killer metal mimic has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen and Spot checks.

Originally appeared in Dragon Magazine #101 (1985).
 

Shade

Monster Junkie
Mimic, Space

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Space
Large Aberration (Shapechanger)
Hit Dice: 12d8+36 (90 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+16
Attack: Slam +12 melee (1d8+4)
Full Attack: 2 slams +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush, spells
Special Qualities: Darkvision 60 ft., flight, hide in space, immunity to acid, mimic shape, spells
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10
Skills: Climb +4, Concentration +13, Decipher Script +7, Disguise +18, Knowledge (arcana) +7, Listen +11, Spellcraft +14, Spot +11
Feats: Alertness, Combat Casting, Eschew Materials (B), Lightning Reflexes, Spell Focus (Illusion), Weapon Focus (slam)
Environment: Wildspace
Organization: Solitary
Challenge Rating: 7
Treasure: No coins, double goods (gems and jewelery), double items
Alignment: Usually neutral
Advancement: 13–15 HD (Large); 16–24 HD (Huge) or by character class (wizard)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

Space mimics are a highly intelligent spellcasting relative of the common mimic, usually encountered floating the depth of wildspace or hiding aboard spelljamming vessels. Unlike common mimics, space mimics have a culture of sorts based on the study of arcane lore. They are keen readers, preferring tomes on magic and astronomy. On the rare occasions a space mimic meets another of its kind they will debate arcane lore and exchange books or scrolls they've already read for new ones. Space mimics need spell books to cast their spells just like a wizard.

These monsters are just as amoral as common mimics, seeing most creatures as potential meals and sources of treasure. They will negotiate with powerful creatures, exchanging their services for food or arcane volumes, but weaker beings are there to be eaten.

A space mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical space mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Space mimics can speak and read common and at least two other languages, usually Draconic and Elven.

COMBAT

A space mimic disguises itself, often as a large chest or massive desk, and waits for victims to arrive. It then observes its potential prey and tries to lure a single victim away with an enchantment or illusion spell such as charm person or ghost sound, hoping to devour them without anyone noticing.

Space Mimics fight with spells as well as adhesive pseudopods as powerful as a common mimic's. They are crafty creatures who know how to use their spells to their best advantage - charming opponents and turning them on their companions, casting web to stymie their enemies' movements and so forth. If a battle turns against them a space mimic seeks to negotiate or fly away, but they fight to the death if cornered.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 19 Reflex save. A successful DC 19 Strength check is needed to pry it off.

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

Crush (Ex): A space mimic deals 1d8+4 points of damage with a successful grapple check.

Flight (Su): A space mimic can turn its body buoyant at will. This allows it to fly as the spell, as a free action, at a speed of 50 feet. This buoyancy also grants it permanent feather fall and levitate effects with personal range.

Hide in Space (Ex): A space mimic's skin is naturally pitch black with motes of twinkling light. This allows a space mimic to make Hide checks when it is flying in wildspace without needing any cover or concealment. It can also Hide against similar starry backgrounds, such as a a clear night sky. Space mimics have a +12 racial bonus on Hide checks when in space or a clear night sky.

Mimic Shape (Ex): A space mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Spells: A space mimic can cast spells as a 4th-level wizard with specialization in the Illusion school and Abjuration and Evocation as its prohibited schools. The save DCs are Intelligence-based.

Typical wizard spells prepared (4/4+1/3+1):
0—dancing lights, ghost sound* (DC 14), prestidigitation, resistance
1st—charm person (DC 13), cause fear (DC 13), color spray* (DC 15), magic aura** (DC 15), unseen servant
2nd—hypnotic pattern** (DC 16), invisibility*, minor image* (DC 16), web (DC 14)
*Illusion spell. **Bonus spell.

Skills: A space mimic has a +8 racial bonus on Disguise checks. *A space mimic has a +12 racial bonus to Hide checks when in space or a clear night sky and can make Hide checks in space or a night sky without needing cover or concealment.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Shade

Monster Junkie
Baobhan Sith (Bavanshee)

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-37.html

Baobhan Sith (Bavanshee)
Medium Fey
Hit Dice: 5d6 (17 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, repulsed by iron, tomb-tainted
Saves: Fort +1, Ref +6, Will +6
Abilities: Str 14, Dex 15, Con 11, Int 14, Wis 15, Cha 18
Skills: Bluff +12, Diplomacy +18, Disguise +4 (+6 acting), Hide +10, Intimidate +6, Listen +10, Move Silently +10, Perform (dance) +12, Sense Motive +12, Spot +10
Feats: Ability Focus (charm person), Negotiator
Environment: Any plains and hills
Organization: Solitary or dance (2-8)
Challenge Rating: 4
Treasure: Standard coins, double goods, double magic
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium)
Level Adjustment: —

A beautiful woman in a green dress sings an inviting song.

A baobhan sith (or bavanshee) is a vampiric fey with strong powers of persuasion. Also known as "the White Women of the highlands," these beautiful seductresses prey on young travelers by night.

A baobhan sith is 5-1/2 feet tall and weighs 100 pounds. Some baobhan sith are reported to have deer hooves for feet, which they keep hidden under their dresses.

Baobhan sith speak Common, Elven and Sylvan.

COMBAT

Baobhan sith generally operate in groups, working together to seduce victims with their beauty, inviting men to dance with them before drinking their blood.

Blood Drain (Ex): A baobhan sith can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the baobhan sith gains 5 temporary hit points.

Repulsed by Iron (Ex): Baobhan sith loathe iron and cannot tolerate its presence. A baobhan sith cannot use iron armor, weapons, or gear and must make a DC 20 Will save to enter an area laced with iron. They cannot rest or sleep within 30 feet of iron. A baobhan sith has a -2 morale penalty on melee attacks against a creature wearing or wielding an iron object and loses its turn resistance if it is turned by a creature wielding an iron holy symbol.

Spell-Like Abilities: At will—charm person (DC 17); 3/day—clairaudience/clairvoyence, silent image (DC 15), suggestion (DC 17); 1/day—teleport. Caster level 10th. The save DCs are Charisma-based.

Tomb-Tainted (Ex): Although fey, baobhan sith are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A baobhan sith may be turned as if it were an undead creature with +4 turn resistance (it does not gain this turn resistance when turned by a creature with an iron holy symbol).

Originally appeared in Dragon Magazine #126 (1987).
 
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Shade

Monster Junkie
Gaund

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-58.html

Gaund
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2) and heat beam +6 ranged touch (special)
Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and tail slap +4 melee (1d8+1) and heat beam +6 ranged touch (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat beam, rake 1d4+1
Special Qualities: Darkvision 90 ft., immunity to fear, low-light vision, resistance to fire 15, tremorsense 60 ft., vulnerability to cold and sonic
Saves: Fort +7, Ref +6, Will +1
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 7
Skills: Handle Animal +4, Jump +14, Listen +9, Spot +9
Feats: Dodge (B), Mobility, Multiattack
Environment: Warm underground
Organization: Solitary, group (2-20), or colony (20-50)
Challenge Rating: 3
Treasure: No coins, double goods (gems only), no items
Alignment: Usually neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: —

This gray-green reptilian creature has a trio of glowing red eyes.

Gaunds are reptilian creatures found mostly in dry, fiery caverns. They generally form groups of up to twenty members, although large colonies of multiple groups occasionally arise. Although gaunds have been known to hoard gems and trade them for food with travelers, they are highly territorial and generally hostile toward intruders. Humanoids occasionally hunt gaunds for their hard and durable teeth and the rich, succulent meat in their tails, which only adds to their hostility toward others.

Gaunds live a very simple and naturalistic life, so basic that they are often mistaken for nonintelligent, dangerous lizards. Gaunds are generally quadrupedal, rising upon their hind legs and balancing with their tails only in combat or when surveying their surroundings. Gaunds are omnivorous, and have been known to maintain breeding colonies of lesser animals to ensure themselves of a plentiful supply.

Gaund mating rituals include an upright, shuffling, head-tohead dance during which an an egg-bearing female turns a fiery orange. After a gestation period of about four months, 1-4 eggs are produced. These have leathery shells and are covered with a clear, spicy-scented slime. This substance is known to neutralize nearly all acids and are highly resistant to fire. Gaunds guard their eggs ferociously for the 3-12 days it takes them to hatch. Young are reach maturity in 3 to 6 months.

A gaund stands 6 feet tall and weighs 200 to 250 pounds.

Gaunds speak their own language, a series of singing clicks and hollow whistling sounds.

COMBAT

Gaunds never use manufactured weapons, preferring to slash with their claws, snap with their jaws, lash with their tails, and blast with their heat beams. Gaunds leap about constantly, hurling themselves at and upon opponents. Utterly fearless, the death of a fellow gaund drives them to fight with even greater ferocity. Gaunds only make rake attacks if pinned or caught from the rear.

Heat Beam (Su): A gaund may make a ray attack against any creature within 90 feet as a swift action. If the target is carrying or wearing metal objects or armor, those metal objects are affected as by a heat metal spell. A DC 15 Will save negates the damage. The save DC is Constitution-based.

Pounce (Ex): If a gaund charges, it can make a full attack.

Rake (Ex): Attack bonus +6 melee, damage 1d4+1.

Skills: A gaund has a +4 racial bonus on Listen and Spot checksand a +8 racial bonus on Jump checks.

Frost Gaund
This variety of gaund lives in regions of deep cold and has slate-gray skin with incandescent blue eyes. Frost gaunds have a frost ray instead of a heat ray, which mimics the effect of the spell chill metal, cold resistance instead of fire resistance, and vulnerability to fire rather than vulnerability to cold. The slime on frost gaund eggs is extremely resistant to cold, rather than fire, granting them resistance to cold 20.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
 
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